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RimWorld => Releases => Mods => Outdated => Topic started by: Cala13er on March 17, 2014, 05:16:58 PM

Poll
Question: What age would you prefer to start in using the new tech tree?
Option 1: Ancient Era - Start from the beginning of the tech tree (Start with almost nothing available) votes: 253
Option 2: Classical Era - Start 1 age up from the beginning of the tech tree (Start with few things available) votes: 33
Option 3: Medieval Era - Start 2 ages up from the beginning of the tech tree (Start with many things available) votes: 17
Option 4: Renaissance Era - Start 3 ages up from the beginning of the tech tree (Start with plenty of things available) votes: 7
Option 5: Industrial Era - Start 4 ages up from the beginning of the tech tree (Start with just over half of things available) votes: 23
Option 6: Modern Era - Start 5 ages up from the beginning of the tech tree (Start with most things available) votes: 9
Option 7: Atomic Era - Start 6 ages up from the beginning of the tech tree (Start with almost everything available) votes: 2
Option 8: Information Era - Start 7 ages up from the beginning of the tech tree (Start with only few things not available, and not many researches) votes: 2
Option 9: Experimental Era - Start 8 ages up from the beginning of the tech tree (Start with everything but the experimental stage stuff) votes: 15
Title: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
Post by: Cala13er on March 17, 2014, 05:16:58 PM
Main NEWS

  • Coal poll verdict : Coal will be a very important resource early game, and slowly become less useful. - Won with 78 votes to 24
  • Ore poll verdict : Ores will remain however I will be working hard on balancing it for v1.2.0! - Won with 55 votes.
  • Research poll verdict : Research will be a tech tree, sharing similar paths to The Civilization game series. - Won with 35 votes.
  • In-Depth research poll verdict : Vanilla game items/buildings will be part of the research system - Won with 30 votes to 15


(http://i1084.photobucket.com/albums/j408/calumrules/industrial_rim_forum_signature__not_by_me__by_blackjack1000k-d7f3hot.jpg)
Banner by Blackjack1000K
Current Version : Industrial RIM v1.1.2 - The Fix Update



Description:
Hello, Welcome to the Industrial RIM mod forum post. This mod aims to bring you many industrial like features such as conveyor belts, power plants, industrial hoppers etc... aswell as some non-industrial like features. I hope you enjoy.

Industrial Rim is designed as a standalone mod, meaning compatibility with other mods is not at all a priority, we do not aim to be compatible with any mods. However if you find that this mod is in-compatible with a mod that would otherwise work well alongside Industrial Rim, pm me and I will look into it.

My tutorials :
https://www.youtube.com/watch?v=yvAfLnPJAaM (https://www.youtube.com/watch?v=yvAfLnPJAaM)
https://www.youtube.com/watch?v=ZkVucz5O4kc (https://www.youtube.com/watch?v=ZkVucz5O4kc)

Features:
The layout is a similar copy of Architects layout for BetterPower+ as I do prefer the way he has layed his topic out. So thanks to Architect :)

>> Industrial RIM
>>> Conveyor Belts
>>> Mining Drills
>>> Smelters
>>> Nuclear Energy
>>> Coal Burning
>>> Water Energy
>>> Many methods of power usage
>>> Carpets

Full list of features (As of v1.0.0) :

-> Industrial RIM
---> Conveyor Belts
---> Conveyor Belt Splitters
---> Conveyor Belt Turns
---> Nuclear Reactor
---> Coal Power Plant
---> Water Power Plant
---> Water Storage Pool
---> Industrial Hoppers
---> Coal Mining Drill
---> Copper Mining Drill
---> Iron Mining Drill
---> Wind Turbine
---> Nano-Antenna Solar Panel
---> Electric Energy Accumulators
---> Reinforced Power Conduits
---> Advanced Battery
---> Large Battery
---> Coal
---> Copper Ingots
---> Walls with installed lights
---> Walls with installed red lights
---> Walls with installed blue lights
---> Blue Bright Lamps
---> Red Bright Lamps
---> Random animal death incident
---> Gold carpet
---> Lime carpet
---> Pink carpet
---> Purple carpet
---> Stone Wall with copper wiring


Change log:

//Version 1.1.2
--- Nuclear Waste Removed
--- Sludge Waste Removed

//Version 1.1.1
--- Colonists can no longer walk over conveyor belts due to footprint error

//Version 1.1.0 - The Fix Update
--- Added HighTechBattery C# class - High Tech Battery now uses this instead of original battery class
--- Added (Clockwise) Curve Conveyor Belt to make conveyor assemblies look nicer
--- Added (Anti-Clocksie) Curve conveyor Belt to make conveyor assemblies look nicer
--- Added Nuclear Waste (Request and Idea by dannyepsin)
--- Added Sludge (Request and Idea by dannyepsin)
--- Colonists can now walk on ConveyorBelts
--- Conveyor Belts will now forbid any item on the conveyor belt that is not already.
--- Coal and Uranium consumption adjusted
--- Coal Power Plants now create sludge as a by-product of waste (Request and Idea by dannyepsin)
--- Nuclear Power Plants now create nuclear waste as a by-product of energy (Request and idea by dannyepsin)
--- Nuclear Power Plants now consume less Uranium
--- Nuclear Waste now glows green for 50,000 ticks then glow disappears
--- Uranium lasts longer in Nuclear Power Plants
--- Uranium Efficiency 1 & 2 now affects how long uranium lasts as well as consumption.
--- Nuclear Power Plants power output lowered
--- Raw Titanium and Raw Copper now spawn less on the map
--- Copper Ingots now spawn on map start
--- Metal walls with green lighting
--- Alloy Smelter now gives of orange glow when powered
--- Raw Metal Smelter now gives of orange glow when powered
--- Fixed problem where mines would stop working after research
--- Removed - Faster conveyor belts research
--- Conveyor belts are now faster by default
--- Industrial Traders now buy and sell Coal
--- Industrial Traders now buy and sell Titanium
--- Industrial Traders now buy and sell Copper Ingots
--- Industrial Traders now buy and sell Carbon
--- Titanium Spawn ALOT less frequently
--- Titanium slightly made more useful
--- Copper Spawns less
--- Metal Spawns more
--- Heavy Turret undergone balance fixes
--- ShotGun Turret undergone balance fixes
--- Sniper Turret undergone balance fixes
--- Solar Panels now need researching
--- Conveyor Belts now need researching
--- Coal Power Plants now need researching
--- Almost everything now needs researching :P
--- Industrial Hoppers now allow food to be placed in them
--- Industrial Hoppers have critical importance by default
--- Industrial Hoppers have nothing allowed by default
--- Research - Solar Panels require research "Solar Technology"
--- Research - Underground mines require research "Underground Mining"
--- Research - Conveyor Belts require research "Conveyor Belts"
--- Research - Hydro Plants, Pools, Accelerators, Turbines require research "Hydro Power Creation"
--- Research - Coal Power Plants require research "Coal Power Plants"
--- Research - Smelters require research "Smelting"
--- Textures - New Conveyor Belt Texture (By Blackjack1000K)
--- Textures - New Conveyor Belt Splitter Texture (By Blackjack1000K)
--- Textures - New Steel Plate Texture (By Blackjack1000K)
--- Textures - New Mines Texture (By Blackjack1000K)
--- Textures - New Wind Turbine Texture (By Blackjack1000K)
--- Textures - New Smelter Texture (By Blackjack1000K)
--- Textures - New Industrial Hopper Texture (By Blackjack1000K)

// Version 1.0.0
--- Added - Steel
--- Added - Refined Iron
--- Added - Iron Ore
--- Added - Copper Ore
--- Added - Copper Ingots
--- Added - Coal
--- Added - Carbon
--- Added - Underground Carbon Mine
--- Added - Underground Iron Mine
--- Added - Underground Coal Mine
--- Added - Conveyor Belts
--- Added - Conveyor Belt splitters
--- Added - Nuclear Power Plant
--- Added - Coal Power Plant
--- Added - Nano-Antenna Solar Panel
--- Added - Hydro Plant
--- Added - Hydro Advanced Turbine
--- Added - Hydro Accelerator
--- Added - Hydro Pool
--- Added - Windfarm
--- Added - Advanced Battery
--- Added - Energy Accumulator
--- Added - Large Battery
--- Added - Alloy Smelter
--- Added - Raw Metal Smelter
--- Added - Red Sun Lamp
--- Added - Blue Sun Lamp
--- Added - Walls with Lights
--- Added - Walls with Blue Lights
--- Added - Walls with Red lights
--- New Research - Power Storage 2
--- New Research - Power Storage 3
--- New Research - Nano-Antenna Technology
--- New Research - Nuclear Technology
--- New Research - Advanced Coal Mining
--- New Research - Pneumatic Drills
--- New Research - Uranium Efficiency
--- New Research - Uranium Efficiency 2
--- New Research - Conveyor Belt Speed
--- New Research - Coal Efficiency
--- New Research - Hydro Intensity
--- New Research - Advanced Iron Mining
--- Terrain Gen - Copper
--- Terrain Gen - Titanium
--- Scatter - Copper Ingots
--- Recipe - SlagDebrisExtraction (Slag to metal)
--- Incidents - Random Animal Death
--- Story Tellers - All allow up to 500 colonists critical


Mod Team:
  • Cala13er (Lead Developer) (http://cala13er) --- All coding (Apart from the parts credited), some textures.
  • Nackblad (Lead texture artist) (http://ludeon.com/forums/index.php?action=profile;u=11734) --- Most of the mods textures for v1.2.0 onwards.
  • Mrofa (Lead texture artist) (http://ludeon.com/forums/index.php?action=profile;u=2507) --- A good amount of textures for v1.2.0 onwards.

Need texture artists.

Contributors - WorldOfIllusion, Blackjack1000K (http://ludeon.com/forums/index.php?action=profile;u=3240)

Tester Team :

       
  • hwoo (http://ludeon.com/forums/index.php?action=profile;u=1018)
  • iame6162013 (http://ludeon.com/forums/index.php?action=profile;u=3934)
  • mccartercar (http://ludeon.com/forums/index.php?action=profile;u=1035)
  • guken9922 (http://ludeon.com/forums/index.php?action=profile;u=4917)
  • Stalker102 (http://ludeon.com/forums/index.php?action=profile;u=2959)
  • dragon2005 (http://ludeon.com/forums/index.php?action=profile;u=2846)
Credit :

       
  • To Hancake (http://ludeon.com/forums/index.php?action=profile;u=4457) for the texture she has provided for me :) . (Nuclear Power Plant)
  • To Architect (http://ludeon.com/forums/index.php?topic=2249.0) for help on the original conveyor belts*
My mod Team is open, and if you would like to join. All you need is basic C# knowledge along with the full knowledge of XML modding (RimWorld based only) and I'll take you in. Just pop us a pm if interested. I'm open arms :)



Notes:
N/A

Playthroughs!!! :
RimWorld Alpha 3 Industrial RIM Update v1.1.2  (https://www.youtube.com/watch?v=BK32-NjSv90)by Viper2350 (https://www.youtube.com/user/Viper2350)

RimWorld Alpha 3 Industrial RIM -- Part 1 -- Lets Take A Look  (https://www.youtube.com/watch?v=1T5fwe7mTIE)by Viper2350 (https://www.youtube.com/user/Viper2350)
RimWorld Alpha 3 Industrial RIM -- Part 2 -- Minigun  (https://www.youtube.com/watch?v=8RPA7Ab1qFU)by Viper2350 (https://www.youtube.com/user/Viper2350)

Modded Rimworld - Industrial Rim Ep 1 - New Metal, Manufacturing & Buildings  (https://www.youtube.com/watch?v=bvApuVh0KiQ)by Gaming with Ryan (https://www.youtube.com/user/Ryan123220)
Modded Rimworld - Industrial Rim Ep 2 - steel manufacturing  (https://www.youtube.com/watch?v=nL6etW9LmTw)by Gaming with Ryan (https://www.youtube.com/user/Ryan123220)
Modded Rimworld - Industrial Rim Ep 3 - Lets try this again  (https://www.youtube.com/watch?v=_-8cY6s96t8)by Gaming with Ryan (https://www.youtube.com/user/Ryan123220)
Modded Rimworld - Industrial Rim Ep 4 - Setting Up Automated Mining  (https://www.youtube.com/watch?v=XfvANcmHD5I)by Gaming with Ryan (https://www.youtube.com/user/Ryan123220)
Modded Rimworld - Industrial Rim Ep 5 - Troubles With Steel Manufacting  (https://www.youtube.com/watch?v=50r-jvCYtkA)by Gaming with Ryan (https://www.youtube.com/user/Ryan123220)

Recommended Mods :

       
  • MinE by iame6162013 (http://ludeon.com/forums/index.php?topic=2823.0)
  • Fertile Plains by ItchyFlea (http://ludeon.com/forums/index.php?topic=2910.0)
  • Wood Economy by ItchyFlea (http://ludeon.com/forums/index.php?topic=2162.0)

SHOW YOUR SUPPORT OF INDUSTRIAL RIM:

If you want to show your support of Industrial RIM, add this to your signature!

(http://i1084.photobucket.com/albums/j408/calumrules/industrial_rim_forum_signature__not_by_me__by_blackjack1000k-d7f3hot.jpg) (http://ludeon.com/forums/index.php?topic=2598.0)

[/list]
[url=http://ludeon.com/forums/index.php?topic=2598.0] [img]http://i1084.photobucket.com/albums/j408/calumrules/industrial_rim_forum_signature__not_by_me__by_blackjack1000k-d7f3hot.jpg[/img][/url]


(http://i1084.photobucket.com/albums/j408/calumrules/industrial_rim_banner_by_blackjack1000k-d7eipw9.png) (http://ludeon.com/forums/index.php?topic=2598.0)


[url=http://ludeon.com/forums/index.php?topic=2598.0] [img]http://i1084.photobucket.com/albums/j408/calumrules/industrial_rim_banner_by_blackjack1000k-d7eipw9.png[/img][/url]


Download Links:

  • (Alpha 3) Industrial RIM v1.1.2 from MEDIAFIRE (https://www.mediafire.com/?3ecwznmcsn8npsn) --- 5500+ Downloads (http://i1084.photobucket.com/albums/j408/calumrules/ThanksGuysMeansALOT.png)
  • (Alpha 3) Industrial RIM v1.1.2 from THE BOX (https://app.box.com/s/tvx1qi8sr86j3ewcmu09) --- 700+ Downloads (http://i1084.photobucket.com/albums/j408/calumrules/THANKSAGAIN.png)

Donations! (I know it sounds cheap but I'm not forcing you to)
Every little helps.
(http://i1084.photobucket.com/albums/j408/calumrules/paypal3-2.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5KQYLM5LQKLV2)
If you do happen to donate! You get versions like my testers do, You get to choose your own feature for me to add for the next update, and a very special thanks from me (wish I could offer more but i'm out of ideas :P. (Must be industrial and not based on weapons like most suggestions are).
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED (WEAPONS PLUS+)
Post by: Vas on March 17, 2014, 08:36:41 PM
If these aren't your mods in the pack, then you should really rename the title to say [MODPACK] instead.
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED (WEAPONS PLUS+)
Post by: Cala13er on March 17, 2014, 08:45:56 PM
They're my mods? Industrial RIM is my mod. These are just parts from the Alpha 3 version because someone requested it.
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED (WEAPONS PLUS+)
Post by: Vas on March 17, 2014, 08:58:39 PM
Quote from: Cala13er on March 17, 2014, 08:45:56 PM
They're my mods? Industrial RIM is my mod. These are just parts from the Alpha 3 version because someone requested it.

I just checked the files and it looks like your stuff.  :P  I missed some bits of the post, just woke up so it was hard reading stuff.  I thought you said you merged other mods in the "Mod Merging" bit.  xP
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED (WEAPONS PLUS+)
Post by: Cala13er on March 17, 2014, 09:00:26 PM
Hahaha nahhh, The mod merging is an offer. For people who have discontinued mods :).
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED
Post by: Architect on March 18, 2014, 07:45:17 AM
Cala13er, I don't know if you have read my message yet, but I'm offering my assistance in getting this alpha 3 ready :)
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED
Post by: Cala13er on March 18, 2014, 08:03:08 AM
That would be great! Any help is welcome. But don't you want to focus on your mod?
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED
Post by: Architect on March 18, 2014, 08:10:19 AM
Quote from: Cala13er on March 18, 2014, 08:03:08 AM
That would be great! Any help is welcome. But don't you want to focus on your mod?

I do, but if your industrial craft, then I'm build craft, and they complimented each other very well in minecraft XD I wouldn't mind getting a similar interaction here a little further down the line when both our mods are a little more established?
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED
Post by: Cala13er on March 18, 2014, 09:15:51 AM
I like it!
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: TimMartland on March 19, 2014, 01:40:52 PM
Hooray! Congrats on first release, am looking forwards to the full version. As an idea, you could add in more SF weapons with the pack (More modern guns are good, but its kinda been done before by PA), ones that have been made up for RimWorld like the R-4 rather than ones that are references (I think its kinda immersion-breaking, and again its been done already by PA). Also, you could add more turrets like LMG, HMG, mass acceleration and then a basic AR one (They could be set into a 'progrssion tree' with research so you move away from improv turrets towards big lasery ones)
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 19, 2014, 01:53:33 PM
Quote from: TimMartland on March 19, 2014, 01:40:52 PM
Hooray! Congrats on first release, am looking forwards to the full version. As an idea, you could add in more SF weapons with the pack (More modern guns are good, but its kinda been done before by PA), ones that have been made up for RimWorld like the R-4 rather than ones that are references (I think its kinda immersion-breaking, and again its been done already by PA). Also, you could add more turrets like LMG, HMG, mass acceleration and then a basic AR one (They could be set into a 'progrssion tree' with research so you move away from improv turrets towards big lasery ones)

I guess you could say the gun bit is at competition with Project Armoury. And I've got quite a bit instore for it, v0.0.1.4 (when it's released) will contain a few more battlefield guns (Guns I copied from battlefield 4) and around 4-5 more Modern Guns. With a few more special guns.
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED
Post by: starlight on March 20, 2014, 05:08:34 AM
Quote from: Architect on March 18, 2014, 08:10:19 AM
Quote from: Cala13er on March 18, 2014, 08:03:08 AM
That would be great! Any help is welcome. But don't you want to focus on your mod?

I do, but if your industrial craft, then I'm build craft, and they complimented each other very well in minecraft XD I wouldn't mind getting a similar interaction here a little further down the line when both our mods are a little more established?

I am all for adding more complexity to the industrial / building / economy parts of the simulation and not just to the weapons.
(Having weapons that are tiered, or require complex economies to be accessed would be interesting, though)

Hence, looking forward to more great versions of this mod  that have more things to do alongwith more alpha versions of Rimworld.

Just some sugggestions:
Vehicles
Automated Minecarts ('Men' with different graphics, and only hauling turned on)
Searchlights
A tiered economy starting with stone/wood and ending in nuclear power
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 20, 2014, 08:30:48 AM
Alpha 3 version will be alot more balanced and with more stuff tying into each other.
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Ribas on March 20, 2014, 10:19:50 AM
If I only use grain to make simple meals... my colonist cannot eat it. (They try but the meals never ends.)
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 20, 2014, 10:48:46 AM
Quote from: Ribas on March 20, 2014, 10:19:50 AM
If I only use grain to make simple meals... my colonist cannot eat it. (They try but the meals never ends.)

The farming part is currently unfinished. When I finish work later. I will add a bit more into it. Just been busy on the alpha 3 version instead.
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Ribas on March 20, 2014, 04:53:05 PM
I fixed the grain problem, now you can make a simple food meal using grain.
There's no other way to produce the soil fertilizers? Using human corpses is like to eating them... I doubt that you would eat vegetables/fruits from a farm that uses humans as soil fertilizer.
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 20, 2014, 05:31:53 PM
Yeah, It's fixed in the Alpha 3 version and probably in the v0.0.1.4 if I can cba to copy that 1 part of code -_-

As for human fertilized soil.
1. It was requested and since this is the Industrial RIM BETA, I thought why not.
2. It happens in real life unfortunately, I think some US Tourists found out about it happening in a corrupt area of Nigeria.
3. I forgot to change the colonist view of it to Horrifying
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Ribas on March 20, 2014, 10:25:25 PM
Well, you can make a normal soil fertilizer only purchased by farming trader ships.
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 21, 2014, 02:50:09 AM
Added! Will be in next version. Which I'm releasing Sunday :)
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: SleepyFox on March 21, 2014, 07:34:33 AM
Quote from: Cala13er on March 20, 2014, 05:31:53 PM
Yeah, It's fixed in the Alpha 3 version and probably in the v0.0.1.4 if I can cba to copy that 1 part of code -_-

As for human fertilized soil.
1. It was requested and since this is the Industrial RIM BETA, I thought why not.
2. It happens in real life unfortunately, I think some US Tourists found out about it happening in a corrupt area of Nigeria.
3. I forgot to change the colonist view of it to Horrifying

Not to mention the ever-present use of corpse-starch rations in Warhammer 40k, where grinding bones to make bread is pretty literal. Still, it pretty much came from the comment "BLOOD MAKES THE GRASS GROW!" ... or rather, 'blood makes the taters grow'. So :D
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: bigwolf2101 on March 21, 2014, 09:09:14 AM
just thought u should know your trees over take the map and cause frame lag bad at day 90-100
Title: Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 21, 2014, 09:26:22 AM
Okay, I've slowed down their spreading process.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Snick0rz on March 22, 2014, 09:02:03 AM
Could you add a P90 for the next release?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 22, 2014, 09:22:58 AM
Quote from: Snick0rz on March 22, 2014, 09:02:03 AM
Could you add a P90 for the next release?

Sure! Will be in the next release!

More ideas are welcome :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Snick0rz on March 22, 2014, 02:55:11 PM
Cool!  ;D
I've got a couple more ideas such as the FN F2000 (http://en.wikipedia.org/wiki/FN_F2000), the FN SCAR (http://en.wikipedia.org/wiki/FN_SCAR) and the H&K G11 (http://en.wikipedia.org/wiki/Heckler_%26_Koch_G11), which I think would kinda fit into setting of the game.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 22, 2014, 04:00:17 PM
Right I've made and added them :)
Will be in v0.0.1.4
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: user27 on March 23, 2014, 10:39:52 AM
theres a problem with the simple meals made with grain, the colonists will do everything but eat them ( and then thay starve wile trying to eat it)


edit:   can you take a look at the growing rates for the human fertilized soil?   my potatos still take 2 day's worth of game time to grow  ( same amount as for regular soil)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Hancake on March 23, 2014, 04:58:59 PM
Hey Calum! Thanks for responding to my graphics thread. :)

What graphics is it you're looking to have completed?
I'm not sure how coding really works so is there a standard naming system you want me to name specific files or anything?

Thanks,

Hannah
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Architect on March 23, 2014, 05:07:26 PM
Quote from: Hancake on March 23, 2014, 04:58:59 PM
Hey Calum! Thanks for responding to my graphics thread. :)

What graphics is it you're looking to have completed?
I'm not sure how coding really works so is there a standard naming system you want me to name specific files or anything?

Thanks,

Hannah

Save stuff as PNG's, transparencies can be used. All super simple :D
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 23, 2014, 08:05:43 PM
Quote from: user27 on March 23, 2014, 10:39:52 AM
theres a problem with the simple meals made with grain, the colonists will do everything but eat them ( and then thay starve wile trying to eat it)


edit:   can you take a look at the growing rates for the human fertilized soil?   my potatos still take 2 day's worth of game time to grow  ( same amount as for regular soil)

Sorry about this. As I mentioned, the mod was copied from my Alpha 3 version of the mod. It's pretty unstable and is meant to be just a sample. (Not a very good one)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 24, 2014, 07:26:06 AM
Quote from: Hancake on March 23, 2014, 04:58:59 PM
Hey Calum! Thanks for responding to my graphics thread. :)

What graphics is it you're looking to have completed?
I'm not sure how coding really works so is there a standard naming system you want me to name specific files or anything?

Thanks,

Hannah

I've messaged you :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: TimMartland on March 25, 2014, 02:17:12 PM
Can you add images of the mod to the OP please?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 25, 2014, 02:56:24 PM
"OP" ??? what's that. Other Post?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Hancake on March 25, 2014, 03:03:32 PM
It means original post, or original poster :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 25, 2014, 07:47:22 PM
Quote from: Hancake on March 25, 2014, 03:03:32 PM
It means original post, or original poster :)

Ahhh, I see! Well I'll try get some images up.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim BETA v0.0.1.3 FIXED
Post by: Cala13er on March 27, 2014, 05:34:07 AM
Quote from: TimMartland on March 25, 2014, 02:17:12 PM
Can you add images of the mod to the OP please?

Sure, I'll have them up by tomorrow along with the v0.0.1.4 update :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.3 FIXED
Post by: iame6162013 on March 28, 2014, 03:07:37 PM
So exiting the 0.0.1.4 :D
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.3 FIXED
Post by: Cala13er on March 28, 2014, 04:16:16 PM
Wooh! I'm just adding a few more things then I'll upload it. It WILL be up at 06:10:10 Forum Server time!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.3 FIXED
Post by: mrofa on March 28, 2014, 04:36:07 PM
Cala13er is it possible to make turret to shot explosive bullets in alpha2 ?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.3 FIXED
Post by: Cala13er on March 28, 2014, 04:49:16 PM
Quote from: mrofa on March 28, 2014, 04:36:07 PM
Cala13er is it possible to make turret to shot explosive bullets in alpha2 ?

I don't think so, I can make it shoot grenades tho?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.3 FIXED
Post by: mrofa on March 28, 2014, 04:53:47 PM
Ok but that dont require any dll play ?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.3 FIXED
Post by: Cala13er on March 28, 2014, 04:55:11 PM
Grenade turrets. No. Are you wanting me to add it into v0.0.1.4 before I release it?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.3 FIXED
Post by: mrofa on March 28, 2014, 04:59:45 PM
Well that if you want, i would like if you could send me some example code since im learning about turret stuff atm :D

Edit: forgot to ask, its possible to make custom bullet texture in alpha2 ithout messing with dll ?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.3 FIXED
Post by: Architect on March 28, 2014, 05:53:43 PM
Quote from: mrofa on March 28, 2014, 04:59:45 PM
Well that if you want, i would like if you could send me some example code since im learning about turret stuff atm :D

Edit: forgot to ask, its possible to make custom bullet texture in alpha2 ithout messing with dll ?

yeah, just change the texture path in the thingdef of the bullet.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.3 FIXED
Post by: mrofa on March 28, 2014, 06:08:02 PM
Dont i need to make like whole new def for a bullet ?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.3 FIXED
Post by: Architect on March 28, 2014, 06:09:51 PM
Quote from: mrofa on March 28, 2014, 06:08:02 PM
Dont i need to make like whole new def for a bullet ?

You can overwrite an existing one? If you wanted it to act the same as an existing one, but have a different texture, just copy and paste an existing def, and change the def name as well as the texture path :P Just make sure you remember to change the bullet being fired to the right thing in the gun def.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 28, 2014, 06:41:30 PM
v0.0.1.4 now available! After ages -_-.

Features Include :

Blue Sun Lamp
Red Sun Lamp
Wooden Chair
Wooden Table Long
Wooden Table Short
Farming completely removed
Advanced battery
4 new guns
Metal walls with blue lights
Metal walls with red lights
Metal walls with normal lights
Updated Wooden flooring textures

And more.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 29, 2014, 03:26:13 AM
Quote from: Cala13er on March 28, 2014, 06:41:30 PM
v0.0.1.4 now available! After ages -_-.

Features Include :

Blue Sun Lamp
Red Sun Lamp
Wooden Chair
Wooden Table Long
Wooden Table Short
Farming completely removed
Advanced battery
4 new guns
Metal walls with blue lights
Metal walls with red lights
Metal walls with normal lights
Updated Wooden flooring textures

And more.

All the new things :D i really like your mod :D
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 29, 2014, 05:32:40 AM
Hahaha thanks! Unfortunately! I'm updating later today :) But it's going to be an optional update. Basically it's just going to add some decorative items due to the fact a few decoration mods aren't compatible with my mod.

So v0.0.2.0 will be out soon! :P
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 29, 2014, 07:12:18 AM
Quote from: Cala13er on March 29, 2014, 05:32:40 AM
Hahaha thanks! Unfortunately! I'm updating later today :) But it's going to be an optional update. Basically it's just going to add some decorative items due to the fact a few decoration mods aren't compatible with my mod.

So v0.0.2.0 will be out soon! :P

Woot :D (if your mod woud ever get incompatible with my mod ill change mine :) )
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 29, 2014, 07:24:36 AM
I doubt it will, I tend to look at others mods and try build around them instead of through them.

The known mods that don't work or go well with Industrial RIM are:

BetterPower+
Project Armoury
Wood Economy
Animal Rugs
Coloured Lights+
(I think WorkPlaces)
Turret Package
Clean Sand (As Industrial Rim already alters sand the same way Clean sand mod does)
PopCap+ (As Industrial Rim already alters the pop cap to 500)
Wall Lights
Project Dig (I find project Dig an exact copy of my Alpha 1 mod but ah well, still incompatible)

Yeah it's incompatible with a lot of stuff :/
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 29, 2014, 07:33:36 AM
Quote from: Cala13er on March 29, 2014, 07:24:36 AM
I doubt it will, I tend to look at others mods and try build around them instead of through the.

The known mods that don't work or go well with Industrial RIM are:

BetterPower+
Project Armoury
Wood Economy
Animal Rugs
Coloured Lights+
(I think WorkPlaces)
Turret Package
Clean Sand (As Industrial Rim already alters sand the same way Clean sand mod does)
PopCap+ (As Industrial Rim already alters the pop cap to 500)
Wall Lights
Project Dig (I find project Dig an exact copy of my Alpha 1 mod but ah well, still incompatible)

Yeah it's incompatible with a lot of stuff :/

I have workplace installed and i works fine? but i haven't used it properly, Oh and i don't need popcap+ :D and all the other one's i don't use.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 29, 2014, 07:36:45 AM
Really?

Both of our mods add a table (Mines Gun Smith) I think his is weapons smith or something like that. Anyway they both add recipes for creating guns. Currently mine doesn't include the guns I've added to the game, but that changes in alpha 3.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 29, 2014, 07:45:10 AM
Quote from: Cala13er on March 29, 2014, 07:36:45 AM
Really?

Both of our mods add a table (Mines Gun Smith) I think his is weapons smith or something like that. Anyway they both add recipes for creating guns. Currently mine doesn't include the guns I've added to the game, but that changes in alpha 3.

last time i used it it worked ill check it now to be correct :)

Edit uh are the saves compatible with the old version?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 29, 2014, 08:16:00 AM
I don't think so no, but you could always try it out :/
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 29, 2014, 09:10:14 AM
Quote from: Cala13er on March 29, 2014, 08:16:00 AM
I don't think so no, but you could always try it out :/

Yea i noticed i was thinking i did something wrong with my mod :/
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 29, 2014, 12:27:55 PM
Hahaha yeah, having no backwards compatibility is a bit annoying but that's how it is.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 29, 2014, 12:39:11 PM
Quote from: Cala13er on March 29, 2014, 12:27:55 PM
Hahaha yeah, having no backwards compatibility is a bit annoying but that's how it is.

what no that ain't true :p
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 29, 2014, 03:48:36 PM
No I meant the mods not working with saves using an older version of the mod.

Still laughing at the other modders pathetically bumping. "NOW ALPHA 3 READY" BUMP BUMP BUMP. Why not add it to the title.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 29, 2014, 03:52:38 PM
Quote from: Cala13er on March 29, 2014, 03:48:36 PM
No I meant the mods not working with saves using an older version of the mod.

Still laughing at the other modders pathetically bumping. "NOW ALPHA 3 READY" BUMP BUMP BUMP. Why not add it to the title.

because that woud turn out wonderfully only like 13 mods spamming to get on top :p
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: user27 on March 29, 2014, 04:23:00 PM
for the list of mods that don't work well/at all with this one,
i used wall lights with V0.0.1.3 without a problem
i allso don't see any problems when i use project dig as well
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 29, 2014, 05:18:49 PM
Quote from: user27 on March 29, 2014, 04:23:00 PM
for the list of mods that don't work well/at all with this one,
i used wall lights with V0.0.1.3 without a problem
i allso don't see any problems when i use project dig as well

Those are the things that don't go well with the mod as it already adds similar features.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Architect on March 29, 2014, 05:30:30 PM
So hang on, what is the list of mods that is actually incompatible?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 29, 2014, 05:40:36 PM
As the title of my list, it's mods that don't go well with mine or mods that don't work. So it can include BOTH. You'd have to find that out for yourself. Only in alpha 3 will I be able to actually make a incompatible with, and it looks like your mod is first on the list.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Architect on March 29, 2014, 05:50:16 PM
Quote from: Cala13er on March 29, 2014, 05:40:36 PM
As the title of my list, it's mods that don't go well with mine or mods that don't work. So it can include BOTH. You'd have to find that out for yourself. Only in alpha 3 will I be able to actually make a incompatible with, and it looks like your mod is first on the list.

Thats because our mods are so big XD You might have to look at Rokiyo's too. That is shaping up to be quite a large mod, so there may be some compatibility issues there too. We'll all sort something out in the end, however, previously you said:
Quote from: Cala13er on March 29, 2014, 05:32:40 AM
Hahaha thanks! Unfortunately! I'm updating later today :) But it's going to be an optional update. Basically it's just going to add some decorative items due to the fact a few decoration mods aren't compatible with my mod.

So v0.0.2.0 will be out soon! :P
which worries me, because it infers you're eating up some smaller mods purely because they are incompatible, rather than working on compatibility with them and the owner. Equally, if this is the case, you must have some idea of what mods are compatible?

Sorry if this seems like I'm picking holes, but I don't know what my mod is currently incompatible with, and as our mods are very similar, if you have any idea it would be very useful to me.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 29, 2014, 05:58:34 PM
I have been messaging other mods owners to work on that part. I don't mean to, I just like adding stuff :P. I've narrowed the list, changed it's name and explained why It clashes with it.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 30, 2014, 03:56:59 AM
Quote from: Cala13er on March 29, 2014, 05:58:34 PM
I have been messaging other mods owners to work on that part. I don't mean to, I just like adding stuff :P. I've narrowed the list, changed it's name and explained why It clashes with it.

That's good now u  know where u and the other mod owner shoud work on to have compatiblity :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 30, 2014, 04:40:21 AM
Hahaha true :). I will try as hard to make this mod compatible with others, even if it means removing some things from my mod.

Gonna add your mod to a recommended list :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 30, 2014, 05:34:01 AM
Quote from: Cala13er on March 30, 2014, 04:40:21 AM
Hahaha true :). I will try as hard to make this mod compatible with others, even if it means removing some things from my mod.

Gonna add your mod to a recommended list :)

Did u :D nho ill make one on my tread for u to :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 30, 2014, 09:24:03 AM
Thanks ;). When alpha 3 is released. If you want I'll help you with your mod and dll modding. :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 30, 2014, 09:30:36 AM
Quote from: Cala13er on March 30, 2014, 09:24:03 AM
Thanks ;). When alpha 3 is released. If you want I'll help you with your mod and dll modding. :)

Really can't wait for alpha 3 :) (thx)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 30, 2014, 09:34:50 AM
Well if you want I can give you the source code for it later? Or even send you the class file. Plus my mod won't be released on alpha 3. A week or 2 after though. But I'll send you what I have at the point :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 30, 2014, 09:40:19 AM
Quote from: Cala13er on March 30, 2014, 09:34:50 AM
Well if you want I can give you the source code for it later? Or even send you the class file. Plus my mod won't be released on alpha 3. A week or 2 after though. But I'll send you what I have at the point :)

if u want u can always give it (source (then i know what u did and how to reproduce it)) but probably it's for alpha 3 and can only store it.
u choose really :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 30, 2014, 02:09:35 PM
I'll send you it when I get back in.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 30, 2014, 02:27:07 PM
Quote from: Cala13er on March 30, 2014, 02:09:35 PM
I'll send you it when I get back in.

back in? back in what? eclipe, rimworld, home ?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 30, 2014, 02:41:20 PM
I don't use eclipse. I use visual basic ultimate. And nahh home. Out with mates.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 30, 2014, 02:42:32 PM
Quote from: Cala13er on March 30, 2014, 02:41:20 PM
I don't use eclipse. I use visual basic ultimate. And nahh home. Out with mates.

:D and was(/is) it fun?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: mrofa on March 30, 2014, 04:47:34 PM
Its like notepad++ with special features for programmers, like compilator or project menager.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 30, 2014, 11:51:36 PM
Quote from: mrofa on March 30, 2014, 04:47:34 PM
Its like notepad++ with special features for programmers, like compilator or project menager.

yeah that. :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: mrofa on March 30, 2014, 11:56:04 PM
If you wanna try, try eclipse its more compact, visual will slap you with tons of options to the point when your eyes might bleed out :D
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 31, 2014, 12:37:58 AM
Quote from: mrofa on March 30, 2014, 11:56:04 PM
If you wanna try, try eclipse its more compact, visual will slap you with tons of options to the point when your eyes might bleed out :D

Nahh, I spent way to much on visual studio ultimate. And I ain't going to just quit using it :P
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 31, 2014, 11:28:56 AM
Quote from: mrofa on March 30, 2014, 11:56:04 PM
If you wanna try, try eclipse its more compact, visual will slap you with tons of options to the point when your eyes might bleed out :D

But they do that now already :p
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 31, 2014, 01:04:55 PM
Hahaha, I recommend getting Visual Studio Ultimate Trial for 90 days ;). It's completely free! You will see how awesome it is, and the help community is absolutely massive!

The whole thing is worth like £11,000. Absolutely insane! I'm lucky I did a developers course and got a key for £300.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 31, 2014, 01:26:17 PM
Quote from: Cala13er on March 31, 2014, 01:04:55 PM
Hahaha, I recommend getting Visual Studio Ultimate Trial for 90 days ;). It's completely free! You will see how awesome it is, and the help community is absolutely massive!

The whole thing is worth like £11,000. Absolutely insane! I'm lucky I did a developers course and got a key for £300.

£11,000? uhhhhh i woud rather not get addicted to it :p That completely Insane! but ill skip this one
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Architect on March 31, 2014, 01:32:50 PM
Quote from: iame6162013 on March 31, 2014, 01:26:17 PM
Quote from: Cala13er on March 31, 2014, 01:04:55 PM
Hahaha, I recommend getting Visual Studio Ultimate Trial for 90 days ;). It's completely free! You will see how awesome it is, and the help community is absolutely massive!

The whole thing is worth like �11,000. Absolutely insane! I'm lucky I did a developers course and got a key for �300.

�11,000? uhhhhh i woud rather not get addicted to it :p That completely Insane! but ill skip this one

On my screen, all I see is a diamond with a question mark in it next to those numbers, so I'm gonna go ahead and assume we're talking in quantity of banana's :P
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 31, 2014, 01:56:22 PM
Yeah this website doesn't like the GBP Sign. That's what the diamond was :P ££££££££££££££
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Architect on March 31, 2014, 01:57:54 PM
My oh my I'm not doing very well with quotations today, thats the second one Ive ballsed up in as many hours
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 31, 2014, 02:15:06 PM
Quote from: Architect on March 31, 2014, 01:57:54 PM
My oh my I'm not doing very well with quotations today, thats the second one Ive ballsed up in as many hours

Well technically if bananas were worth 1 GBP then yeah. It would cost 11,000 bananas.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on March 31, 2014, 02:34:21 PM
Quote from: Cala13er on March 31, 2014, 02:15:06 PM
Quote from: Architect on March 31, 2014, 01:57:54 PM
My oh my I'm not doing very well with quotations today, thats the second one Ive ballsed up in as many hours

Well technically if bananas were worth 1 GBP then yeah. It would cost 11,000 bananas.

But that's still expensive...
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on March 31, 2014, 04:21:43 PM
It is very over priced. But it does an awful lot and probably should be worth more. My course allowed me to purchase it for £300 so I probably got the best deal in the world.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on April 01, 2014, 11:08:06 AM
Quote from: Cala13er on March 31, 2014, 04:21:43 PM
It is very over priced. But it does an awful lot and probably should be worth more. My course allowed me to purchase it for £300 so I probably got the best deal in the world.

The best deal in the world u say Hmm ...let me think i know somebody who has got 32GB ram 3TSSD a really nice graphics card a intel 7 extreme edition (*8) (+Windows 7+8) for that price what do u think about that (completely off topic But)?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on April 01, 2014, 01:06:26 PM
That's good but it ain't $11,000 good.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Azanor on April 01, 2014, 01:09:07 PM
I love this mod :). Can't wait for alpha 3 and I plan on making an add on for this mod! :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on April 01, 2014, 01:11:27 PM
Quote from: Azanor on April 01, 2014, 01:09:07 PM
I love this mod :). Can't wait for alpha 3 and I plan on making an add on for this mod! :)

Thanks I'm glad you like it :). And once alpha 3 is live I'll send you all the source code. As much as I encourage you to make a separate mod add ons are always welcome :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on April 01, 2014, 01:15:38 PM
Quote from: Cala13er on April 01, 2014, 01:06:26 PM
That's good but it ain't $11,000 good.

ok uuh a car :p i won :p
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Azanor on April 01, 2014, 01:17:53 PM
Haha I look forward to working with you ;) I can be buildcraft and you are industrial craft! But this buildRim will be industrial rim dependant
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on April 01, 2014, 01:24:45 PM
Quote from: iame6162013 on April 01, 2014, 01:15:38 PM
Quote from: Cala13er on April 01, 2014, 01:06:26 PM
That's good but it ain't $11,000 good.

ok uuh a car :p i won :p

I'm on about great deals getting a product for 10,970 Pounds cheaper.

And for cars
My uncle got a 5 door Vauxhall insignia (or something similar, 2012, 190Horse power, 0-60 in like 6.4 seconds for 2500 pounds. Second Hand but it should of been sold for 17000
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: iame6162013 on April 01, 2014, 01:29:03 PM
Quote from: Cala13er on April 01, 2014, 01:24:45 PM
Quote from: iame6162013 on April 01, 2014, 01:15:38 PM
Quote from: Cala13er on April 01, 2014, 01:06:26 PM
That's good but it ain't $11,000 good.

ok uuh a car :p i won :p

I'm on about great deals getting a product for 10,970 Pounds cheaper.

And for cars
My uncle got a 5 door Vauxhall insignia (or something similar, 2012, 190Horse power, 0-60 in like 6.4 seconds for 2500 pounds. Second Hand but it should of been sold for 17000

Nho i lost :p
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on April 01, 2014, 01:37:41 PM
Quote from: Azanor on April 01, 2014, 01:17:53 PM
Haha I look forward to working with you ;) I can be buildcraft and you are industrial craft! But this buildRim will be industrial rim dependant

Add us on skype : Calumishere1.

Also architect who owns the betterpower+ mod said the exact same thing but our alpha 3 mods collide quite a bit so that's obviously not the case :).
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Azanor on April 01, 2014, 02:08:00 PM
His mod is alright, but I don't really like it that much. I use yours and will do in Alpha 3, seeing as I'm making an add on for it :). And I've added you on skype :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on April 01, 2014, 02:12:47 PM
How are you with c# and modding?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Azanor on April 01, 2014, 02:13:51 PM
Quote from: Cala13er on April 01, 2014, 02:12:47 PM
How are you with c# and modding?

I know quite a bit :) but may ask for your help if I get stuck :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on April 01, 2014, 02:15:10 PM
Hahaha will try my best to help you out! Will pop you a message on skype now.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Azanor on April 01, 2014, 02:17:02 PM
i will be on in 5 minutes, and i will call you on skype. skype chat is effort :P
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4 FINALLY UPDATED
Post by: Cala13er on April 01, 2014, 05:37:00 PM
Quote from: Azanor on April 01, 2014, 02:17:02 PM
i will be on in 5 minutes, and i will call you on skype. skype chat is effort :P

LAZY
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 01, 2014, 07:39:42 PM
I just noticed that you used the accumulator's texture from a game called Factorio.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Azanor on April 02, 2014, 01:00:35 AM
Yeah ive made the texture for the next version :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 02, 2014, 05:14:42 AM
Quote from: Azanor on April 02, 2014, 01:00:35 AM
Yeah ive made the texture for the next version :)

Yeah thanks for the texture :P. I really needed one for the accumulator! Any chance you could make a coal plant texture?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 02, 2014, 05:17:57 AM
Quote from: Blackjack1000K on April 01, 2014, 07:39:42 PM
I just noticed that you used the accumulator's texture from a game called Factorio.

Yeah :P. I really wanted to push the release out so I just grabbed factorio's :). Azanor has made another texture now. We're trying to keep RimWorlds 2d'ness <--- made up word.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 03, 2014, 03:09:58 AM
Quote from: Cala13er on April 02, 2014, 05:17:57 AM
Quote from: Blackjack1000K on April 01, 2014, 07:39:42 PM
I just noticed that you used the accumulator's texture from a game called Factorio.

Yeah :P. I really wanted to push the release out so I just grabbed factorio's :). Azanor has made another texture now. We're trying to keep RimWorlds 2d'ness <--- made up word.
Lol, Awesome can't wait for the next update to come out, BTW are you trying to mix Rimworld and Factorio? i came up with the idea when is saw conveyor belts  ;D
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 03, 2014, 03:16:00 AM
Quote from: Blackjack1000K on April 03, 2014, 03:09:58 AM
Quote from: Cala13er on April 02, 2014, 05:17:57 AM
Quote from: Blackjack1000K on April 01, 2014, 07:39:42 PM
I just noticed that you used the accumulator's texture from a game called Factorio.

Yeah :P. I really wanted to push the release out so I just grabbed factorio's :). Azanor has made another texture now. We're trying to keep RimWorlds 2d'ness <--- made up word.
Lol, Awesome can't wait for the next update to come out, BTW are you trying to mix Rimworld and Factorio? i came up with the idea when is saw conveyor belts  ;D

I am indeed! As a huge Factorio and RimWorld (As well as an Industrial Craft for Minecraft) fan. I am going to focus mainly on mixing these 3! I've got an awful lot in plan for Alpha 3, however not all of it is coming in the first release of IR for Alpha 3 which will be v0.1.0.0. V0.2.0.0 will contain far, far more :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 03, 2014, 03:48:49 AM
Quote from: Cala13er on April 03, 2014, 03:16:00 AM
Quote from: Blackjack1000K on April 03, 2014, 03:09:58 AM
Quote from: Cala13er on April 02, 2014, 05:17:57 AM
Quote from: Blackjack1000K on April 01, 2014, 07:39:42 PM
I just noticed that you used the accumulator's texture from a game called Factorio.

Yeah :P. I really wanted to push the release out so I just grabbed factorio's :). Azanor has made another texture now. We're trying to keep RimWorlds 2d'ness <--- made up word.
Lol, Awesome can't wait for the next update to come out, BTW are you trying to mix Rimworld and Factorio? i came up with the idea when is saw conveyor belts  ;D

I am indeed! As a huge Factorio and RimWorld (As well as an Industrial Craft for Minecraft) fan. I am going to focus mainly on mixing these 3! I've got an awful lot in plan for Alpha 3, however not all of it is coming in the first release of IR for Alpha 3 which will be v0.1.0.0. V0.2.0.0 will contain far, far more :)
Off topic: Same here im also a big fan of IndustrialCraft,Buildcraft and Factorio.

On-topic: Awesome! hope to see it all goes into plan.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 03, 2014, 05:56:48 AM
Cheers blackjack :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: iame6162013 on April 03, 2014, 11:07:09 AM
hmm more more most :p
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Azanor on April 03, 2014, 02:23:20 PM
Quote from: iame6162013 on April 03, 2014, 11:07:09 AM
hmm more more most :p

Huh?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: iame6162013 on April 03, 2014, 02:40:57 PM
Quote from: Azanor on April 03, 2014, 02:23:20 PM
Quote from: iame6162013 on April 03, 2014, 11:07:09 AM
hmm more more most :p

Huh?

they said that 0.2.0.0 will contain even more than 0.1.0.0
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 03, 2014, 03:22:31 PM
Quote from: iame6162013 on April 03, 2014, 02:40:57 PM
Quote from: Azanor on April 03, 2014, 02:23:20 PM
Quote from: iame6162013 on April 03, 2014, 11:07:09 AM
hmm more more most :p

Huh?

they said that 0.2.0.0 will contain even more than 0.1.0.0

Yeah, I plan on adding quite a bit! My plans are massive, and I wish I had enough time to implement it all.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: mrofa on April 03, 2014, 03:46:20 PM
Stop time ! :D
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 03, 2014, 04:12:40 PM
Quote from: mrofa on April 03, 2014, 03:46:20 PM
Stop time ! :D

Hahaha I wish! I only have 1-2 hours a day free which I use to help improve my mod :(
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: mrofa on April 03, 2014, 08:44:31 PM
And you dont need to add all of that features, thers like 5 mods that adds lamp with diffrent color
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 03, 2014, 11:51:14 PM
That bit took like 1 minute :P

And I've not been working on xml solo stuff, most of my added items now use dll. I've even made new dll for core game buildings. I haven't done anything but changed the game to use my building_NewSolarPanel instead of the core one.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 04, 2014, 12:16:48 AM
One suggestion:
Could you add my favorite weapon called a Railgun.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Tarrke on April 04, 2014, 02:36:51 AM
Quote from: Blackjack1000K on April 04, 2014, 12:16:48 AM
One suggestion:
Could you add my favorite weapon called a Railgun.

Just to be quite sure, you'd like a gun that fire ray just like a Star Wars Blaster or more like some continuous fire like the Unreal's linkgun ?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 04, 2014, 02:59:18 AM
Quote from: Blackjack1000K on April 04, 2014, 12:16:48 AM
One suggestion:
Could you add my favorite weapon called a Railgun.

I've played tons of games and Railguns come in many types.
Rapid Fire, High Damage, Reloading takes forever.
Rapid Fire, Low Damage, Reloading takes forever.
Single Shot, EXPLOSIVELY HIGH DAMAGE, Reloading takes forever.

What would you preference be and I'll get right on it?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 04, 2014, 03:24:43 AM
Quote from: Tarrke on April 04, 2014, 02:36:51 AM
Quote from: Blackjack1000K on April 04, 2014, 12:16:48 AM
One suggestion:
Could you add my favorite weapon called a Railgun.

Just to be quite sure, you'd like a gun that fire ray just like a Star Wars Blaster or more like some continuous fire like the Unreal's linkgun ?
Well if you played the game called Metal Gear Solid.
Then i think you will know what i mean.

Quote from: Cala13er on April 04, 2014, 02:59:18 AM
Quote from: Blackjack1000K on April 04, 2014, 12:16:48 AM
One suggestion:
Could you add my favorite weapon called a Railgun.

I've played tons of games and Railguns come in many types.
Rapid Fire, High Damage, Reloading takes forever.
Rapid Fire, Low Damage, Reloading takes forever.
Single Shot, EXPLOSIVELY HIGH DAMAGE, Reloading takes forever.

What would you preference be and I'll get right on it?

High damage,Long Reload, Bullet passes through cover and pawns.
also if you need an inspiration for an art:
http://en.wikipedia.org/wiki/Railgun
I really liked the railgun in Metal Gear Solid Peace Walker, it became my favorite gun, and also became my favorite anime series if you know what i mean ;)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: StorymasterQ on April 04, 2014, 03:38:25 AM
Quote from: Blackjack1000K on April 04, 2014, 12:16:48 AM
One suggestion:
Could you add my favorite weapon called a Railgun.

Oh, I'd love to have Railgun in the game, but I don't think she would agree  8)
link (http://www.anime-contemplation.com/wp-content/uploads/2010/03/EP1-Misaka-Railgun-Shoot.png)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 04, 2014, 03:42:01 AM
Quote from: StorymasterQ on April 04, 2014, 03:38:25 AM
Quote from: Blackjack1000K on April 04, 2014, 12:16:48 AM
One suggestion:
Could you add my favorite weapon called a Railgun.

Oh, I'd love to have Railgun in the game, but I don't think she would agree  8)
link (http://www.anime-contemplation.com/wp-content/uploads/2010/03/EP1-Misaka-Railgun-Shoot.png)
HAHAHA..... Railgun S! high five!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 04, 2014, 07:00:27 AM
Quote from: Blackjack1000K on April 04, 2014, 03:42:01 AM
Quote from: StorymasterQ on April 04, 2014, 03:38:25 AM
Quote from: Blackjack1000K on April 04, 2014, 12:16:48 AM
One suggestion:
Could you add my favorite weapon called a Railgun.

Oh, I'd love to have Railgun in the game, but I don't think she would agree  8)
link (http://www.anime-contemplation.com/wp-content/uploads/2010/03/EP1-Misaka-Railgun-Shoot.png)
HAHAHA..... Railgun S! high five!

I've added it and it will be part of the Alpha 3 version of Industrial RIM :). Still working on making the gun shoot through walls, as you can imagine that's quite a hard one.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Azanor on April 04, 2014, 08:25:12 AM
Hahaha good luck cal. i bet thats a tough 1.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 04, 2014, 09:09:11 AM
Quote from: Cala13er on April 04, 2014, 07:00:27 AM
Quote from: Blackjack1000K on April 04, 2014, 03:42:01 AM
Quote from: StorymasterQ on April 04, 2014, 03:38:25 AM
Quote from: Blackjack1000K on April 04, 2014, 12:16:48 AM
One suggestion:
Could you add my favorite weapon called a Railgun.

Oh, I'd love to have Railgun in the game, but I don't think she would agree  8)
link (http://www.anime-contemplation.com/wp-content/uploads/2010/03/EP1-Misaka-Railgun-Shoot.png)
HAHAHA..... Railgun S! high five!

I've added it and it will be part of the Alpha 3 version of Industrial RIM :). Still working on making the gun shoot through walls, as you can imagine that's quite a hard one.

Goodluck ;) hope to see it in the next version :D
Also thanks for adding my favorite gun :D

EDIT: that was fast! considering you needed to make a texture for it :D
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 04, 2014, 01:24:40 PM
Gun textures take me around 1-2 minutes. They're extremely easy to make! :) and im quite impressed with my railgun considering its a 64*64 resolution. Well the gun itself is I think 64*40 (Width, Height)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: mrofa on April 04, 2014, 02:59:27 PM
Haha it took me 2h to make my first gun texture:D
But you can make them in higher resolution if you want, game will resize them preety well anyway
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 04, 2014, 03:19:33 PM
True, but I'd rather have them ready for 64*64 than have them downscaled. You start getting transparent edges when downscaling. Rather not have them on my guns :P
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: mrofa on April 04, 2014, 03:42:13 PM
Well if you put a layer under the gun that cover whole texture and set it to 1% opacity it stop the edges, atleast on futniture stuff i made, since i just did 1 gun im not sure how it will work with them
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 04, 2014, 03:52:19 PM
Really? Jeez. I think making guns quadruple the size just to have them downscaled would just be pointless anyway, but thanks! I'm going to use that from now on.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 04, 2014, 06:38:39 PM
This is awesome, well i guess i'l now have a signature gun for my pawns :D

Edit: any updates on bullets passing through cover, and humans?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 05, 2014, 07:33:26 AM
Quote from: Blackjack1000K on April 04, 2014, 06:38:39 PM
This is awesome, well i guess i'l now have a signature gun for my pawns :D

Edit: any updates on bullets passing through cover, and humans?

No :/ Still working on it.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 06, 2014, 07:56:28 AM
Quote from: Cala13er on April 05, 2014, 07:33:26 AM
Quote from: Blackjack1000K on April 04, 2014, 06:38:39 PM
This is awesome, well i guess i'l now have a signature gun for my pawns :D

Edit: any updates on bullets passing through cover, and humans?

No :/ Still working on it.
Wait is that even possible? bullet passing through stuff but also damaging what it goes through?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: iame6162013 on April 06, 2014, 08:38:59 AM
Quote from: Blackjack1000K on April 06, 2014, 07:56:28 AM
Quote from: Cala13er on April 05, 2014, 07:33:26 AM
Quote from: Blackjack1000K on April 04, 2014, 06:38:39 PM
This is awesome, well i guess i'l now have a signature gun for my pawns :D

Edit: any updates on bullets passing through cover, and humans?

No :/ Still working on it.
Wait is that even possible? bullet passing through stuff but also damaging what it goes through?

i think it is, but i forgot where i read it on this forum so i don't know where it is :/ or how to do it.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 06, 2014, 08:49:42 AM
Quote from: iame6162013 on April 06, 2014, 08:38:59 AM
Quote from: Blackjack1000K on April 06, 2014, 07:56:28 AM
Quote from: Cala13er on April 05, 2014, 07:33:26 AM
Quote from: Blackjack1000K on April 04, 2014, 06:38:39 PM
This is awesome, well i guess i'l now have a signature gun for my pawns :D

Edit: any updates on bullets passing through cover, and humans?

No :/ Still working on it.
Wait is that even possible? bullet passing through stuff but also damaging what it goes through?

i think it is, but i forgot where i read it on this forum so i don't know where it is :/ or how to do it.
Well as long as its possible there won't be any problems.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 06, 2014, 11:00:08 AM
Hahaha Hope to get it finished by tonight.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 06, 2014, 11:11:57 AM
Quote from: Cala13er on April 06, 2014, 11:00:08 AM
Hahaha Hope to get it finished by tonight.
Awesome! can't wait!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 06, 2014, 12:51:03 PM
:)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 07, 2014, 03:01:52 AM
So what's the status?
[sorry if i'm being impatient, i really am just impatient xD]
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 07, 2014, 06:41:48 AM
Quote from: Blackjack1000K on April 07, 2014, 03:01:52 AM
So what's the status?
[sorry if i'm being impatient, i really am just impatient xD]

Not good sir, glitchy as ****
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 07, 2014, 06:49:51 AM
Quote from: Cala13er on April 07, 2014, 06:41:48 AM
Quote from: Blackjack1000K on April 07, 2014, 03:01:52 AM
So what's the status?
[sorry if i'm being impatient, i really am just impatient xD]

Not good sir, glitchy as ****
lol, why whats happening xD
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 07, 2014, 09:01:14 AM
Well at the moment, I've added a tick to the bullets. So for every tick the projectile is in a wall or human it takes health... Killing everything instantly.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 07, 2014, 09:58:17 AM
Is there a limit on how many things it can pass through?
This could help balance it out.
Say like 5-10 Blocks?

EDIT: Sorry if i'm saying impossible stuff here, I haven't tried coding yet, as much as i love to learn how, it just turns my mind into strings that is very hard to untangle, like ear phone's.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: mrofa on April 07, 2014, 09:58:54 AM
How that tick works ?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 07, 2014, 10:10:37 AM
Quote from: mrofa on April 07, 2014, 09:58:54 AM
How that tick works ?

Created an if tick. But I'll probably remove that, tick isn't needed.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: iame6162013 on April 08, 2014, 07:46:06 AM
Quote from: Cala13er on April 07, 2014, 10:10:37 AM
Quote from: mrofa on April 07, 2014, 09:58:54 AM
How that tick works ?

Created an if tick. But I'll probably remove that, tick isn't needed.

Now i'm curios about how that tick thing works, to dll(? or was it c#) i go :p hmm
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Steeley on April 09, 2014, 01:43:40 AM
Hi, Cala13er! Could you make a custom weapon for me? I would appreciate if you could create the M-8 Avenger from the Mass Effect games? I love your mod but I think the gun set could use a few more sci-fi guns.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 09, 2014, 04:30:19 AM
Quote from: Steeley on April 09, 2014, 01:43:40 AM
Hi, Cala13er! Could you make a custom weapon for me? I would appreciate if you could create the M-8 Avenger from the Mass Effect games? I love your mod but I think the gun set could use a few more sci-fi guns.

Sure I can! In fact I may work on adding all mass effect 3 weapons. Huge mass effect 3 fan.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: FtDLulz on April 09, 2014, 06:45:35 PM
Quote from: Cala13er on April 09, 2014, 04:30:19 AM
Quote from: Steeley on April 09, 2014, 01:43:40 AM
Hi, Cala13er! Could you make a custom weapon for me? I would appreciate if you could create the M-8 Avenger from the Mass Effect games? I love your mod but I think the gun set could use a few more sci-fi guns.

Sure I can! In fact I may work on adding all mass effect 3 weapons. Huge mass effect 3 fan.

This is epic.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: iame6162013 on April 10, 2014, 05:18:50 AM
can' wait for all those weapons :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 10, 2014, 06:04:11 AM
Quote from: iame6162013 on April 10, 2014, 05:18:50 AM
can' wait for all those weapons :)
Seconded
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: mkire on April 10, 2014, 01:53:33 PM
The title says this is alpha 3 ready, but when i try making a new world with it active the game freezes and the colors turn all weird.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 10, 2014, 02:04:33 PM
Quote from: mkire on April 10, 2014, 01:53:33 PM
The title says this is alpha 3 ready, but when i try making a new world with it active the game freezes and the colors turn all weird.

The current downloads are only Alpha 2, will roll out the Alpha 3 later tonight.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: mkire on April 10, 2014, 02:08:48 PM
Quote from: Cala13er on April 10, 2014, 02:04:33 PM
Quote from: mkire on April 10, 2014, 01:53:33 PM
The title says this is alpha 3 ready, but when i try making a new world with it active the game freezes and the colors turn all weird.

The current downloads are only Alpha 2, will roll out the Alpha 3 later tonight.

ah, thank you.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 10, 2014, 03:38:31 PM
No problem :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: EightBitRanger on April 10, 2014, 06:31:06 PM
Sounds neat. Saw it in Tynan's Alpha 3 video. Will give it a try once its working properly.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 10, 2014, 06:41:54 PM
Can't play Rimworld without playing it with your mod :(
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: hwoo on April 10, 2014, 07:18:52 PM
I love your mod, i also love the kar98k as a rifle irl. But is it viable in rimworld? It seems once you get a m24 and a automatic that's the winning solution :/ would love my kar to make a difference haha.

love the hard work
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 03:15:04 AM
Quote from: hwoo on April 10, 2014, 07:18:52 PM
I love your mod, i also love the kar98k as a rifle irl. But is it viable in rimworld? It seems once you get a m24 and a automatic that's the winning solution :/ would love my kar to make a difference haha.

love the hard work

Hahaha I too love the kar98k
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 11, 2014, 04:27:07 AM
Can't wait to see the Rail-un in action!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 05:38:21 AM
Quote from: Blackjack1000K on April 11, 2014, 04:27:07 AM
Can't wait to see the Rail-un in action!

I actually haven't implemented the Rail-Gun in the alpha 3 version. As I am moving my guns to another mod post :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: hwoo on April 11, 2014, 07:11:50 AM
so is the kar effective? and is your mod alpha 3 ready yet my friend? im waiting till it is till I start my colony. that's how integral your mod has become haha
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 07:17:15 AM
Quote from: hwoo on April 11, 2014, 07:11:50 AM
so is the kar effective? and is your mod alpha 3 ready yet my friend? im waiting till it is till I start my colony. that's how integral your mod has become haha

Thanks very much, comments like that boost us modders motivation. Appreciate it!

And no it isn't, The estimation time is around 2pm - 9pm (English Time)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 11, 2014, 07:19:15 AM
Quote from: hwoo on April 11, 2014, 07:11:50 AM
im waiting till it is till I start my colony. that's how integral your mod has become haha
same here, can't and will not play Rimworld with out your mod!

EDIT:
Quote from: Cala13er on April 11, 2014, 05:38:21 AM
Quote from: Blackjack1000K on April 11, 2014, 04:27:07 AM
Can't wait to see the Rail-un in action!

I actually haven't implemented the Rail-Gun in the alpha 3 version. As I am moving my guns to another mod post :)
Aww......
Well at-least its still in a mod, and as long as its compatible with this Industrial Rim no problems will :)
BTW is it craft-able?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: hwoo on April 11, 2014, 07:20:00 AM
well what if I grease thee palms with silver thus? would it become a true god rifle then?... xD but no thanks man, worth the wait.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 08:27:22 AM
Quote from: hwoo on April 11, 2014, 07:20:00 AM
well what if I grease thee palms with silver thus? would it become a true god rifle then?... xD but no thanks man, worth the wait.

Hahaha i may bump the kar up for you ;)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: hwoo on April 11, 2014, 08:29:20 AM
slow reload, good hitting power and accuracy, for taking out people behind cover or in particular targets. (like grenadiers). I would love that. but not expecting anything :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: bombarding on April 11, 2014, 10:43:12 AM
yep need those railgun for those angry mob and better turent..i always lose when there about 15 or 20 raiders
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 11, 2014, 11:08:19 AM
Quote from: bombarding on April 11, 2014, 10:43:12 AM
yep need those railgun for those angry mob and better turent..i always lose when there about 15 or 20 raiders
Especially those 16 Muffalo raids geez...
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 12:01:02 PM
Don't worry guys 9PM English time both weapons plus and industrial rim will be released for alpha 3 :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Moonblink on April 11, 2014, 01:15:51 PM
Quote from: Cala13er on April 11, 2014, 12:01:02 PM
Don't worry guys 9PM English time both weapons plus and industrial rim will be released for alpha 3 :)

today? Love your Mod! Rim world is not as fun without it!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 01:44:46 PM
Quote from: Moonblink on April 11, 2014, 01:15:51 PM
Quote from: Cala13er on April 11, 2014, 12:01:02 PM
Don't worry guys 9PM English time both weapons plus and industrial rim will be released for alpha 3 :)

today? Love your Mod! Rim world is not as fun without it!

Correct! Will be sending my testers a pre-release at around 7. If you wanna be a tester just pop us a private message saying that. :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 04:10:12 PM
Will be 11PM due to further testing.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Azureless on April 11, 2014, 04:32:18 PM
Quote from: Cala13er on April 11, 2014, 04:10:12 PM
Will be 11PM due to further testing.

Well as much as I hate to wait, props to you for doing proper testing and making it sure it works first.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 04:46:27 PM
Quote from: Azureless on April 11, 2014, 04:32:18 PM
Quote from: Cala13er on April 11, 2014, 04:10:12 PM
Will be 11PM due to further testing.

Well as much as I hate to wait, props to you for doing proper testing and making it sure it works first.

My testers and I are buming out the mod to find balance issues and other bugs & problems. At 11PM I'll release the mod if I've fixed all that arises.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: hwoo on April 11, 2014, 05:29:37 PM
Giving it a whirl still and no major problems so far.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 06:00:05 PM
Sorry again guys. Gonna be extended for another 30-50 minutes. We want to make sure it's balanced :/
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: guken9922 on April 11, 2014, 06:33:44 PM
how do u ue the smelters?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 06:49:42 PM
Quote from: guken9922 on April 11, 2014, 06:33:44 PM
how do u ue the smelters?

For the Smelters, Place an industrial hopper next to it (or more)

The Alloy Smelter requires a hopper with carbon in it and a hopper with metal/refined/IronOre in it, then it will craft Steel!

The Raw Melter smelter has 2 automatic recipes.
To make Copper Ingots it needs an industrial hopper with copper ore in it.
To make Metal/Refined Iron it needs an industrial hopper with Iron ore in it.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: guken9922 on April 11, 2014, 06:52:26 PM
ah ok so conveyor belt work the same way? cool
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 07:04:40 PM
Indeed.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: guken9922 on April 11, 2014, 07:20:46 PM
is this mod compatible with wood economy?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 11, 2014, 07:22:22 PM
Quote from: guken9922 on April 11, 2014, 07:20:46 PM
is this mod compatible with wood economy?

Yes.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: guken9922 on April 11, 2014, 09:54:19 PM
hey i want to report that your mod works with every mod on this list:
http://ludeon.com/forums/index.php?topic=2808.0
but make sure u have the alpha 3 version of the clutter mod, animal rug mod, and also the patches for the project armory mod (the 1.51 patch) etc. (maybe missed a few)
but ya i like this 1 alot. youve improved the economy by adding more variation,

hey u should ask Tynan to make this officially part of the game or something as it stands to improve base game. but i think this and wood economy are balanced with each other.

and i think its vbery balanced
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: EightBitRanger on April 12, 2014, 01:50:38 AM
What's the word?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: mrofa on April 12, 2014, 02:18:26 AM
Clutter works on alpha 3
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 12, 2014, 03:18:34 AM
Hey just wanted to ask if the colonist will pick up items on the conveyor belt, because that could cost some problems.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: greenfrogs on April 12, 2014, 03:34:07 AM
Where can you download the alpha 3 version of the mod?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 12, 2014, 03:49:45 AM
Quote from: Blackjack1000K on April 12, 2014, 03:18:34 AM
Hey just wanted to ask if the colonist will pick up items on the conveyor belt, because that could cost some problems.

No items picked up by the conveyor belts will be forbidden by the conveyor belt system.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 12, 2014, 03:53:22 AM
Quote from: Cala13er on April 12, 2014, 03:49:45 AM
Quote from: Blackjack1000K on April 12, 2014, 03:18:34 AM
Hey just wanted to ask if the colonist will pick up items on the conveyor belt, because that could cost some problems.

No items picked up by the conveyor belts will be forbidden by the conveyor belt system.
Awesome, looking forward on using your weapons + mod and your Industrial Rim :D
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 12, 2014, 04:22:48 AM
Quote from: Blackjack1000K on April 12, 2014, 03:53:22 AM
Quote from: Cala13er on April 12, 2014, 03:49:45 AM
Quote from: Blackjack1000K on April 12, 2014, 03:18:34 AM
Hey just wanted to ask if the colonist will pick up items on the conveyor belt, because that could cost some problems.

No items picked up by the conveyor belts will be forbidden by the conveyor belt system.
Awesome, looking forward on using your weapons + mod and your Industrial Rim :D

Since my testers have nothing bad to report! I will be releasing Industrial RIM within the next hour!

Weapons Plus will be up in around 3-4 hours. Still finishing of all the mass effect 3 weapons ;)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Architect on April 12, 2014, 05:34:39 AM
Callum, you literally took the code I showed you for my conveyor belts and used it as your own. Now I know I said you could, but you also said you'd credit me. What gives?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 12, 2014, 05:38:22 AM
Quote from: Architect on April 12, 2014, 05:34:39 AM
Callum, you literally took the code I showed you for my conveyor belts and used it as your own. Now I know I said you could, but you also said you'd credit me. What gives?

Well he hasn't released the mod for alpha 3 with the code yet, so maybe that's what up.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 12, 2014, 05:45:43 AM
Quote from: Architect on April 12, 2014, 05:34:39 AM
Callum, you literally took the code I showed you for my conveyor belts and used it as your own. Now I know I said you could, but you also said you'd credit me. What gives?

I haven't used your code?

I used Nutrient Paste dispenser and the no chair next to table alert to get mine down, just changed them a little.

I'm sorry If you feel I have copied you but I know I haven't so nothing need be said.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Architect on April 12, 2014, 05:48:57 AM
We discussed it by PM on the forums?? Do you not remember asking me to use the code? You specifically said that you hoped I wouldn't mind you using it, and then offered me feedback on how to make it better. Only the feedback you provided had already been done, it was just ILSpy decompiling differently to the source.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 12, 2014, 05:51:30 AM
Quote from: Blackjack1000K on April 12, 2014, 05:38:22 AM
Quote from: Architect on April 12, 2014, 05:34:39 AM
Callum, you literally took the code I showed you for my conveyor belts and used it as your own. Now I know I said you could, but you also said you'd credit me. What gives?

Well he hasn't released the mod for alpha 3 with the code yet, so maybe that's what up.

No, I posted the mod in the Tester forum with the download. That's where he's seen it, I don't see any other way of coding a conveyor belt, However. I do have to credit him for this line, originally people would steal stuff of the conveyor belt mid-way. I used this bit from his code (With permission) to fix mine.

if (current.IsForbidden())
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Architect on April 12, 2014, 05:53:46 AM
You never said what you were taking, you just asked if I minded you using it, because you couldn't figure it out.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 12, 2014, 05:54:47 AM
Quote from: Architect on April 12, 2014, 05:48:57 AM
We discussed it by PM on the forums?? Do you not remember asking me to use the code? You specifically said that you hoped I wouldn't mind you using it, and then offered me feedback on how to make it better. Only the feedback you provided had already been done, it was just ILSpy decompiling differently to the source.

Actually, I remember messaging you about having the problem with my conveyor belts where they would steal it of my conveyor belt mid-way.

I've used if (current.IsForbidden()) from your code to fix that. Having conveyor belts was never my problem and I plan on really improving the system of them. If you feel like I have copied your code, then I'm sorry. I may refer you to this wiki page.  (http://en.wikipedia.org/wiki/Coincidence)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 12, 2014, 05:58:38 AM
Quote from: Cala13er on April 12, 2014, 05:54:47 AM
Quote from: Architect on April 12, 2014, 05:48:57 AM
We discussed it by PM on the forums?? Do you not remember asking me to use the code? You specifically said that you hoped I wouldn't mind you using it, and then offered me feedback on how to make it better. Only the feedback you provided had already been done, it was just ILSpy decompiling differently to the source.

Actually, I remember messaging you about having the problem with my conveyor belts where they would steal it of my conveyor belt mid-way.

I've used if (current.IsForbidden()) from your code to fix that. Having conveyor belts was never my problem and I plan on really improving the system of them. If you feel like I have copied your code, then I'm sorry. I may refer you to this wiki page.  (http://en.wikipedia.org/wiki/Coincidence)
LOL that's a very nice link you have there  ;D
Quote from: Cala13er on April 12, 2014, 05:51:30 AM
Quote from: Blackjack1000K on April 12, 2014, 05:38:22 AM
Quote from: Architect on April 12, 2014, 05:34:39 AM
Callum, you literally took the code I showed you for my conveyor belts and used it as your own. Now I know I said you could, but you also said you'd credit me. What gives?

Well he hasn't released the mod for alpha 3 with the code yet, so maybe that's what up.

No, I posted the mod in the Tester forum with the download. That's where he's seen it, I don't see any other way of coding a conveyor belt, However. I do have to credit him for this line, originally people would steal stuff of the conveyor belt mid-way. I used this bit from his code (With permission) to fix mine.

if (current.IsForbidden())
oh.... sorry about that.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Architect on April 12, 2014, 06:00:30 AM
Don't get smarmy with me Callum, I know what a coincidence is. I am going on what you told me, which I have stated numerous times now. It was you who asked if I would be cool with you using it, and you who said you would credit me. I don't even care if I got credited, its the principle of an upheld word.

Never the less, I can see that you're not going to admit to anything whilst your mod is doing so well, and I'm not going to feed your ego any longer.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 12, 2014, 06:02:40 AM
welp Buildcraft and Industrial craft just became enemies :(
This is very sad to see :'(
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 12, 2014, 06:13:12 AM
Quote from: Architect on April 12, 2014, 06:00:30 AM
Don't get smarmy with me Callum, I know what a coincidence is. I am going on what you told me, which I have stated numerous times now. It was you who asked if I would be cool with you using it, and you who said you would credit me. I don't even care if I got credited, its the principle of an upheld word.

Never the less, I can see that you're not going to admit to anything whilst your mod is doing so well, and I'm not going to feed your ego any longer.

I haven't said I'm not going to give you credit, I'm a man of my word and credit will be where it is due! For example : Conveyor Belt (Architect so and so). This post is still getting edited for Alpha 3, hell I've even got to credit Azanor for a few things aswell!

But if you're going to be so hostile about it then seriously, do bug off. I'm not on these forums to make enemies.

Also, at an attempt of winning back friendship. I'll add the credit now!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 12, 2014, 06:14:22 AM
Quote from: Blackjack1000K on April 12, 2014, 06:02:40 AM
welp Buildcraft and Industrial craft just became enemies :(
This is very sad to see :'(

Don't worry, Better Power + was never really a build craft to Industrial Craft. Industrial RIM and Better Power + collide to much, BuildCraft and Industrial Craft never did. Azanor who recently left my mod team will be leading a new project called BuildRIM
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Celthric Aysen on April 12, 2014, 06:18:22 AM
Quote from: Cala13er on April 12, 2014, 06:14:22 AM
Quote from: Blackjack1000K on April 12, 2014, 06:02:40 AM
welp Buildcraft and Industrial craft just became enemies :(
This is very sad to see :'(

Don't worry, Better Power + was never really a build craft to Industrial Craft. Industrial RIM and Better Power + collide to much, BuildCraft and Industrial Craft never did. Azanor who recently left my mod team will be leading a new project called BuildRIM
Awesome!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
Post by: Cala13er on April 12, 2014, 06:27:42 AM
Quote from: Blackjack1000K on April 12, 2014, 06:18:22 AM
Quote from: Cala13er on April 12, 2014, 06:14:22 AM
Quote from: Blackjack1000K on April 12, 2014, 06:02:40 AM
welp Buildcraft and Industrial craft just became enemies :(
This is very sad to see :'(

Don't worry, Better Power + was never really a build craft to Industrial Craft. Industrial RIM and Better Power + collide to much, BuildCraft and Industrial Craft never did. Azanor who recently left my mod team will be leading a new project called BuildRIM
Awesome!

She's got some cool stuff planned!
Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
Post by: Cala13er on April 12, 2014, 07:42:28 AM
Industrial Rim for Alpha 3 is now available!!!
Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
Post by: Celthric Aysen on April 12, 2014, 07:44:23 AM
w00t! finally!
Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
Post by: guken9922 on April 12, 2014, 07:52:05 AM
guys wen modders fight community mods begin to suffer
ive modded too before for other games
most people steal from each other and some people steal an get their mods removed
hypocrisy is everywhere an for wat? in the end we all try to improve the dull products
i would put aiside difference an try to make each other mod work to make game even more amazing i dont see why not.

ive seen some moddeer steal from other games an turn around an say "ask permission to use work" LOL but not anything to do with this convorsation just saying somethin off-topics. :D
also i believe wen people download mods they ignore credits most of time it is sasd but true

anyway i like this mod cuz of alternative energy an econmy which should be in base game.. i never use convayor belt myself
Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
Post by: Cala13er on April 12, 2014, 07:58:14 AM
Quote from: guken9922 on April 12, 2014, 07:52:05 AM
guys wen modders fight community mods begin to suffer
ive modded too before for other games
most people steal from each other and some people steal an get their mods removed
hypocrisy is everywhere an for wat? in the end we all try to improve the dull products
i would put aiside difference an try to make each other mod work to make game even more amazing i dont see why not.

ive seen some moddeer steal from other games an turn around an say "ask permission to use work" LOL but not anything to do with this convorsation just saying somethin off-topics. :D
also i believe wen people download mods they ignore credits most of time it is sasd but true

anyway i like this mod cuz of alternative energy an econmy which should be in base game.. i never use convayor belt myself

The thing is, I haven't stolen from him or copied from him at all. I used 1 line which was in his conveyor belts with his permission.

And I've given him credit.
Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
Post by: Celthric Aysen on April 12, 2014, 08:00:34 AM
Quote from: guken9922 on April 12, 2014, 07:52:05 AM
guys wen modders fight community mods begin to suffer
ive modded too before for other games
most people steal from each other and some people steal an get their mods removed
hypocrisy is everywhere an for wat? in the end we all try to improve the dull products
i would put aiside difference an try to make each other mod work to make game even more amazing i dont see why not.

ive seen some moddeer steal from other games an turn around an say "ask permission to use work" LOL but not anything to do with this convorsation just saying somethin off-topics. :D
also i believe wen people download mods they ignore credits most of time it is sasd but true

anyway i like this mod cuz of alternative energy an econmy which should be in base game.. i never use convayor belt myself
I agree, nothing good ever comes from fighting, also don't let modding ruin your friend ship, trust me it's not worth it  ;)
Edit: also another question can colonist walk over the belts?
and will raiders burn the belts?
Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
Post by: Cala13er on April 12, 2014, 08:03:28 AM
Blackjack, he came all hostile on me, not my fault. He just needs to grow up a little. It was a very pathetic attack.
Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
Post by: Celthric Aysen on April 12, 2014, 08:14:08 AM
Quote from: Cala13er on April 12, 2014, 08:03:28 AM
Blackjack, he came all hostile on me, not my fault. He just needs to grow up a little. It as a very pathetic attack.
Well i do agree that he did become hostile in the end, but maybe because it was the coincidence link that ticked him off, because sometimes talking like that actually ticks people off some how.

Also can we stop this off topic fight, its getting kinda out of hand.
Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
Post by: Architect on April 12, 2014, 08:17:16 AM
It was neither pathetic nor an attack, it was a question. You were the only one being pathetic with your pointless link. I asked a question, and you chose to deny everything initially rather than just explain. Your problem, not mine.

Yes blackjack, you re quite right, it does tick some people off. I happen to be one of those people.
Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
Post by: Cala13er on April 12, 2014, 08:28:03 AM
Quote from: Architect on April 12, 2014, 08:17:16 AM
It was neither pathetic nor an attack, it was a question. You were the only one being pathetic with your pointless link. I asked a question, and you chose to deny everything initially rather than just explain. Your problem, not mine.

Yes blackjack, you re quite right, it does tick some people off. I happen to be one of those people.

I never denied anything, stop pulling rubbish out of your backside.


  • You said I copied your conveyor belts and used it as my own. When In fact, no I didn't.
    As I replied to blackjack during our little pathetic argument, I had used 1 line from yours, and that was the If forbidded line. And I openly admitted that because I did.
  • You said I wasn't crediting you and I hadn't even updated the forum post to match Alpha 3 at that time. Which was a stupid accusation.
  • The coincidence really ticked you of that bad? It was never meant to be cocky or annoying. If it came of that way then sorry.
  • Since you've clearly decided you are just going to hold a 5 year old grudge against me, if you're going to continue, can you please stop commenting. Really un-professional.
Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
Post by: Architect on April 12, 2014, 08:33:26 AM
You are quite right that this is all very pathetic, but you are wrong to believe that you are above it. I don't care what you took, why you took it, or even if you did take anything, you have, unsurprisingly, missed my entire point. It was the fact you said you would credit me, did credit me, and then removed it that I take issue with. All I asked is that you explain, and if you had said that you used one line in the end, and so saw no need to credit, this conversation would have ended a long time ago.

As for hostilities, I have been far from hostile. Hostile would be like me asking you what you were going to do to make me stop commenting.
Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
Post by: Celthric Aysen on April 12, 2014, 08:33:52 AM
    Quote from: Cala13er on April 12, 2014, 08:28:03 AM
    • Since you've clearly decided you are just going to hold a 5 year old grudge against me, if you're going to continue, can you please stop commenting. Really un-professional.

    Well that escalated quickly.
    Okay so mistakes were made, both of you Cala13er and Architect made a mistake can we just stop this now, you both are starting to tick me off with one simple mistake, and if this continues i might just have to click the report button on two off you for fighting and hostility towards each other, please stop this now, you can either choose to be friends again or ignore each other.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Architect on April 12, 2014, 08:36:27 AM
    Meh, not too fussed Blackjack. You can report us both if you see fit, but I'm the one on the defensive foot, just replying to the comments that get made about me. You may have noticed I had stopped until I was branded pathetic and claims of an attack were made? I'm as keen to get on with things as you are, believe me.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 12, 2014, 08:43:12 AM
    I call this hostility
    Quote from: Architect on April 12, 2014, 06:00:30 AM
    Don't get smarmy with me Callum, I know what a coincidence is. I am going on what you told me, which I have stated numerous times now. It was you who asked if I would be cool with you using it, and you who said you would credit me. I don't even care if I got credited, its the principle of an upheld word.

    Never the less, I can see that you're not going to admit to anything whilst your mod is doing so well, and I'm not going to feed your ego any longer.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Architect on April 12, 2014, 08:44:28 AM
    Quote from: Blackjack1000K on April 12, 2014, 08:43:12 AM
    I call this hostility
    Quote from: Architect on April 12, 2014, 06:00:30 AM
    Don't get smarmy with me Callum, I know what a coincidence is. I am going on what you told me, which I have stated numerous times now. It was you who asked if I would be cool with you using it, and you who said you would credit me. I don't even care if I got credited, its the principle of an upheld word.

    Never the less, I can see that you're not going to admit to anything whilst your mod is doing so well, and I'm not going to feed your ego any longer.

    In which case I apologise, but I still stand by my comment. It was smarmy and unnecessary.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 12, 2014, 08:46:29 AM
    Quote from: Architect on April 12, 2014, 08:33:26 AM
    You are quite right that this is all very pathetic, but you are wrong to believe that you are above it. I don't care what you took, why you took it, or even if you did take anything, you have, unsurprisingly, missed my entire point. It was the fact you said you would credit me, did credit me, and then removed it that I take issue with. All I asked is that you explain, and if you had said that you used one line in the end, and so saw no need to credit, this conversation would have ended a long time ago.

    As for hostilities, I have been far from hostile. Hostile would be like me asking you what you were going to do to make me stop commenting.

    I will explain myself for that part.
    Back in Alpha 2, when I first published this mod and displayed Conveyor belts as a feature and had credited you for your help. The whole forum was messy as! Colourful and it was horrible.

    When I re-made it I deleted it and started from scratch, Obviously I forgot to put the credit to you back in. But I just wanted to tell people about the features coming in alpha 3. The mod was not publicly released. Now that it is publicly released I have given you credit! I wasn't going to not credit you. Had you just popped us a message saying you've not credited me like you said you would instead of accusing me of completely copying you I would of been more than happy to have just added it on like I have now. The blind accusation was what put me of, in fact that made me not want to credit you. But I have.

    Now I'm getting annoyed that we've added all this argument onto my mod post. I'm going to stop now, if you have nothing nice to say please leave.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 12, 2014, 08:49:44 AM
    Ok so this is done now lets get back on topic:
    question can colonist and raiders walk over the belts?
    and will raiders burn the belts?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 12, 2014, 08:53:37 AM
    Quote from: Blackjack1000K on April 12, 2014, 08:49:44 AM
    Ok so this is done now lets get back on topic:
    question can colonist and raiders walk over the belts?
    and will raiders burn the belts?

    I'm working on making colonists and raiders walk over the belts yes.

    The raiders will act against the belts in the same way they would buildings, because when you see colonists shooting at you and these black moving things on the ground and you have a chance to kill or destroy one of them you'd go for the moving black thing.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: dannyepsin on April 12, 2014, 08:56:18 AM
    the nucler power plants dont corrupt land. the coal power plants are so efficient they have no down sides you should make them produce waste which would be pretty epic.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 12, 2014, 09:00:24 AM
    Quote from: Cala13er on April 12, 2014, 08:53:37 AM
    Quote from: Blackjack1000K on April 12, 2014, 08:49:44 AM
    Ok so this is done now lets get back on topic:
    question can colonist and raiders walk over the belts?
    and will raiders burn the belts?

    I'm working on making colonists and raiders walk over the belts yes.

    The raiders will act against the belts in the same way they would buildings, because when you see colonists shooting at you and these black moving things on the ground and you have a chance to kill or destroy one of them you'd go for the moving black thing.
    ok, good to know that raiders act the same way for the conveyor belts
    also i have a suggestion how about a kind of wall that lets conveyor belts pass items through.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 12, 2014, 11:26:10 AM
    Quote from: Blackjack1000K on April 12, 2014, 09:00:24 AM
    Quote from: Cala13er on April 12, 2014, 08:53:37 AM
    Quote from: Blackjack1000K on April 12, 2014, 08:49:44 AM
    Ok so this is done now lets get back on topic:
    question can colonist and raiders walk over the belts?
    and will raiders burn the belts?

    I'm working on making colonists and raiders walk over the belts yes.

    The raiders will act against the belts in the same way they would buildings, because when you see colonists shooting at you and these black moving things on the ground and you have a chance to kill or destroy one of them you'd go for the moving black thing.
    ok, good to know that raiders act the same way for the conveyor belts
    also i have a suggestion how about a kind of wall that lets conveyor belts pass items through.

    Good idea!!!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 12, 2014, 11:38:08 AM
    Quote from: dannyepsin on April 12, 2014, 08:56:18 AM
    the nucler power plants dont corrupt land. the coal power plants are so efficient they have no down sides you should make them produce waste which would be pretty epic.

    Also liking your idea!!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 12, 2014, 11:47:05 AM
    awesome two ideas in a row! haha!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: TimMartland on April 12, 2014, 11:54:10 AM
    You should upload a gallery of all the new stuff this mod adds!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 12, 2014, 12:39:03 PM
    Quote from: TimMartland on April 12, 2014, 11:54:10 AM
    You should upload a gallery of all the new stuff this mod adds!

    uh that woud be Ginormous, have u looked at the features? there are metric tons of them, of course a few woud be nice but in the alpha 3 video he's in it so watch that ;p
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: asarium on April 12, 2014, 01:51:13 PM
    Is the source code of the mod available somewhere? I couldn't find it in the zip file.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 12, 2014, 01:53:14 PM
    Quote from: asarium on April 12, 2014, 01:51:13 PM
    Is the source code of the mod available somewhere? I couldn't find it in the zip file.

    I haven't included it.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: asarium on April 12, 2014, 01:56:35 PM
    Would it be possible to release it somewhere (e.g. on github)?
    A few code examples could help modding beginners get started and it's easier to trust someone to not include malicious code if the source code is released (although the assembly could always contain entirely different code).
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 12, 2014, 02:27:03 PM
    Quote from: iame6162013 on April 12, 2014, 12:39:03 PM
    Quote from: TimMartland on April 12, 2014, 11:54:10 AM
    You should upload a gallery of all the new stuff this mod adds!

    uh that woud be Ginormous, have u looked at the features? there are metric tons of them, of course a few woud be nice but in the alpha 3 video he's in it so watch that ;p

    Oh. If you think that's a lot. You're going to love v1.1.0 which I'll be sending my test team in 2-3 days.

    Much more balanced economy, conveyor belts significantly improved (even considering they are slightly pointless), far more realism in terms of hydro plants, coal power plants and other nuclear power plant, plus some add-ons to the coal power plant and nuclear power plant like there is now with the hydro plant.

    Plus more!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 12, 2014, 02:28:31 PM
    Quote from: asarium on April 12, 2014, 01:56:35 PM
    Would it be possible to release it somewhere (e.g. on github)?
    A few code examples could help modding beginners get started and it's easier to trust someone to not include malicious code if the source code is released (although the assembly could always contain entirely different code).

    No sorry mate, I won't be putting source code anywhere. As much as I encourage new modders. I will only offer my full help.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 12, 2014, 02:35:47 PM
    Quote from: Cala13er on April 12, 2014, 02:27:03 PM
    Quote from: iame6162013 on April 12, 2014, 12:39:03 PM
    Quote from: TimMartland on April 12, 2014, 11:54:10 AM
    You should upload a gallery of all the new stuff this mod adds!

    uh that woud be Ginormous, have u looked at the features? there are metric tons of them, of course a few woud be nice but in the alpha 3 video he's in it so watch that ;p

    Oh. If you think that's a lot. You're going to love v1.1.0 which I'll be sending you in 2-3 days.

    Much more balanced economy, conveyor belts significantly improved (even considering they are slightly pointless), far more realism in terms of hydro plants, coal power plants and other nuclear power plant, plus some add-ons to the coal power plant and nuclear power plant like there is now with the hydro plant.

    Plus more!

    think's hmm what woud i say to this ...  I implore u to do that ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: asarium on April 12, 2014, 03:07:11 PM
    Quote from: Cala13er on April 12, 2014, 02:28:31 PM
    No sorry mate, I won't be putting source code anywhere. As much as I encourage new modders. I will only offer my full help.
    :'( That's sad, I really wanted to play with this mod but if you refuse to release the source code I have to assume that it is malicious.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 12, 2014, 03:13:19 PM
    Quote from: asarium on April 12, 2014, 03:07:11 PM
    Quote from: Cala13er on April 12, 2014, 02:28:31 PM
    No sorry mate, I won't be putting source code anywhere. As much as I encourage new modders. I will only offer my full help.
    :'( That's sad, I really wanted to play with this mod but if you refuse to release the source code I have to assume that it is malicious.

    That's your choice. I hate to believe you're not using my mod because you think it's "malicious" considering the Alpha 3 version has 400+ downloads and no complaints of anti-virus flagging it up, I'd say that's all the proof you need.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Azureless on April 12, 2014, 03:14:47 PM
    Still waiting on Weapons + before starting, got an updated ETA on that?

    Also, what is it that you ask of testers? Just look for bugs and whatnot?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 12, 2014, 03:30:28 PM
    Quote from: Cala13er on April 12, 2014, 03:13:19 PM
    Quote from: asarium on April 12, 2014, 03:07:11 PM
    Quote from: Cala13er on April 12, 2014, 02:28:31 PM
    No sorry mate, I won't be putting source code anywhere. As much as I encourage new modders. I will only offer my full help.
    :'( That's sad, I really wanted to play with this mod but if you refuse to release the source code I have to assume that it is malicious.

    That's your choice. I hate to believe you're not using my mod because you think it's "malicious" considering the Alpha 3 version has 400+ downloads and no complaints of anti-virus flagging it up, I'd say that's all the proof you need.

    all of us know that u coud be the NSA getting  a new virus upon us. :p
    but i do not think anybody wouldn't have noticed this if it woud be a virus. ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 12, 2014, 03:40:48 PM
    Quote from: iame6162013 on April 12, 2014, 03:30:28 PM
    Quote from: Cala13er on April 12, 2014, 03:13:19 PM
    Quote from: asarium on April 12, 2014, 03:07:11 PM
    Quote from: Cala13er on April 12, 2014, 02:28:31 PM
    No sorry mate, I won't be putting source code anywhere. As much as I encourage new modders. I will only offer my full help.
    :'( That's sad, I really wanted to play with this mod but if you refuse to release the source code I have to assume that it is malicious.

    That's your choice. I hate to believe you're not using my mod because you think it's "malicious" considering the Alpha 3 version has 400+ downloads and no complaints of anti-virus flagging it up, I'd say that's all the proof you need.

    all of us know that u coud be the NSA getting  a new virus upon us. :p
    but i do not think anybody wouldn't have noticed this if it woud be a virus. ;)

    Darn! My cover is blown.

    NSA OUT.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 12, 2014, 04:50:38 PM
    :D
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 12, 2014, 05:02:35 PM
    Quote from: Azureless on April 12, 2014, 03:14:47 PM
    Still waiting on Weapons + before starting, got an updated ETA on that?

    Also, what is it that you ask of testers? Just look for bugs and whatnot?

    It won't be till tomorrow now.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Stalker102 on April 12, 2014, 07:14:07 PM
    I'm haven a few issues with this MOD overall I love it but seems like the Conveyor Belts will not move items also the Smelters seem to just stop working or drop the resource in the middle of it to the point I need to remove it and replace it to get the metals that's it had created.

    Nice work and keep it coming =)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 12, 2014, 07:24:17 PM
    Quote from: Stalker102 on April 12, 2014, 07:14:07 PM
    I'm haven a few issues with this MOD overall I love it but seems like the Conveyor Belts will not move items also the Smelters seem to just stop working or drop the resource in the middle of it to the point I need to remove it and replace it to get the metals that's it had created.

    Nice work and keep it coming =)

    The conveyor belts only pick up items from an adjacent industrial Hopper. and I'll work on fixing that problem. Thank you for reporting them.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: killerx243 on April 13, 2014, 01:15:57 AM
    How does smelting work? I've got iron and I'm using conveyors to send it to a smelter but nothing happens...
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 03:04:56 AM
    Quote from: killerx243 on April 13, 2014, 01:15:57 AM
    How does smelting work? I've got iron and I'm using conveyors to send it to a smelter but nothing happens...

    Make the conveyor belt drop the iron in a industrial hopper :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: dannyepsin on April 13, 2014, 04:42:32 AM
    Quote from: Cala13er on April 12, 2014, 11:38:08 AM
    Quote from: dannyepsin on April 12, 2014, 08:56:18 AM
    the nucler power plants dont corrupt land. the coal power plants are so efficient they have no down sides you should make them produce waste which would be pretty epic.

    Also liking your idea!!

    thank u, cant wait to see them in game
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 04:45:05 AM
    Quote from: dannyepsin on April 13, 2014, 04:42:32 AM
    Quote from: Cala13er on April 12, 2014, 11:38:08 AM
    Quote from: dannyepsin on April 12, 2014, 08:56:18 AM
    the nucler power plants dont corrupt land. the coal power plants are so efficient they have no down sides you should make them produce waste which would be pretty epic.

    Also liking your idea!!

    thank u, cant wait to see them in game

    No, thank you!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: dannyepsin on April 13, 2014, 04:50:15 AM
    also how are u planing on improving the conveyro belt system, its quite dodgy at the moment
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 04:57:03 AM
    Quote from: dannyepsin on April 13, 2014, 04:50:15 AM
    also how are u planing on improving the conveyro belt system, its quite dodgy at the moment

    Right! Me and Azanor worked on making a system where it would sense conveyor belts around it and adjust to what it's found. For example, if you have a conveyor belt that leads into a junction the junction centre conveyor belt will automatically change into a t-junction!

    If this doesn't work, then we will just add different types of conveyor belts.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: dannyepsin on April 13, 2014, 05:33:09 AM
    Quote from: Cala13er on April 13, 2014, 04:57:03 AM
    Quote from: dannyepsin on April 13, 2014, 04:50:15 AM
    also how are u planing on improving the conveyro belt system, its quite dodgy at the moment

    Right! Me and Azanor worked on making a system where it would sense conveyor belts around it and adjust to what it's found. For example, if you have a conveyor belt that leads into a junction the junction centre conveyor belt will automatically change into a t-junction!

    If this doesn't work, then we will just add different types of conveyor belts.

    AWESOME!!!! cant wait
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 13, 2014, 06:14:44 AM
    Automation!!!!!!!!!!!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 13, 2014, 06:34:15 AM
    Quote from: Blackjack1000K on April 13, 2014, 06:14:44 AM
    Automation!!!!!!!!!!!

    wait so if we do it correctly we only need one colonist... Woot
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 13, 2014, 06:36:31 AM
    Quote from: iame6162013 on April 13, 2014, 06:34:15 AM
    Quote from: Blackjack1000K on April 13, 2014, 06:14:44 AM
    Automation!!!!!!!!!!!

    wait so if we do it correctly we only need one colonist... Woot
    hahaha... lol
    Well not exactly, you still need colonist for defenses
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 06:41:33 AM
    Hahaha! I was thinking on removing automation (Conveyor belts and auto miners). But not sure on the idea, It would remove the fun in industrial RIM :(
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 13, 2014, 06:46:53 AM
    Quote from: Cala13er on April 13, 2014, 06:41:33 AM
    Hahaha! I was thinking on removing automation (Conveyor belts and auto miners). But not sure on the idea, It would remove the fun in industrial RIM :(
    Well to balance it out, why not let colonist build an underground mine.
    It's simple, you just need to make an entrance to an underground mine
    and colonist will go in and disappear and appear again out of the entrance carrying metal, again sorry for my bad english.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: EightBitRanger on April 13, 2014, 06:58:24 AM
    Quote from: dannyepsin on April 13, 2014, 04:50:15 AM
    also how are u planing on improving the conveyro belt system, its quite dodgy at the moment

    Okay its not just me then.

    Is there some kind of readme/faq/help file at all? Or are we just left to figure this stuff out by trial and error?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 07:00:00 AM
    Quote from: EightBitRanger on April 13, 2014, 06:58:24 AM
    Quote from: dannyepsin on April 13, 2014, 04:50:15 AM
    also how are u planing on improving the conveyro belt system, its quite dodgy at the moment

    Okay its not just me then.

    Is there some kind of readme/faq/help file at all? Or are we just left to figure this stuff out by trial and error?

    I'm going to put up a tutorial video later today, explaining how to use everything in the mod!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 13, 2014, 07:05:45 AM
    Quote from: Cala13er on April 13, 2014, 07:00:00 AM
    Quote from: EightBitRanger on April 13, 2014, 06:58:24 AM
    Quote from: dannyepsin on April 13, 2014, 04:50:15 AM
    also how are u planing on improving the conveyro belt system, its quite dodgy at the moment

    Okay its not just me then.

    Is there some kind of readme/faq/help file at all? Or are we just left to figure this stuff out by trial and error?

    I'm going to put up a tutorial video later today, explaining how to use everything in the mod!

    Woot :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: dezgard on April 13, 2014, 07:45:18 AM
    Your mod reminds me  a lot of "Factorio" in fact the models you use are almost identical.

    Great game!

    :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 07:46:52 AM
    Quote from: dezgard on April 13, 2014, 07:45:18 AM
    Your mod reminds me  a lot of "Factorio" in fact the models you use are almost identical.

    Great game!

    :P

    That's the sort of feeling I'm going for! I'm slowly converting RimWorld to Factorio ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 13, 2014, 07:54:47 AM
    Quote from: dezgard on April 13, 2014, 07:45:18 AM
    Your mod reminds me  a lot of "Factorio" in fact the models you use are almost identical.

    Great game!

    :P
    Yeah, he's currenty trying to mix Factorio, IndustrialCraft/Buildcraft, and Rimworld all together :D
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: dezgard on April 13, 2014, 07:56:48 AM
    wow so dreams do come true!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 13, 2014, 07:59:17 AM
    Quote from: dezgard on April 13, 2014, 07:56:48 AM
    wow so dreams do come true!

    it wasn't a dream it was better :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 13, 2014, 08:43:33 AM
    Quote from: iame6162013 on April 13, 2014, 07:59:17 AM
    Quote from: dezgard on April 13, 2014, 07:56:48 AM
    wow so dreams do come true!

    it wasn't a dream it was better :)
    Nope not better, its PERFECT!!!  ;D
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 09:40:11 AM
    Encoding video now! Then will be uploading to youtube! See you in 5 centuries when it finally uploads ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: ItchyFlea on April 13, 2014, 09:47:33 AM
    Who wants to show off their bases? I'll start with mine:
    (http://i.imgur.com/5W35wwI.png)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 09:50:14 AM
    Quote from: ItchyFlea on April 13, 2014, 09:47:33 AM
    Who wants to show off their bases? I'll start with mine:


    You better be ready ;) That sort of setup won't work soon! You'll have to think about waste. Plus 1 coal mine won't be able to keep up with the demand of the Coal Power Plant :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 13, 2014, 09:52:35 AM
    Wow, that base just putted mine to shame :(

    BTW Cal imdoing the HK416 Right now see you in a bit :) already done with the outlines i just need to color it.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 13, 2014, 09:53:24 AM
    Ah now i know how those conveyor belt work :p

    EDIT
    wait coud u add a bazooka?...
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 13, 2014, 10:23:41 AM
    Quote from: iame6162013 on April 13, 2014, 09:53:24 AM
    Ah now i know how those conveyor belt work :p

    EDIT
    wait coud u add a bazooka?...
    ooo.....
    I would love to try and texture a bazooka :D as long as Cal agrees.
    also the gun you request wont be in this mod it would be added in Weapons+ mod.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 13, 2014, 10:30:16 AM
    Quote from: Blackjack1000K on April 13, 2014, 10:23:41 AM
    Quote from: iame6162013 on April 13, 2014, 09:53:24 AM
    Ah now i know how those conveyor belt work :p

    EDIT
    wait coud u add a bazooka?...
    ooo.....
    I would love to try and texture a bazooka :D as long as Cal agrees.
    also the gun you request wont be in this mod it would be added in Weapons+ mod.

    yea know there just ain't no Weapons+ tread :/
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Demtrod on April 13, 2014, 10:31:58 AM
    I'd suggest you to change the texture of the smelter, so that you can actually see where to output is :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 13, 2014, 10:32:34 AM
    Quote from: iame6162013 on April 13, 2014, 10:30:16 AM
    Quote from: Blackjack1000K on April 13, 2014, 10:23:41 AM
    Quote from: iame6162013 on April 13, 2014, 09:53:24 AM
    Ah now i know how those conveyor belt work :p

    EDIT
    wait coud u add a bazooka?...
    ooo.....
    I would love to try and texture a bazooka :D as long as Cal agrees.
    also the gun you request wont be in this mod it would be added in Weapons+ mod.

    yea know there just ain't no Weapons+ tread :/

    That's because its still being worked on and is unfinished
    Edit: you should got to my DeviantArt and look at the 1 new gun and 2 new retextures
    More to come!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: AndyA7 on April 13, 2014, 10:35:03 AM
    Is it possible to fix the Underground mine problem(they have stopped working) at the moment?
    BTW fantastic mod!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 10:44:08 AM
    Quote from: AndyA7 on April 13, 2014, 10:35:03 AM
    Is it possible to fix the Underground mine problem(they have stopped working) at the moment?
    BTW fantastic mod!

    Have you got any information that could help me? do you get any errors when it stops working?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 13, 2014, 10:52:18 AM
    Quote from: Blackjack1000K on April 13, 2014, 10:32:34 AM
    Quote from: iame6162013 on April 13, 2014, 10:30:16 AM
    Quote from: Blackjack1000K on April 13, 2014, 10:23:41 AM
    Quote from: iame6162013 on April 13, 2014, 09:53:24 AM
    Ah now i know how those conveyor belt work :p

    EDIT
    wait coud u add a bazooka?...
    ooo.....
    I would love to try and texture a bazooka :D as long as Cal agrees.
    also the gun you request wont be in this mod it would be added in Weapons+ mod.

    yea know there just ain't no Weapons+ tread :/

    That's because its still being worked on and is unfinished
    Edit: you should got to my DeviantArt and look at the 1 new gun and 2 new retextures
    More to come!

    i don't know what u are talking about?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 13, 2014, 11:00:21 AM
    Quote from: iame6162013 on April 13, 2014, 10:52:18 AM
    Quote from: Blackjack1000K on April 13, 2014, 10:32:34 AM
    Quote from: iame6162013 on April 13, 2014, 10:30:16 AM
    Quote from: Blackjack1000K on April 13, 2014, 10:23:41 AM
    Quote from: iame6162013 on April 13, 2014, 09:53:24 AM
    Ah now i know how those conveyor belt work :p

    EDIT
    wait coud u add a bazooka?...
    ooo.....
    I would love to try and texture a bazooka :D as long as Cal agrees.
    also the gun you request wont be in this mod it would be added in Weapons+ mod.

    yea know there just ain't no Weapons+ tread :/

    That's because its still being worked on and is unfinished
    Edit: you should got to my DeviantArt and look at the 1 new gun and 2 new retextures
    More to come!

    i don't know what u are talking about?
    http://blackjack1000k.deviantart.com/
    You will find 3 weapons here, i will do the rest tomorrow as its 11:00PM here.
    1 is a new gun about to be added and 2 are just a re-textures i'm planning on re-texturing every gun, also you may ask why am i just re-texturing guns and not the buildings also, well it's because i'm just a beginner at this texturing business and i like to practice more before i go and do some of the buildings [well if Cal gives me permission anyways]
    Also the Weapons+ mod is an upcoming mod by Cal and Me [yep i'm part of the mod team ;) ]
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 11:07:03 AM
    Blackjack, you have full permission to re-texture anything in Industrial RIM and Weapons +. You're part of both mod teams :)

    The Coal Power Plant is definitely a preference, but it's completely up to you :)

    Thanks a lot, Calum.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 13, 2014, 11:11:16 AM
    Quote from: Cala13er on April 13, 2014, 11:07:03 AM
    Blackjack, you have full permission to re-texture anything in Industrial RIM and Weapons +. You're part of both mod teams :)

    The Coal Power Plant is definitely a preference, but it's completely up to you :)

    Thanks a lot, Calum.
    Awesome! Thanks Cal!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: AndyA7 on April 13, 2014, 11:21:07 AM
    Quote from: Cala13er on April 13, 2014, 10:44:08 AM
    Quote from: AndyA7 on April 13, 2014, 10:35:03 AM
    Is it possible to fix the Underground mine problem(they have stopped working) at the moment?
    BTW fantastic mod!

    Have you got any information that could help me? do you get any errors when it stops working?

    No, sorry... Can't find anything special in the debug mode (but a bit noob there..)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 11:22:41 AM
    Quote from: AndyA7 on April 13, 2014, 11:21:07 AM
    Quote from: Cala13er on April 13, 2014, 10:44:08 AM
    Quote from: AndyA7 on April 13, 2014, 10:35:03 AM
    Is it possible to fix the Underground mine problem(they have stopped working) at the moment?
    BTW fantastic mod!

    Have you got any information that could help me? do you get any errors when it stops working?

    No, sorry... Can't find anything special in the debug mode (but a bit noob there..)
    Any idea how it happens or how to recreate it?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 13, 2014, 11:46:36 AM
    wait why don't send the  save to cala13er?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: AndyA7 on April 13, 2014, 12:30:39 PM
    Quote from: iame6162013 on April 13, 2014, 11:46:36 AM
    wait why don't send the  save to cala13er?

    Already done ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 03:02:52 PM
    Quote from: AndyA7 on April 13, 2014, 12:30:39 PM
    Quote from: iame6162013 on April 13, 2014, 11:46:36 AM
    wait why don't send the  save to cala13er?

    Already done ;)

    Okay found a major problem with v1.0.0! Most of the researches break the item it's for.

    Conveyor belt speed research breaks the conveyor belts.
    Pneumatic drills breaks all the Mines. all fixed now!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 03:22:58 PM
    Quote from: iame6162013 on April 13, 2014, 09:53:24 AM
    Ah now i know how those conveyor belt work :p

    EDIT
    wait coud u add a bazooka?...

    Hahaha I will think about it ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 13, 2014, 04:17:10 PM
    :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 04:41:16 PM
    Quote from: iame6162013 on April 13, 2014, 04:17:10 PM
    :)

    ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: AndyA7 on April 13, 2014, 05:04:36 PM
    Quote from: Cala13er on April 13, 2014, 03:02:52 PM
    Quote from: AndyA7 on April 13, 2014, 12:30:39 PM
    Quote from: iame6162013 on April 13, 2014, 11:46:36 AM
    wait why don't send the  save to cala13er?

    Already done ;)

    Okay found a major problem with v1.0.0! Most of the researches break the item it's for.

    Conveyor belt speed research breaks the conveyor belts.
    Pneumatic drills breaks all the Mines. all fixed now!

    Oh, the Irony!
    Can you launch an update with the fix?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 13, 2014, 05:07:21 PM
    Unfortunately just got kicked out of my own house an hour ago. Looks like production is on a hold now.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: guken9922 on April 13, 2014, 08:27:48 PM
    before u do anything

    (http://www.gogaminggiant.com/wp-content/uploads/2012/02/phoenixwright.jpg)

    u need 1
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: killerx243 on April 13, 2014, 08:28:28 PM
    Quote from: Cala13er on April 13, 2014, 03:04:56 AM
    Quote from: killerx243 on April 13, 2014, 01:15:57 AM
    How does smelting work? I've got iron and I'm using conveyors to send it to a smelter but nothing happens...

    Make the conveyor belt drop the iron in a industrial hopper :)

    But what after that? I send iron into the smelter but nothing comes out :S
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Stalker102 on April 13, 2014, 10:54:10 PM
    Add Coal! =)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: EightBitRanger on April 14, 2014, 12:22:42 AM
    Yeah I'm still a little confused on the whole smelting thing myself. Do the coal and iron each need their own hopper? What's the process for getting the conveyor belts to work?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: ItchyFlea on April 14, 2014, 12:45:25 AM
    The screenshot I posted here may help shed light on the set up required for using conveyor belts and the metal smelters:
    http://ludeon.com/forums/index.php?topic=2598.msg28139#msg28139

    Making steel needs two industrial hoppers attached to a steel smelter. Put iron ore in one, and carbon in the other. Build an underground carbon mine to get the carbon.


    Cala13er made a tutorial video: https://www.youtube.com/watch?v=yvAfLnPJAaM
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 04:43:24 AM
    Cal i just sent you 2 Messages full of new textures :D
    I also have 6 done, but i haven't posted it yet gonna post it later today.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 08:48:01 AM
    Quote from: Blackjack1000K on April 14, 2014, 04:43:24 AM
    Cal i just sent you 2 Messages full of new textures :D
    I also have 6 done, but i haven't posted it yet gonna post it later today.

    Cheers mate. Will look at them when I get home!

    Calum.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 14, 2014, 09:33:19 AM
    Oh new texture's... can't wait what it's all about ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 11:08:33 AM
    Quote from: iame6162013 on April 14, 2014, 09:33:19 AM
    Oh new texture's... can't wait what it's all about ;)

    All for weapons+
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 11:13:52 AM
    Quote from: Cala13er on April 14, 2014, 11:08:33 AM
    Quote from: iame6162013 on April 14, 2014, 09:33:19 AM
    Oh new texture's... can't wait what it's all about ;)

    All for weapons+
    Nope, also made 3 for Industrial Rim replacing the Conveyor Belts and Steel Plates
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 11:24:37 AM
    Quote from: Blackjack1000K on April 14, 2014, 11:13:52 AM
    Quote from: Cala13er on April 14, 2014, 11:08:33 AM
    Quote from: iame6162013 on April 14, 2014, 09:33:19 AM
    Oh new texture's... can't wait what it's all about ;)

    All for weapons+
    Nope, also made 3 for Industrial Rim replacing the Conveyor Belts and Steel Plates
    Wow, jeez thanks alot mate! Who needs multiple texture artists when you have a blackjack? ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 14, 2014, 11:25:06 AM
    that sounds  '8)' can't wait for the test version ;)

    oh it does sounds like "Blackjack1000K" is a nice graphical artist ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 11:28:17 AM
    Quote from: Cala13er on April 14, 2014, 11:24:37 AM
    Quote from: Blackjack1000K on April 14, 2014, 11:13:52 AM
    Quote from: Cala13er on April 14, 2014, 11:08:33 AM
    Quote from: iame6162013 on April 14, 2014, 09:33:19 AM
    Oh new texture's... can't wait what it's all about ;)

    All for weapons+
    Nope, also made 3 for Industrial Rim replacing the Conveyor Belts and Steel Plates
    Wow, jeez thanks alot mate! Who needs multiple texture artists when you have a blackjack? ;)

    Hehehe.. thanks, let's just say i have no life in the out side world  8)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 14, 2014, 11:30:33 AM
    Quote from: Blackjack1000K on April 14, 2014, 11:28:17 AM
    Quote from: Cala13er on April 14, 2014, 11:24:37 AM
    Quote from: Blackjack1000K on April 14, 2014, 11:13:52 AM
    Quote from: Cala13er on April 14, 2014, 11:08:33 AM
    Quote from: iame6162013 on April 14, 2014, 09:33:19 AM
    Oh new texture's... can't wait what it's all about ;)

    All for weapons+
    Nope, also made 3 for Industrial Rim replacing the Conveyor Belts and Steel Plates
    Wow, jeez thanks alot mate! Who needs multiple texture artists when you have a blackjack? ;)

    Hehehe.. thanks, let's just say i have no life in the out side world  8)

    But But this mod is in other part's of the world to :p
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 11:32:29 AM
    Quote from: iame6162013 on April 14, 2014, 11:30:33 AM
    Quote from: Blackjack1000K on April 14, 2014, 11:28:17 AM
    Quote from: Cala13er on April 14, 2014, 11:24:37 AM
    Quote from: Blackjack1000K on April 14, 2014, 11:13:52 AM
    Quote from: Cala13er on April 14, 2014, 11:08:33 AM
    Quote from: iame6162013 on April 14, 2014, 09:33:19 AM
    Oh new texture's... can't wait what it's all about ;)

    All for weapons+
    Nope, also made 3 for Industrial Rim replacing the Conveyor Belts and Steel Plates
    Wow, jeez thanks alot mate! Who needs multiple texture artists when you have a blackjack? ;)

    Hehehe.. thanks, let's just say i have no life in the out side world  8)

    But But this mod is in other part's of the world to :p
    Wait... there's other worlds?
    welp, time to jump to the *Insert world name here*!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: keith_rb on April 14, 2014, 11:38:07 AM
    Has anyone put up a video on youtube showing how this mod works? Might be a good idea.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 11:39:54 AM
    Quote from: keith_rb on April 14, 2014, 11:38:07 AM
    Has anyone put up a video on youtube showing how this mod works? Might be a good idea.
    There's already two tutorial video's made by Cala13er in the front page,
    There should be links there.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: keith_rb on April 14, 2014, 12:03:11 PM
    Quote from: Blackjack1000K on April 14, 2014, 11:39:54 AM
    Quote from: keith_rb on April 14, 2014, 11:38:07 AM
    Has anyone put up a video on youtube showing how this mod works? Might be a good idea.
    There's already two tutorial video's made by Cala13er in the front page,
    There should be links there.

    I really should learn to read everything
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 12:10:28 PM
    Okay so i made a'lot of textures today and i still have these 3 weapons to work at and i'm planning a'lot for Industrial Rim so yeah! see you in 10 Years xD, nah.. just kidding see you in a few hours just gonna take a nap.

    *Spoiler*
    [for those who want to see the new textures click my signature :D]

    Quote from: keith_rb on April 14, 2014, 12:03:11 PM
    Quote from: Blackjack1000K on April 14, 2014, 11:39:54 AM
    Quote from: keith_rb on April 14, 2014, 11:38:07 AM
    Has anyone put up a video on youtube showing how this mod works? Might be a good idea.
    There's already two tutorial video's made by Cala13er in the front page,
    There should be links there.

    I really should learn to read everything
    LOL.....  ::)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 12:59:19 PM
    Derp! Just made the conveyor belts destroy the whole game! This wild species of Conveyor belts are very dangerous if tampered with.

    (Basically making them automatically change into a 90 degrees turn without having to place them seperately WOOT WOOT!)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 14, 2014, 01:37:02 PM
    Quote from: Cala13er on April 14, 2014, 12:59:19 PM
    Derp! Just made the conveyor belts destroy the whole game! This wild species of Conveyor belts are very dangerous if tampered with.

    (Basically making them automatically change into a 90 degrees turn without having to place them seperately WOOT WOOT!)

    Woot Woot  ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 03:11:36 PM
    Quote from: iame6162013 on April 14, 2014, 01:37:02 PM
    Quote from: Cala13er on April 14, 2014, 12:59:19 PM
    Derp! Just made the conveyor belts destroy the whole game! This wild species of Conveyor belts are very dangerous if tampered with.

    (Basically making them automatically change into a 90 degrees turn without having to place them seperately WOOT WOOT!)

    Woot Woot  ;)

    WOOT WOOT WOOT
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 14, 2014, 03:19:46 PM
    Quote from: Cala13er on April 14, 2014, 03:11:36 PM
    Quote from: iame6162013 on April 14, 2014, 01:37:02 PM
    Quote from: Cala13er on April 14, 2014, 12:59:19 PM
    Derp! Just made the conveyor belts destroy the whole game! This wild species of Conveyor belts are very dangerous if tampered with.

    (Basically making them automatically change into a 90 degrees turn without having to place them seperately WOOT WOOT!)

    Woot Woot  ;)

    WOOT WOOT WOOT

    Woot Woot   Woot Woot
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: djnekkid on April 14, 2014, 03:32:34 PM
    Hi there.

    I were just wondering if you guys need some kind of bugtracking or versioning system?
    I can provide you with a redmine (feature/bugtracker) and mercurial ('hg') repo if needed :D

    -Cheers-
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 03:36:53 PM
    Quote from: djnekkid on April 14, 2014, 03:32:34 PM
    Hi there.

    I were just wondering if you guys need some kind of bugtracking or versioning system?
    I can provide you with a redmine (feature/bugtracker) and mercurial ('hg') repo if needed :D

    -Cheers-

    Say what? No idea what you've just said :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: djnekkid on April 14, 2014, 03:48:02 PM
    Okei ... I'll rephrase :)

    According to http://en.wikipedia.org/wiki/Redmine
    "Redmine is a free and open source, web-based project management and bug-tracking tool. It includes a calendar and Gantt charts to aid visual representation of projects and their deadlines. It handles multiple projects. Redmine provides integrated project management features, issue tracking, and support for various version control systems.
    The design of Redmine is significantly influenced by Trac, a software package with some similar features.
    Redmine is written using the Ruby on Rails framework. It is cross-platform and cross-database. It is part of the Bitnami app library that provides an installer and virtual machine for ease of deployment."

    Mercurial/HG is, according to http://en.wikipedia.org/wiki/Mercurial
    "Mercurial is a cross-platform, distributed revision control tool for software developers. It is mainly implemented using the Python programming language, but includes a binary diff implementation written in C. It is supported on MS Windows and Unix-like systems, such as FreeBSD, Mac OS X and Linux. Mercurial is primarily a command line program but graphical user interface extensions are available. All of Mercurial's operations are invoked as arguments to its driver program hg, a reference to the chemical symbol of the element mercury."

    If that made it any clearer :D
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 14, 2014, 04:15:51 PM
    Quote from: djnekkid on April 14, 2014, 03:48:02 PM
    Okei ... I'll rephrase :)

    According to http://en.wikipedia.org/wiki/Redmine
    "Redmine is a free and open source, web-based project management and bug-tracking tool. It includes a calendar and Gantt charts to aid visual representation of projects and their deadlines. It handles multiple projects. Redmine provides integrated project management features, issue tracking, and support for various version control systems.
    The design of Redmine is significantly influenced by Trac, a software package with some similar features.
    Redmine is written using the Ruby on Rails framework. It is cross-platform and cross-database. It is part of the Bitnami app library that provides an installer and virtual machine for ease of deployment."

    Mercurial/HG is, according to http://en.wikipedia.org/wiki/Mercurial
    "Mercurial is a cross-platform, distributed revision control tool for software developers. It is mainly implemented using the Python programming language, but includes a binary diff implementation written in C. It is supported on MS Windows and Unix-like systems, such as FreeBSD, Mac OS X and Linux. Mercurial is primarily a command line program but graphical user interface extensions are available. All of Mercurial's operations are invoked as arguments to its driver program hg, a reference to the chemical symbol of the element mercury."

    If that made it any clearer :D

    where is this useful for?  ???
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: djnekkid on April 14, 2014, 04:57:45 PM
    I'm not gonna force you guys into useing something you dont want, but in the past i've made a few mods to games myself, and what starts of as a good idea often becomes huge ideas.
    Huge ideas often become quite abit of code, and quite abit of code tends to have bugs.

    I've made a couple of mods for other games in the past, most notably a trainset for OpenTTD, and with that in mind, I now know the importance of a tracker.

    Let me make you an example, and you can take a look

    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 14, 2014, 05:12:26 PM
    Quote from: djnekkid on April 14, 2014, 04:57:45 PM
    I'm not gonna force you guys into useing something you dont want, but in the past i've made a few mods to games myself, and what starts of as a good idea often becomes huge ideas.
    Huge ideas often become quite abit of code, and quite abit of code tends to have bugs.

    I've made a couple of mods for other games in the past, most notably a trainset for OpenTTD, and with that in mind, I now know the importance of a tracker.

    Let me make you an example, and you can take a look



    ok maybe ill make one for my mod (Cala13er own's this mod!) but right now i just don't have enough bug's :p
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: djnekkid on April 14, 2014, 05:16:57 PM
    i've understood it that you make some gfx or something for this mod?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 14, 2014, 05:29:22 PM
    Quote from: djnekkid on April 14, 2014, 05:16:57 PM
    i've understood it that you make some gfx or something for this mod?

    what me no.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 05:29:56 PM
    Quote from: djnekkid on April 14, 2014, 03:48:02 PM
    Okei ... I'll rephrase :)

    According to http://en.wikipedia.org/wiki/Redmine
    "Redmine is a free and open source, web-based project management and bug-tracking tool. It includes a calendar and Gantt charts to aid visual representation of projects and their deadlines. It handles multiple projects. Redmine provides integrated project management features, issue tracking, and support for various version control systems.
    The design of Redmine is significantly influenced by Trac, a software package with some similar features.
    Redmine is written using the Ruby on Rails framework. It is cross-platform and cross-database. It is part of the Bitnami app library that provides an installer and virtual machine for ease of deployment."

    Mercurial/HG is, according to http://en.wikipedia.org/wiki/Mercurial
    "Mercurial is a cross-platform, distributed revision control tool for software developers. It is mainly implemented using the Python programming language, but includes a binary diff implementation written in C. It is supported on MS Windows and Unix-like systems, such as FreeBSD, Mac OS X and Linux. Mercurial is primarily a command line program but graphical user interface extensions are available. All of Mercurial's operations are invoked as arguments to its driver program hg, a reference to the chemical symbol of the element mercury."

    If that made it any clearer :D

    I'll look into it :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: djnekkid on April 14, 2014, 05:34:09 PM
    Quote from: Cala13er
    I'll look into it :)

    I've sent you a PM with url and user/pw
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 06:10:05 PM
    Quote from: djnekkid on April 14, 2014, 05:34:09 PM
    Quote from: Cala13er
    I'll look into it :)

    I've sent you a PM with url and user/pw

    Haven't got it mate?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: djnekkid on April 14, 2014, 06:28:01 PM
    ups, i managed to do an email instead, i'll re-pm :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 06:36:31 PM
    Welp back to work for me :P gonna go make make more textures!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 06:53:54 PM
    Hey Cal, Do you still need that 90Degree Conveyor Belt?
    if so i could make it today. and PM you it later.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 07:00:31 PM
    Quote from: Blackjack1000K on April 14, 2014, 06:53:54 PM
    Hey Cal, Do you still need that 90Degree Conveyor Belt?
    if so i could make it today. and PM you it later.

    It's not a priority! I made a temporary substitute using your textures.

    (http://i1084.photobucket.com/albums/j408/calumrules/Untitled-4.png)

    Also there's 1 problem with your belts, you can't really make out the arrows.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 07:04:13 PM
    Quote from: Cala13er on April 14, 2014, 07:00:31 PM
    Quote from: Blackjack1000K on April 14, 2014, 06:53:54 PM
    Hey Cal, Do you still need that 90Degree Conveyor Belt?
    if so i could make it today. and PM you it later.

    It's not a priority! I made a temporary substitute using your textures.

    (http://i1084.photobucket.com/albums/j408/calumrules/Untitled-4.png)

    Also there's 1 problem with your belts, you can't really make out the arrows.
    Awesome, i might update the conveyor belt texture tho.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 07:08:19 PM
    I like it, just hard to tell which way the conveyor belts are pointing :/
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 07:13:56 PM
    Quote from: Cala13er on April 14, 2014, 07:08:19 PM
    I like it, just hard to tell which way the conveyor belts are pointing :/
    oh, thanks for pointing that out :D
    il fix that,
    Do you still want those two yellow lines at the side but bigger,
    or do you want just 1 big line in the middle
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 07:17:53 PM
    Quote from: Blackjack1000K on April 14, 2014, 07:13:56 PM
    Quote from: Cala13er on April 14, 2014, 07:08:19 PM
    I like it, just hard to tell which way the conveyor belts are pointing :/
    oh, thanks for pointing that out :D
    il fix that,
    Do you still want those two yellow lines at the side but bigger,
    or do you want just 1 big line in the middle

    Probably the big line in the middle :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 07:24:31 PM
    Quote from: Cala13er on April 14, 2014, 07:17:53 PM
    Quote from: Blackjack1000K on April 14, 2014, 07:13:56 PM
    Quote from: Cala13er on April 14, 2014, 07:08:19 PM
    I like it, just hard to tell which way the conveyor belts are pointing :/
    oh, thanks for pointing that out :D
    il fix that,
    Do you still want those two yellow lines at the side but bigger,
    or do you want just 1 big line in the middle

    Probably the big line in the middle :)
    K, il get right on it!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 08:22:44 PM
    Thanks mate :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 14, 2014, 08:28:39 PM
    Quote from: Cala13er on April 14, 2014, 08:22:44 PM
    Thanks mate :)
    I kinda putted the arrow in the sides instead because OCD :P, but if it still doesn't work out for you tell me k.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 14, 2014, 08:30:35 PM
    Quote from: Blackjack1000K on April 14, 2014, 08:28:39 PM
    Quote from: Cala13er on April 14, 2014, 08:22:44 PM
    Thanks mate :)
    I kinda putted the arrow in the sides instead because OCD :P, but if it still doesn't work out for you tell me k.

    No that's fine :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: NephilimNexus on April 15, 2014, 12:34:38 AM
    One mod to rule them all.   :D
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 15, 2014, 01:16:43 AM
    Quote from: NephilimNexus on April 15, 2014, 12:34:38 AM
    One mod to rule them all.   :D
    You said it :D
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: silentbob981988 on April 15, 2014, 01:23:13 AM
    Great mod \o/
    Can't wait to get the research bug fixed.

    Cheers
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 15, 2014, 01:46:21 AM
    Quote from: silentbob981988 on April 15, 2014, 01:23:13 AM
    Great mod \o/
    Can't wait to get the research bug fixed.

    Cheers
    The research is bugged?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: silentbob981988 on April 15, 2014, 02:12:31 AM
    Quote from: Blackjack1000K on April 15, 2014, 01:46:21 AM
    Quote from: silentbob981988 on April 15, 2014, 01:23:13 AM
    Great mod \o/
    Can't wait to get the research bug fixed.

    Cheers
    The research is bugged?

    When i researched the "faster mining for iron" thingie the drills stoped working, had the same with coal
    edit: argh wait, was too fast, sorry
    it was the "build in the cave bug" for the drills .. and the ones outside stopped too.
    decontructing and rebuilding doesn't seem to solve the problem.

    Drills are afraid of Caves!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: AntiMatter on April 15, 2014, 03:26:10 AM
    no when i go to god mode i set up my drills outside and inside with conveor belt and hopper (industrial) and they both work fine... BUT as soon as i research the penumatic drills they stop working... then as soon as i research faster conveors (or whatever it is called :P) those stop working too!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 15, 2014, 03:31:40 AM
    Quote from: AntiMatter on April 15, 2014, 03:26:10 AM
    no when i go to god mode i set up my drills outside and inside with conveor belt and hopper (industrial) and they both work fine... BUT as soon as i research the penumatic drills they stop working... then as soon as i research faster conveors (or whatever it is called :P) those stop working too!
    I'l get Cal to work on it, because i'm only the Artist for the mod not the coder :)
    Sorry about this   :-[
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: AntiMatter on April 15, 2014, 03:39:39 AM
    it's fine. i saw someone talking about it a couple posts back and thought it would be taken as a bug but i guess not so no harm saying it twice
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 15, 2014, 04:29:56 AM
    Quote from: NephilimNexus on April 15, 2014, 12:34:38 AM
    One mod to rule them all.   :D

    Thank you! Motivation boost +9001
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 15, 2014, 04:30:27 AM
    Quote from: silentbob981988 on April 15, 2014, 01:23:13 AM
    Great mod \o/
    Can't wait to get the research bug fixed.

    Cheers

    It's fixed! Don't worry, working on getting the upload 1.1.0 up soon.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 15, 2014, 04:49:26 AM
    Quote from: Cala13er on April 15, 2014, 04:30:27 AM
    Quote from: silentbob981988 on April 15, 2014, 01:23:13 AM
    Great mod \o/
    Can't wait to get the research bug fixed.

    Cheers

    It's fixed! Don't worry, working on getting the upload 1.1.0 up soon.
    Did you get some of the new textures. like the hi-tech battery? also i just finished the FN2000, i'l PM it you later.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 15, 2014, 05:00:21 AM
    Quote from: Blackjack1000K on April 15, 2014, 04:49:26 AM
    Quote from: Cala13er on April 15, 2014, 04:30:27 AM
    Quote from: silentbob981988 on April 15, 2014, 01:23:13 AM
    Great mod \o/
    Can't wait to get the research bug fixed.

    Cheers

    It's fixed! Don't worry, working on getting the upload 1.1.0 up soon.
    Did you get some of the new textures. like the hi-tech battery? also i just finished the FN2000, i'l PM it you later.

    Yeah they are brilliant! Included :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 15, 2014, 05:16:19 AM
    Quote from: Cala13er on April 15, 2014, 05:00:21 AM
    Quote from: Blackjack1000K on April 15, 2014, 04:49:26 AM
    Quote from: Cala13er on April 15, 2014, 04:30:27 AM
    Quote from: silentbob981988 on April 15, 2014, 01:23:13 AM
    Great mod \o/
    Can't wait to get the research bug fixed.

    Cheers

    It's fixed! Don't worry, working on getting the upload 1.1.0 up soon.
    Did you get some of the new textures. like the hi-tech battery? also i just finished the FN2000, i'l PM it you later.

    Yeah they are brilliant! Included :P
    Did you also get the banner?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 15, 2014, 05:19:39 AM
    No. I don't seem to have any banners?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 15, 2014, 05:51:46 AM
    Quote from: Cala13er on April 15, 2014, 05:19:39 AM
    No. I don't seem to have any banners?
    Oh... i must have sent it to someone else, oops... anyway i PM'ed it to you.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 15, 2014, 05:55:51 AM
    Quote from: Blackjack1000K on April 15, 2014, 05:51:46 AM
    Quote from: Cala13er on April 15, 2014, 05:19:39 AM
    No. I don't seem to have any banners?
    Oh... i must have sent it to someone else, oops... anyway i PM'ed it to you.

    It's brilliant! Now in my signature and the original post!

    Thanks alot mate!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 15, 2014, 05:57:30 AM
    Quote from: Cala13er on April 15, 2014, 05:55:51 AM
    Quote from: Blackjack1000K on April 15, 2014, 05:51:46 AM
    Quote from: Cala13er on April 15, 2014, 05:19:39 AM
    No. I don't seem to have any banners?
    Oh... i must have sent it to someone else, oops... anyway i PM'ed it to you.

    It's brilliant! Now in my signature and the original post!

    Thanks alot mate!
    No Problem,
    BTW your sig is kinda too big, you need to smallen it up abit.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 15, 2014, 06:03:08 AM
    Quote from: Blackjack1000K on April 15, 2014, 05:57:30 AM
    Quote from: Cala13er on April 15, 2014, 05:55:51 AM
    Quote from: Blackjack1000K on April 15, 2014, 05:51:46 AM
    Quote from: Cala13er on April 15, 2014, 05:19:39 AM
    No. I don't seem to have any banners?
    Oh... i must have sent it to someone else, oops... anyway i PM'ed it to you.

    It's brilliant! Now in my signature and the original post!

    Thanks alot mate!
    No Problem,
    BTW your sig is kinda too big, you need to smallen it up abit.
    Done, got rid of the top of it. Just the image now.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 15, 2014, 06:43:55 AM
    Quote from: Cala13er on April 15, 2014, 06:03:08 AM
    Quote from: Blackjack1000K on April 15, 2014, 05:57:30 AM
    Quote from: Cala13er on April 15, 2014, 05:55:51 AM
    Quote from: Blackjack1000K on April 15, 2014, 05:51:46 AM
    Quote from: Cala13er on April 15, 2014, 05:19:39 AM
    No. I don't seem to have any banners?
    Oh... i must have sent it to someone else, oops... anyway i PM'ed it to you.

    It's brilliant! Now in my signature and the original post!

    Thanks alot mate!
    No Problem,
    BTW your sig is kinda too big, you need to smallen it up abit.
    Done, got rid of the top of it. Just the image now.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 15, 2014, 07:12:45 AM
    Hey Cal can we add this to the Weapons + mod?
    http://en.wikipedia.org/wiki/M202_FLASH
    I would love to texture that gun :D
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 15, 2014, 08:39:55 AM
    Also Cal you should really read some of the PM's i sent you....
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Siloxis on April 15, 2014, 09:39:23 AM
    Any ETA for v 1.1.0?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 15, 2014, 03:28:13 PM
    Quote from: Siloxis on April 15, 2014, 09:39:23 AM
    Any ETA for v 1.1.0?
    No, but my test team haven't even got it yet, but I'll keep you updated. 1.1.0 is quite a big update.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 15, 2014, 06:47:48 PM
    Quote from: Blackjack1000K on April 15, 2014, 08:39:55 AM
    Also Cal you should really read some of the PM's i sent you....

    Read them all :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 15, 2014, 09:09:38 PM
    Quote from: Blackjack1000K on April 15, 2014, 07:12:45 AM
    Hey Cal can we add this to the Weapons + mod?
    http://en.wikipedia.org/wiki/M202_FLASH
    I would love to texture that gun :D

    Oooo, I'll think about it ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Daryoon on April 15, 2014, 11:33:29 PM
    Where do you acquire the copper from? I am not finding any on the map or any way to manufacture it and it is preventing me from building a lot of things. Seems like you need raw copper to make ingots or something but I cannot find either, and hoping for a random crashed pod seems like I will be waiting for awhile. Luckily I can build geothermals without it, but solar panels require it so it seems like you would want to get easy access to it?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: 123nick on April 16, 2014, 12:51:27 AM
    hey can you add a gun? its the 6P62, a prototype russian weapon. it was a fully automatic handheld 50cal automatic machine gun of awesomeness. you could proably make it really powerfull, but on the wikipedia page (https://en.wikipedia.org/wiki/6P62) it was stated to be "completely uncontrollable when firing" so you could make it really inacurate.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 16, 2014, 12:55:40 AM
    Quote from: 123nick on April 16, 2014, 12:51:27 AM
    hey can you add a gun? its the 6P62, a prototype russian weapon. it was a fully automatic handheld 50cal automatic machine gun of awesomeness. you could proably make it really powerfull, but on the wikipedia page (https://en.wikipedia.org/wiki/6P62) it was stated to be "completely uncontrollable when firing" so you could make it really inacurate.
    I'm ready to texture it :D
    I'm just waiting for Cala13er to confirm this so that i can start making a texture for it. :D
    Would be nice if you can get ma side view of the gun.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Skillus on April 16, 2014, 02:43:43 AM
    Why My Undeground mine can't work ? Because i researched Pneumatic Drills ?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 16, 2014, 02:48:13 AM
    Quote from: Skillus on April 16, 2014, 02:43:43 AM
    Why My Undeground mine can't work ? Because i researched Pneumatic Drills ?
    Yes, this has already been reported and is already fixed in 1.1.0.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 16, 2014, 05:51:43 AM
    Currently talking about sludge with Cala13er....
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 16, 2014, 05:54:54 AM
    Quote from: Blackjack1000K on April 16, 2014, 05:51:43 AM
    Currently talking about sludge with Cala13er....

    sludge? this can only end well :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Siloxis on April 16, 2014, 06:00:53 AM
    Quote from: Blackjack1000K on April 16, 2014, 02:48:13 AM
    Quote from: Skillus on April 16, 2014, 02:43:43 AM
    Why My Undeground mine can't work ? Because i researched Pneumatic Drills ?
    Yes, this has already been reported and is already fixed in 1.1.0.
    No way to make a 1.0.1 Version just with the Mines and Transport fix?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 16, 2014, 06:10:52 AM
    Quote from: iame6162013 on April 16, 2014, 05:54:54 AM
    Quote from: Blackjack1000K on April 16, 2014, 05:51:43 AM
    Currently talking about sludge with Cala13er....
    sludge? this can only end well :)
    Oh you know it!

    Quote from: Siloxis on April 16, 2014, 06:00:53 AM
    Quote from: Blackjack1000K on April 16, 2014, 02:48:13 AM
    Quote from: Skillus on April 16, 2014, 02:43:43 AM
    Why My Undeground mine can't work ? Because i researched Pneumatic Drills ?
    Yes, this has already been reported and is already fixed in 1.1.0.
    No way to make a 1.0.1 Version just with the Mines and Transport fix?

    Well i guess i can talk to call about making a quick fix but i can't be certain that he will
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 16, 2014, 06:23:56 AM
    Quote from: Siloxis on April 16, 2014, 06:00:53 AM
    Quote from: Blackjack1000K on April 16, 2014, 02:48:13 AM
    Quote from: Skillus on April 16, 2014, 02:43:43 AM
    Why My Undeground mine can't work ? Because i researched Pneumatic Drills ?
    Yes, this has already been reported and is already fixed in 1.1.0.
    No way to make a 1.0.1 Version just with the Mines and Transport fix?

    Hey mate, really sorry about the mines and transport being broken on research, schoolboy error. Unfortunately I forgot to back-up V1.0.0's source and assembly, so I only have v1.0.8 which will be 1.1.0 soon! So making a 1.0.1 is currently not an option.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 16, 2014, 06:39:38 AM
    10000 Views Cheers ;D
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: djnekkid on April 16, 2014, 06:42:11 AM
    Quote from: Cala13er on April 16, 2014, 06:23:56 AM
    Hey mate, really sorry about the mines and transport being broken on research. Unfortunately I forgot to back-up V1.0.0's source and assembly, so I only have v1.0.8 which will be 1.1.0 soon! So making a 1.0.1 is currently not an option.

    Exactly why you need a version control system :P :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 16, 2014, 06:42:59 AM
    Quote from: djnekkid on April 16, 2014, 06:42:11 AM
    Quote from: Cala13er on April 16, 2014, 06:23:56 AM
    Hey mate, really sorry about the mines and transport being broken on research. Unfortunately I forgot to back-up V1.0.0's source and assembly, so I only have v1.0.8 which will be 1.1.0 soon! So making a 1.0.1 is currently not an option.

    And exactly what you said!
    Exactly why you need a version control system :P :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 16, 2014, 10:51:02 AM
    Quote from: Cala13er on April 16, 2014, 06:42:59 AM
    Quote from: djnekkid on April 16, 2014, 06:42:11 AM
    Quote from: Cala13er on April 16, 2014, 06:23:56 AM
    Hey mate, really sorry about the mines and transport being broken on research. Unfortunately I forgot to back-up V1.0.0's source and assembly, so I only have v1.0.8 which will be 1.1.0 soon! So making a 1.0.1 is currently not an option.

    And exactly what you said!
    Exactly why you need a version control system :P :P
    Also can you remove the Industrial Hopper and just use the normal hopper ingame, i keep mixing them up :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 16, 2014, 11:01:47 AM
    Quote from: Blackjack1000K on April 16, 2014, 10:51:02 AM
    Quote from: Cala13er on April 16, 2014, 06:42:59 AM
    Quote from: djnekkid on April 16, 2014, 06:42:11 AM
    Quote from: Cala13er on April 16, 2014, 06:23:56 AM
    Hey mate, really sorry about the mines and transport being broken on research. Unfortunately I forgot to back-up V1.0.0's source and assembly, so I only have v1.0.8 which will be 1.1.0 soon! So making a 1.0.1 is currently not an option.

    And exactly what you said!
    Exactly why you need a version control system :P :P
    Also can you remove the Industrial Hopper and just use the normal hopper ingame, i keep mixing them up :P

    uh so u mean that the Industrial RIM  "Industrial Hopper" will be useless/Removed and the Rimworld "Hopper" will do it?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 16, 2014, 01:15:01 PM
    Anything that feeds from a hopper however won't work. They search for an industrial hopper with resources in it and not an ordinary hopper.

    I may or may not change this. But current plans are against it. We'll see. Looking forward to releasing 1.1.0, I think you may enjoy it a lot better. As it offers more realistic features.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: aaronbekir on April 16, 2014, 02:53:01 PM
    With the industrial hoppers, can you make it so they don't need to be set to critical to accept items from colonists. Something that stumped a load of friends.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 16, 2014, 02:55:24 PM
    Quote from: aaronbekir on April 16, 2014, 02:53:01 PM
    With the industrial hoppers, can you make it so they don't need to be set to critical to accept items from colonists. Something that stumped a load of friends.

    In 1.1.0. By default industrial hoppers have critical importance. Also by default they accept nothing, you have to tick stuff yourself :). Just because it was more effort unticking them all.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: aaronbekir on April 16, 2014, 03:02:47 PM
    awesome news, will pass on the information, ready for the test build whenever it is ready.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Moonblink on April 16, 2014, 04:13:10 PM
    My conveyor belts don't seem to move anything? They have power and are facing the right direction. I tried to print screen for a screen shot but it only shows my desktop?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 16, 2014, 04:26:59 PM
    Quote from: Moonblink on April 16, 2014, 04:13:10 PM
    My conveyor belts don't seem to move anything? They have power and are facing the right direction. I tried to print screen for a screen shot but it only shows my desktop?

    Yes, that would be the research for it. Faster conveyor belt speed, it breaks the conveyor belt. v1.1.0 fixes this when it's released.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 16, 2014, 05:33:49 PM
    1.1.0... hmm can't wait ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 16, 2014, 07:16:24 PM
    Quote from: Cala13er on April 16, 2014, 02:55:24 PM
    Quote from: aaronbekir on April 16, 2014, 02:53:01 PM
    With the industrial hoppers, can you make it so they don't need to be set to critical to accept items from colonists. Something that stumped a load of friends.

    In 1.1.0. By default industrial hoppers have critical importance. Also by default they accept nothing, you have to tick stuff yourself :). Just because it was more effort unticking them all.
    Can i at-least make a texture for it so it isn't confusing?
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: 123nick on April 16, 2014, 11:24:20 PM
    Quote from: Blackjack1000K on April 16, 2014, 12:55:40 AM
    Quote from: 123nick on April 16, 2014, 12:51:27 AM
    hey can you add a gun? its the 6P62, a prototype russian weapon. it was a fully automatic handheld 50cal automatic machine gun of awesomeness. you could proably make it really powerfull, but on the wikipedia page (https://en.wikipedia.org/wiki/6P62) it was stated to be "completely uncontrollable when firing" so you could make it really inacurate.
    I'm ready to texture it :D


    I'm just waiting for Cala13er to confirm this so that i can start making a texture for it. :D
    Would be nice if you can get ma side view of the gun.

    http://31.media.tumblr.com/4a6e1ec62773359486160796df42d718/tumblr_mhqatt0ddE1r7emyeo1_1280.jpg here is a picture of its side . hope you get the confirmation to texture and create it!
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 17, 2014, 03:40:21 AM
    Quote from: 123nick on April 16, 2014, 11:24:20 PM
    Quote from: Blackjack1000K on April 16, 2014, 12:55:40 AM
    Quote from: 123nick on April 16, 2014, 12:51:27 AM
    hey can you add a gun? its the 6P62, a prototype russian weapon. it was a fully automatic handheld 50cal automatic machine gun of awesomeness. you could proably make it really powerfull, but on the wikipedia page (https://en.wikipedia.org/wiki/6P62) it was stated to be "completely uncontrollable when firing" so you could make it really inacurate.
    I'm ready to texture it :D


    I'm just waiting for Cala13er to confirm this so that i can start making a texture for it. :D
    Would be nice if you can get ma side view of the gun.

    http://31.media.tumblr.com/4a6e1ec62773359486160796df42d718/tumblr_mhqatt0ddE1r7emyeo1_1280.jpg here is a picture of its side . hope you get the confirmation to texture and create it!
    Already done! :D
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: dragon2005 on April 17, 2014, 05:47:47 AM
    Is there a way to make the items require research before they are able to be built?
    I think it would be better that way
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Cala13er on April 17, 2014, 08:12:05 AM
    Quote from: dragon2005 on April 17, 2014, 05:47:47 AM
    Is there a way to make the items require research before they are able to be built?
    I think it would be better that way

    Yeah 1.1.0. Almost everything needs researching. I was even planning on making the original solar panel require research. But not sure about going through with that.
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: Celthric Aysen on April 17, 2014, 08:57:39 AM
    Quote from: Cala13er on April 17, 2014, 08:12:05 AM
    Quote from: dragon2005 on April 17, 2014, 05:47:47 AM
    Is there a way to make the items require research before they are able to be built?
    I think it would be better that way

    Yeah 1.1.0. Almost everything needs researching. I was even planning on making the original solar panel require research. But not sure about going through with that.
    well how about you start with the wind turbines instead of the solar panels
    Title: Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
    Post by: iame6162013 on April 17, 2014, 09:50:26 AM
    Quote from: Blackjack1000K on April 17, 2014, 08:57:39 AM
    Quote from: Cala13er on April 17, 2014, 08:12:05 AM
    Quote from: dragon2005 on April 17, 2014, 05:47:47 AM
    Is there a way to make the items require research before they are able to be built?
    I think it would be better that way

    Yeah 1.1.0. Almost everything needs researching. I was even planning on making the original solar panel require research. But not sure about going through with that.
    well how about you start with the wind turbines instead of the solar panels

    or that you build a generator and have to manually control it :p
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: confusedwings on April 17, 2014, 11:59:02 AM
    i'm sorry to hear this...
    hope you will be back soon.
    Meanwhile it's possible to have
    Industrial RIM (v1.0.0) combined with other mods (wood economics and switches).
    It's not a new mod but just a merge of those 3 into 1.
    http://ludeon.com/forums/index.php?topic=3127.0 (http://ludeon.com/forums/index.php?topic=3127.0)

    All thx to the hard work off there creators. Not me
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: aaronbekir on April 17, 2014, 12:52:24 PM
    hey mate, sorry to hear whatever might be happening, do you want me to assist with the continued development of the mod? just so it can continue? PM me if you want.
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Cala13er on April 17, 2014, 01:13:13 PM
    Quote from: aaronbekir on April 17, 2014, 12:52:24 PM
    hey mate, sorry to hear whatever might be happening, do you want me to assist with the continued development of the mod? just so it can continue? PM me if you want.

    Thanks mate, it's all sorted now. Don't worry! v1.1.0 is coming.
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: aaronbekir on April 17, 2014, 02:34:31 PM
    awesome to hear, looking forward to helping you develop this mod as Rimworld evolves.
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Celthric Aysen on April 17, 2014, 07:04:14 PM
    Quote from: Cala13er on April 17, 2014, 01:13:13 PM
    Quote from: aaronbekir on April 17, 2014, 12:52:24 PM
    hey mate, sorry to hear whatever might be happening, do you want me to assist with the continued development of the mod? just so it can continue? PM me if you want.

    Thanks mate, it's all sorted now. Don't worry! v1.1.0 is coming.
    Awesome!
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Cala13er on April 18, 2014, 02:32:53 AM
    Quote from: Blackjack1000K on April 17, 2014, 07:04:14 PM
    Quote from: Cala13er on April 17, 2014, 01:13:13 PM
    Quote from: aaronbekir on April 17, 2014, 12:52:24 PM
    hey mate, sorry to hear whatever might be happening, do you want me to assist with the continued development of the mod? just so it can continue? PM me if you want.

    Thanks mate, it's all sorted now. Don't worry! v1.1.0 is coming.
    Awesome!

    #Drama
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Celthric Aysen on April 18, 2014, 02:36:22 AM
    Quote from: Cala13er on April 18, 2014, 02:32:53 AM
    Quote from: Blackjack1000K on April 17, 2014, 07:04:14 PM
    Quote from: Cala13er on April 17, 2014, 01:13:13 PM
    Quote from: aaronbekir on April 17, 2014, 12:52:24 PM
    hey mate, sorry to hear whatever might be happening, do you want me to assist with the continued development of the mod? just so it can continue? PM me if you want.

    Thanks mate, it's all sorted now. Don't worry! v1.1.0 is coming.
    Awesome!

    #Drama
    Welp time to get back to work on textures!
    PM me if you need any texture's you want me to make :D
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Celthric Aysen on April 18, 2014, 11:02:44 AM
    I just learned how to edit XML files :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: iame6162013 on April 18, 2014, 11:37:09 AM
    Quote from: Blackjack1000K on April 18, 2014, 11:02:44 AM
    I just learned how to edit XML files :P

    What but that's difficult :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Cala13er on April 18, 2014, 11:56:07 AM
    Quote from: iame6162013 on April 18, 2014, 11:37:09 AM
    Quote from: Blackjack1000K on April 18, 2014, 11:02:44 AM
    I just learned how to edit XML files :P

    What but that's difficult :P

    :O
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: iame6162013 on April 18, 2014, 12:29:05 PM
    Quote from: iame6162013 on April 18, 2014, 11:37:09 AM
    Quote from: Blackjack1000K on April 18, 2014, 11:02:44 AM
    I just learned how to edit XML files :P

    What but that's difficult :P

    hmm looking back at this,it could sound hard :/ (im sorry if it did)
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Cala13er on April 18, 2014, 01:06:11 PM
    Quote from: iame6162013 on April 18, 2014, 12:29:05 PM
    Quote from: iame6162013 on April 18, 2014, 11:37:09 AM
    Quote from: Blackjack1000K on April 18, 2014, 11:02:44 AM
    I just learned how to edit XML files :P

    What but that's difficult :P

    hmm looking back at this,it could sound hard :/ (im sorry if it did)

    Haha what?
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: iame6162013 on April 18, 2014, 01:14:32 PM
    Quote from: Cala13er on April 18, 2014, 01:06:11 PM
    Quote from: iame6162013 on April 18, 2014, 12:29:05 PM
    Quote from: iame6162013 on April 18, 2014, 11:37:09 AM
    Quote from: Blackjack1000K on April 18, 2014, 11:02:44 AM
    I just learned how to edit XML files :P

    What but that's difficult :P

    hmm looking back at this,it could sound hard :/ (im sorry if it did)

    Haha what?

    i don't know
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Cala13er on April 18, 2014, 06:32:21 PM
    Good news! v1.1.0 is ready to release, testers have received download and will release it publicly tomorrow.
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Celthric Aysen on April 18, 2014, 06:57:56 PM
    Quote from: iame6162013 on April 18, 2014, 12:29:05 PM
    Quote from: iame6162013 on April 18, 2014, 11:37:09 AM
    Quote from: Blackjack1000K on April 18, 2014, 11:02:44 AM
    I just learned how to edit XML files :P

    What but that's difficult :P

    hmm looking back at this,it could sound hard :/ (im sorry if it did)
    Yeah its hard, but i can get used to it :D
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Celthric Aysen on April 18, 2014, 10:01:11 PM
    Who wants a spoiler?!?!?!?!
    SPOILER ALERT!
    (http://fc03.deviantart.net/fs71/f/2014/108/8/6/automatic_miner__better__by_blackjack1000k-d7f1fjp.png)
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: bombarding on April 18, 2014, 11:14:55 PM
    is that new design for underground mine? and can u also fix normal hopper so can be build next to stove and not just next to nutrient..thks b4
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Celthric Aysen on April 18, 2014, 11:19:27 PM
    Quote from: bombarding on April 18, 2014, 11:14:55 PM
    is that new design for underground mine? and can u also fix normal hopper so can be build next to stove and not just next to nutrient..thks b4
    yep its for the underground mine.
    Also you dont use normal hoppers you use industrial hoppers.
    the textures are currently the same with the normal hoppers but i re-textured it in 1.1.0
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Cala13er on April 19, 2014, 02:35:48 AM
    Quote from: bombarding on April 18, 2014, 11:14:55 PM
    is that new design for underground mine? and can u also fix normal hopper so can be build next to stove and not just next to nutrient..thks b4

    Yes.
    And that is part of the core game, not my mod.
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: bombarding on April 19, 2014, 07:11:40 AM
    i hope new underground mine will mine raw iron much more not just 2 ( well machine should produce more than manual miner...so 5 is okay  i think) cuz build alot underground mine waste space so much.
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Celthric Aysen on April 19, 2014, 07:13:28 AM
    Quote from: bombarding on April 19, 2014, 07:11:40 AM
    i hope new underground mine will mine raw iron much more not just 2 ( well machine should produce more than manual miner...so 5 is okay  i think) cuz build alot underground mine waste space so much.
    Its balanced very well, considering it's getting you resources for free.
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Celthric Aysen on April 19, 2014, 08:55:32 AM
    Sorry guys! Calum13er is currently busy  playing Planetary Annihilation so 1.1.0 will be delayed.
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: bombarding on April 19, 2014, 10:10:52 AM
    can i ask, is in 1.1.0 version there will be underground mine for coal and uranium and also some galatic trader that buying steel...in my current game the steel just stocking and no one buy it
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Epicnator on April 19, 2014, 11:51:01 AM
    Can you implement MP40 and MP44 (or StG44 )?
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: 123nick on April 19, 2014, 02:03:12 PM
    isnt today the release date for the 1.1 version? i checked the download, but its still 1.00
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Cala13er on April 19, 2014, 02:20:07 PM
    Quote from: 123nick on April 19, 2014, 02:03:12 PM
    isnt today the release date for the 1.1 version? i checked the download, but its still 1.00

    Sorry yeah! My testers have reported an awful lot :(. Today was the release date if the testers reported nothing. Unfortunately that was the case! So tomorrow is the new release date.
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: iame6162013 on April 19, 2014, 05:26:09 PM
    Quote from: Cala13er on April 19, 2014, 02:20:07 PM
    Quote from: 123nick on April 19, 2014, 02:03:12 PM
    isnt today the release date for the 1.1 version? i checked the download, but its still 1.00

    Sorry yeah! My testers have reported an awful lot :(. Today was the release date if the testers reported nothing. Unfortunately that was the case! So tomorrow is the new release date.

    if u want to we could report less :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Celthric Aysen on April 20, 2014, 08:05:03 AM
    (http://media.tumblr.com/tumblr_m7hc75hTN31rsz9wt.gif)
    ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: iame6162013 on April 20, 2014, 10:06:03 AM
    Quote from: Blackjack1000K on April 20, 2014, 08:05:03 AM
    (http://media.tumblr.com/tumblr_m7hc75hTN31rsz9wt.gif)
    ;)

    look's like fun, and what is in that hand? ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Cala13er on April 20, 2014, 01:23:19 PM
    Quote from: iame6162013 on April 20, 2014, 10:06:03 AM
    Quote from: Blackjack1000K on April 20, 2014, 08:05:03 AM
    (http://media.tumblr.com/tumblr_m7hc75hTN31rsz9wt.gif)
    ;)

    look's like fun, and what is in that hand? ;)
    cocaine obviously! The rabbits getting high!
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: iame6162013 on April 20, 2014, 01:43:28 PM
    Quote from: Cala13er on April 20, 2014, 01:23:19 PM
    Quote from: iame6162013 on April 20, 2014, 10:06:03 AM
    Quote from: Blackjack1000K on April 20, 2014, 08:05:03 AM
    (http://media.tumblr.com/tumblr_m7hc75hTN31rsz9wt.gif)
    ;)

    look's like fun, and what is in that hand? ;)
    cocaine obviously! The rabbits getting high!

    still a nice little snugly rabbit :) it must have been fun.
    and man how much did he give to that rabbit he's compreply white :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM (v.1.0.0)
    Post by: Celthric Aysen on April 21, 2014, 03:31:09 AM
    Quote from: iame6162013 on April 20, 2014, 01:43:28 PM
    Quote from: Cala13er on April 20, 2014, 01:23:19 PM
    Quote from: iame6162013 on April 20, 2014, 10:06:03 AM
    Quote from: Blackjack1000K on April 20, 2014, 08:05:03 AM
    (http://media.tumblr.com/tumblr_m7hc75hTN31rsz9wt.gif)
    ;)

    look's like fun, and what is in that hand? ;)
    cocaine obviously! The rabbits getting high!

    still a nice little snugly rabbit :) it must have been fun.
    and man how much did he give to that rabbit he's compreply white :P
    I gave it Crystal Meth.
    :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Cala13er on April 21, 2014, 06:21:06 AM
    Industrial RIM V1.1.0 Now Available :

    Full list of contents
    Added (Clockwise) Curve Conveyor Belt to make conveyor assemblies look nicer
    Added (Anti-Clocksie) Curve conveyor Belt to make conveyor assemblies look nicer
    Added Nuclear Waste (Request and Idea by dannyepsin)
    Added Sludge (Request and Idea by dannyepsin)

    Changes
    Industrial Traders now buy and sell Coal
    Industrial Traders now buy and sell Titanium
    Industrial Traders now buy and sell Copper Ingots
    Industrial Traders now buy and sell Carbon
    Titanium Spawn ALOT less frequently
    Titanium slightly made more useful
    Copper Spawns less
    Metal Spawns more
    Heavy Turret undergone balance fixes
    ShotGun Turret undergone balance fixes
    Sniper Turret undergone balance fixes
    Solar Panels now need researching
    Conveyor Belts now need researching
    Coal Power Plants now need researching
    Almost everything now needs researching :P
    Industrial Hoppers now allow food to be placed in them
    Industrial Hoppers have critical importance by default
    Industrial Hoppers have nothing allowed by default
    Conveyor Belts will now forbid any item on the conveyor belt that is not already.
    Conveyor Belts will now unforbid items when moving them into an Industrial Hopper
    Coal and Uranium consumption adjusted
    Coal Power Plants now create sludge as a by-product of waste (Request and Idea by dannyepsin)
    Nuclear Power Plants now create nuclear waste as a by-product of energy (Request and idea by dannyepsin)
    Nuclear Power Plants now consume less Uranium
    Nuclear Waste now glows green for 50,000 ticks then glow disappears
    Uranium lasts longer in Nuclear Power Plants
    Uranium Efficiency 1 & 2 now affects how long uranium lasts as well as consumption.
    Nuclear Power Plants power output lowered
    Raw Titanium and Raw Copper now spawn less on the map
    Copper Ingots now spawn on map start
    Metal walls with green lighting
    Alloy Smelter now gives of orange glow when powered
    Raw Metal Smelter now gives of orange glow when powered
    Fixed problem where mines would stop working after research
    Removed - Faster conveyor belts research
    Conveyor belts are now faster by default

    Research :
    Research - Solar Panels require research "Solar Technology"
    Research - Underground mines require research "Underground Mining"
    Research - Conveyor Belts require research "Conveyor Belts"
    Research - Hydro Plants, Pools, Accelerators, Turbines require research "Hydro Power Creation"
    Research - Coal Power Plants require research "Coal Power Plants"
    Research - Smelters require research "Smelting"

    Textures
    New Conveyor Belt Texture (By Blackjack1000K)
    New Conveyor Belt Splitter Texture (By Blackjack1000K)
    New Steel Plate Texture (By Blackjack1000K)
    New Mines Texture (By Blackjack1000K)
    New Wind Turbine Texture (By Blackjack1000K)
    New Smelter Texture (By Blackjack1000K)
    New Industrial Hopper Texture (By Blackjack1000K)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Celthric Aysen on April 21, 2014, 06:28:47 AM
    Quote from: Cala13er on April 21, 2014, 06:21:06 AM
    Industrial RIM V1.1.0 Now Available :

    Full list of contents
    Added (Clockwise) Curve Conveyor Belt to make conveyor assemblies look nicer
    Added (Anti-Clocksie) Curve conveyor Belt to make conveyor assemblies look nicer
    Added Nuclear Waste (Request and Idea by dannyepsin)
    Added Sludge (Request and Idea by dannyepsin)

    Changes
    Industrial Traders now buy and sell Coal
    Industrial Traders now buy and sell Titanium
    Industrial Traders now buy and sell Copper Ingots
    Industrial Traders now buy and sell Carbon
    Titanium Spawn ALOT less frequently
    Titanium slightly made more useful
    Copper Spawns less
    Metal Spawns more
    Heavy Turret undergone balance fixes
    ShotGun Turret undergone balance fixes
    Sniper Turret undergone balance fixes
    Solar Panels now need researching
    Conveyor Belts now need researching
    Coal Power Plants now need researching
    Almost everything now needs researching :P
    Industrial Hoppers now allow food to be placed in them
    Industrial Hoppers have critical importance by default
    Industrial Hoppers have nothing allowed by default
    Conveyor Belts will now forbid any item on the conveyor belt that is not already.
    Conveyor Belts will now unforbid items when moving them into an Industrial Hopper
    Coal and Uranium consumption adjusted
    Coal Power Plants now create sludge as a by-product of waste (Request and Idea by dannyepsin)
    Nuclear Power Plants now create nuclear waste as a by-product of energy (Request and idea by dannyepsin)
    Nuclear Power Plants now consume less Uranium
    Nuclear Waste now glows green for 50,000 ticks then glow disappears
    Uranium lasts longer in Nuclear Power Plants
    Uranium Efficiency 1 & 2 now affects how long uranium lasts as well as consumption.
    Nuclear Power Plants power output lowered
    Raw Titanium and Raw Copper now spawn less on the map
    Copper Ingots now spawn on map start
    Metal walls with green lighting
    Alloy Smelter now gives of orange glow when powered
    Raw Metal Smelter now gives of orange glow when powered
    Fixed problem where mines would stop working after research
    Removed - Faster conveyor belts research
    Conveyor belts are now faster by default

    Research :
    Research - Solar Panels require research "Solar Technology"
    Research - Underground mines require research "Underground Mining"
    Research - Conveyor Belts require research "Conveyor Belts"
    Research - Hydro Plants, Pools, Accelerators, Turbines require research "Hydro Power Creation"
    Research - Coal Power Plants require research "Coal Power Plants"
    Research - Smelters require research "Smelting"

    Textures
    New Conveyor Belt Texture (By Blackjack1000K)
    New Conveyor Belt Splitter Texture (By Blackjack1000K)
    New Steel Plate Texture (By Blackjack1000K)
    New Mines Texture (By Blackjack1000K)
    New Wind Turbine Texture (By Blackjack1000K)
    New Smelter Texture (By Blackjack1000K)
    New Industrial Hopper Texture (By Blackjack1000K)
    God damn! i just started my new colony....
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: ItchyFlea on April 21, 2014, 06:31:11 AM
    Download Links still say v1.0.0.
    Now if you'll excuse me, I'm off to test the effects of nuclear waste on boomrats.  ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Cala13er on April 21, 2014, 06:33:42 AM
    Quote from: ItchyFlea on April 21, 2014, 06:31:11 AM
    Download Links still say v1.0.0.
    Now if you'll excuse me, I'm off to test the effects of nuclear waste on boomrats.  ;)

    WOW! You actually just exposed something I'm already working on for v1.2.0 the ability to use Nuclear waste and Sludge on boomrats, muffalo and Squirrels. Darn you ;)

    Also a fair warning itchy, the Nuclear Waste and Sludge are awfully unbalanced! Enjoy having a planet made out of sludge and nuclear waste barrels.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Celthric Aysen on April 21, 2014, 06:35:38 AM
    Quote from: Cala13er on April 21, 2014, 06:33:42 AM
    Quote from: ItchyFlea on April 21, 2014, 06:31:11 AM
    Download Links still say v1.0.0.
    Now if you'll excuse me, I'm off to test the effects of nuclear waste on boomrats.  ;)

    WOW! You actually just exposed something I'm already working on for v1.2.0 the ability to use Nuclear waste and Sludge on boomrats, muffalo and Squirrels. Darn you ;)

    Also a fair warning itchy, the Nuclear Waste and Sludge are awfully unbalanced! Enjoy having a planet made out of sludge and nuclear waste barrels.
    BURN IT WITH MOLOTOV'S!
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: ItchyFlea on April 21, 2014, 06:36:46 AM
    Quote from: Blackjack1000K on April 21, 2014, 06:35:38 AM
    Quote from: Cala13er on April 21, 2014, 06:33:42 AM
    Quote from: ItchyFlea on April 21, 2014, 06:31:11 AM
    Download Links still say v1.0.0.
    Now if you'll excuse me, I'm off to test the effects of nuclear waste on boomrats.  ;)

    WOW! You actually just exposed something I'm already working on for v1.2.0 the ability to use Nuclear waste and Sludge on boomrats, muffalo and Squirrels. Darn you ;)

    Also a fair warning itchy, the Nuclear Waste and Sludge are awfully unbalanced! Enjoy having a planet made out of sludge and nuclear waste barrels.
    BURN IT WITH MOLOTOV'S!
    Me or the boomrat?  :P
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Celthric Aysen on April 21, 2014, 06:38:13 AM
    Quote from: ItchyFlea on April 21, 2014, 06:36:46 AM
    Quote from: Blackjack1000K on April 21, 2014, 06:35:38 AM
    Quote from: Cala13er on April 21, 2014, 06:33:42 AM
    Quote from: ItchyFlea on April 21, 2014, 06:31:11 AM
    Download Links still say v1.0.0.
    Now if you'll excuse me, I'm off to test the effects of nuclear waste on boomrats.  ;)

    WOW! You actually just exposed something I'm already working on for v1.2.0 the ability to use Nuclear waste and Sludge on boomrats, muffalo and Squirrels. Darn you ;)

    Also a fair warning itchy, the Nuclear Waste and Sludge are awfully unbalanced! Enjoy having a planet made out of sludge and nuclear waste barrels.
    BURN IT WITH MOLOTOV'S!
    Me or the boomrat?  :P
    Sludge and nuclear waste barrelz....
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Celthric Aysen on April 21, 2014, 06:40:00 AM
    BTW cala13er you just mixed up alot of textures....
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Cala13er on April 21, 2014, 06:40:45 AM
    Quote from: Blackjack1000K on April 21, 2014, 06:40:00 AM
    BTW cala13er you just mixed up alot of textures....

    What?
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Celthric Aysen on April 21, 2014, 06:42:18 AM
    Quote from: Cala13er on April 21, 2014, 06:40:45 AM
    Quote from: Blackjack1000K on April 21, 2014, 06:40:00 AM
    BTW cala13er you just mixed up alot of textures....
    i see you used the sludge Tank instead of the barrel... also you didn't use the ores i gave you..

    What?
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Cala13er on April 21, 2014, 06:44:38 AM
    Quote from: Blackjack1000K on April 21, 2014, 06:42:18 AM
    Quote from: Cala13er on April 21, 2014, 06:40:45 AM
    Quote from: Blackjack1000K on April 21, 2014, 06:40:00 AM
    BTW cala13er you just mixed up alot of textures....
    i see you used the sludge Tank instead of the barrel... also you didn't use the ores i gave you..

    What?

    I'm going to keep the ores, And what do you mean? I liked the sludge tank :P Plus, the barrels aren't birds eye view, so it looks like the colonists are just shoving them on the sides :/ Good textures though sorry.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Celthric Aysen on April 21, 2014, 06:46:09 AM
    Quote from: Cala13er on April 21, 2014, 06:44:38 AM
    Quote from: Blackjack1000K on April 21, 2014, 06:42:18 AM
    Quote from: Cala13er on April 21, 2014, 06:40:45 AM
    Quote from: Blackjack1000K on April 21, 2014, 06:40:00 AM
    BTW cala13er you just mixed up alot of textures....
    i see you used the sludge Tank instead of the barrel... also you didn't use the ores i gave you..

    What?

    I'm going to keep the ores, And what do you mean? I liked the sludge tank :P Plus, the barrels aren't birds eye view, so it looks like the colonists are just shoving them on the sides :/ Good textures though sorry.
    K, then....
    i guess im releasing a mini texture pack for the mod...
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Celthric Aysen on April 21, 2014, 07:39:53 AM
    Also, just wow, just....
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Cala13er on April 21, 2014, 07:44:41 AM
    Quote from: Blackjack1000K on April 21, 2014, 07:39:53 AM
    Also, just wow, just....

    What?
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: ItchyFlea on April 21, 2014, 09:07:58 AM
    Found a bug with the sludge.

    Whenever I try to save, or when the game autosaves, this message appears Found two compressible things in (LOCATION). The last was SludgeWasteNUMBER several times.

    Here's a screenshot: http://i.imgur.com/9s0P3Gi.png
    If you need it, the save: Fallville (http://ludeon.com/forums/index.php?action=dlattach;topic=2598.0;attach=1966) (I'm also using my Animal Rugs mod)

    [attachment deleted by admin: too old]
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Cala13er on April 21, 2014, 09:12:17 AM
    OH FFS! Not that again.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Cala13er on April 21, 2014, 09:26:01 AM
    Quote from: ItchyFlea on April 21, 2014, 09:07:58 AM
    Found a bug with the sludge.

    Whenever I try to save, or when the game autosaves, this message appears Found two compressible things in (LOCATION). The last was SludgeWasteNUMBER several times.

    Here's a screenshot: http://i.imgur.com/9s0P3Gi.png
    If you need it, the save: Fallville (http://ludeon.com/forums/index.php?action=dlattach;topic=2598.0;attach=1966) (I'm also using my Animal Rugs mod)

    Right, Unfortunately. That happens in better power + aswell! Removing waste until v1.2.0 when I find a way to avoid this.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Architect on April 21, 2014, 10:56:13 AM
    Quote from: Cala13er on April 21, 2014, 09:26:01 AM
    Quote from: ItchyFlea on April 21, 2014, 09:07:58 AM
    Found a bug with the sludge.

    Whenever I try to save, or when the game autosaves, this message appears Found two compressible things in (LOCATION). The last was SludgeWasteNUMBER several times.

    Here's a screenshot: http://i.imgur.com/9s0P3Gi.png
    If you need it, the save: Fallville (http://ludeon.com/forums/index.php?action=dlattach;topic=2598.0;attach=1966) (I'm also using my Animal Rugs mod)

    Right, Unfortunately. That happens in better power + aswell! Removing waste until v1.2.0 when I find a way to avoid this.

    I know we're meant to be at war and yada yada but the mods come first. Try looking at the GenPlacement near mode method to get a place to put the waste which won't upset the saving system. I tried using the normal one, and it throws a hissy fit because it is classed as debris, however it may be possible to just use the place finding part, and then change the Position on the IntVec3 that it returns, ignoring the stack sizing bit completely which is what i think causes the errors.

    I haven't tried it myself yet, its what i intend to do over the next week, but I thought I'd give you a heads up on what might work.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.0)
    Post by: Cala13er on April 21, 2014, 11:05:05 AM
    Quote from: Architect on April 21, 2014, 10:56:13 AM
    Quote from: Cala13er on April 21, 2014, 09:26:01 AM
    Quote from: ItchyFlea on April 21, 2014, 09:07:58 AM
    Found a bug with the sludge.

    Whenever I try to save, or when the game autosaves, this message appears Found two compressible things in (LOCATION). The last was SludgeWasteNUMBER several times.

    Here's a screenshot: http://i.imgur.com/9s0P3Gi.png
    If you need it, the save: Fallville (http://ludeon.com/forums/index.php?action=dlattach;topic=2598.0;attach=1966) (I'm also using my Animal Rugs mod)

    Right, Unfortunately. That happens in better power + aswell! Removing waste until v1.2.0 when I find a way to avoid this.

    I know we're meant to be at war and yada yada but the mods come first. Try looking at the GenPlacement near mode method to get a place to put the waste which won't upset the saving system. I tried using the normal one, and it throws a hissy fit because it is classed as debris, however it may be possible to just use the place finding part, and then change the Position on the IntVec3 that it returns, ignoring the stack sizing bit completely which is what i think causes the errors.

    I haven't tried it myself yet, its what i intend to do over the next week, but I thought I'd give you a heads up on what might work.

    We're meant to be at war? Nahhh, I don't want war.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Architect on April 21, 2014, 11:08:41 AM
    Excellent, then there shall not be one. Have you any ideas other than that which I suggested for fixing the issue?
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 21, 2014, 11:37:28 AM
    Quote from: Architect on April 21, 2014, 11:08:41 AM
    Excellent, then there shall not be one. Have you any ideas other than that which I suggested for fixing the issue?

    Gonna give it a go now and see what's the problem.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: daft73 on April 21, 2014, 12:08:54 PM
    Quote from: Architect on April 21, 2014, 11:08:41 AM
    Excellent, then there shall not be one. Have you any ideas other than that which I suggested for fixing the issue?
    (http://i57.tinypic.com/bi5l4n.jpg)

    good now back to good things, like modding. ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Slan on April 21, 2014, 12:39:40 PM
    Hi,

    I just finish a game with betterpower+. Can you advice me on a list of mod that work well with IRIM on the last version ? I want to start a new game with IRIM but like to test/use more mod if possible. Of course, i've read the suggestions on main/first page.

    Thanks
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 21, 2014, 01:26:37 PM
    Quote from: Slan on April 21, 2014, 12:39:40 PM
    Hi,

    I just finish a game with betterpower+. Can you advice me on a list of mod that work well with IRIM on the last version ? I want to start a new game with IRIM but like to test/use more mod if possible. Of course, i've read the suggestions on main/first page.

    Thanks

    I've got a mod pack releasing tomorrow or the day after with Industrial RIM and even more mods
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: jamieg on April 21, 2014, 01:50:43 PM
    Quote from: Cala13er on April 21, 2014, 01:26:37 PM
    Quote from: Slan on April 21, 2014, 12:39:40 PM
    Hi,

    I just finish a game with betterpower+. Can you advice me on a list of mod that work well with IRIM on the last version ? I want to start a new game with IRIM but like to test/use more mod if possible. Of course, i've read the suggestions on main/first page.

    Thanks

    I've got a mod pack releasing tomorrow or the day after with Industrial RIM and even more mods

    Just DL the BIG Bang mod pack and swap BetterPower with IRIM. Call creating a new mod pack would be pointless as it would be the same but with that 1 change.... the BIG Bang is updating again soon with nearly all the mods rimworld has to offer as i have permissions for them all now basically. so there would be no variety change.... thought I'd give you a heads up,

    Also i noticed that you can now donate to IRIM and have your own custom items ect, if you look in your rimworld mods folder @ the how to mod its the legal side of it all and i believe that is against Tys rules....
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 21, 2014, 01:59:37 PM
    I'm sticking by my word, The modpack will commence. It's nothing personal. It's obvious not everyone wants to go through the effort of replacing BetterPower+ with IR so i will make it easier for them. My mod uses mods yours hasn't and obviously yours uses mods mine won't.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 21, 2014, 02:03:00 PM
    Quote from: jamieg on April 21, 2014, 01:50:43 PM
    Quote from: Cala13er on April 21, 2014, 01:26:37 PM
    Quote from: Slan on April 21, 2014, 12:39:40 PM
    Hi,

    I just finish a game with betterpower+. Can you advice me on a list of mod that work well with IRIM on the last version ? I want to start a new game with IRIM but like to test/use more mod if possible. Of course, i've read the suggestions on main/first page.

    Thanks

    I've got a mod pack releasing tomorrow or the day after with Industrial RIM and even more mods

    Just DL the BIG Bang mod pack and swap BetterPower with IRIM. Call creating a new mod pack would be pointless as it would be the same but with that 1 change.... the BIG Bang is updating again soon with nearly all the mods rimworld has to offer as i have permissions for them all now basically. so there would be no variety change.... thought I'd give you a heads up,

    Also i noticed that you can now donate to IRIM and have your own custom items ect, if you look in your rimworld mods folder @ the how to mod its the legal side of it all and i believe that is against Tys rules....

    Actually, the donate button is completely legal. I'm not forcing anyone too buy my work. Anything else you would like to mention mr. competitive lawyer?

    That's why it's called a donate button and not a buy button. If Tynan says otherwise I will remove it.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: jamieg on April 21, 2014, 02:05:20 PM
    Im competitive lol?? ok aggressive calm down... but seriously the rules state you cannot profit from rimworld mods...
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: jamieg on April 21, 2014, 02:06:56 PM
    besides i made a modpack for people to enjoy not for gain, and not to steal your spot light callum jeez
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 21, 2014, 02:08:47 PM
    Quote from: jamieg on April 21, 2014, 02:05:20 PM
    Im competitive lol?? ok aggressive calm down... but seriously the rules state you cannot profit from rimworld mods...

    Obviously you are. And I'm aggressive? That's why you're stating my I'm breaking rules, even though I'm not. No, If I was making people have to buy the mod, I would be breaking the rules. Same rules apply on the Minecraft Forums, People aren't allowed to make money from the mods, However donate buttons are completely fine. If you're so butthurt by the fact I have a donate button. Please, message Tynan. It's not a matter you should be screaming at me in red writing about. Tynan will only confirm It's fine.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 21, 2014, 02:10:08 PM
    Quote from: jamieg on April 21, 2014, 02:06:56 PM
    besides i made a modpack for people to enjoy not for gain, and not to steal your spot light callum jeez

    And I have also made a mod for people to enjoy, same goal behind the Mod Pack. Please, if you're going to continue being so negative, please go.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: jamieg on April 21, 2014, 02:17:28 PM
    negative? thats fine but please dont message my modding team threatening to make copys to replace there mods if they do not give you permission.... thats low, but thats all i have to say, I have tried being nice to you the last few weeks but you continue to see this as a competition and not as a community thing....
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 21, 2014, 02:18:41 PM
    Quote from: jamieg on April 21, 2014, 02:17:28 PM
    negative? thats fine but please dont message my modding team threatening to make copys to replace there mods if they do not give you permission.... thats low, but thats all i have to say, I have tried being nice to you the last few weeks but you continue to see this as a competition and not as a community thing....

    GO OUT NOW
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 21, 2014, 02:20:11 PM
    Quote from: jamieg on April 21, 2014, 02:17:28 PM
    negative? thats fine but please dont message my modding team threatening to make copys to replace there mods if they do not give you permission.... thats low, but thats all i have to say, I have tried being nice to you the last few weeks but you continue to see this as a competition and not as a community thing....

    Actually I said there was an outdated mod which is pretty much the exact same as the mod I was going to use of his. So I clearly states I would use that instead as I was approved to update it for the modpack myself. Please, Leave.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Viceroy on April 21, 2014, 04:28:08 PM
    Wow the nurd rage on this forum is crazy. It is like noone has anything positive to say. I love this mod and I love the BIG bang mod pack, I intermittenly swap between whatever strikes my fancy. (Well usually I switch from one to the other when Cassandra decides I need moar raiders.)

    So to be fair can you guys just relax? It is just a game, I know you put hours upon hours of work into making these, but there is no point in turning your own hard work into a source of frustration. Questioning the motives of another human being that you only see through a forum is petty to say the least. The game would benefit from having more dedicated modders such as you all, there is nothing negative in what you are doing and if any of it is illegal then the legal parties concerned shall see to the enforcement of the laws written. The forum is hardly a place for citizen enforcement... Although that does fit with the western theme :p

    So...

    *Raises shield to prepare for imminent pelting by angry mob*
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 21, 2014, 04:30:19 PM
    Quote from: Viceroy on April 21, 2014, 04:28:08 PM
    Wow the nurd rage on this forum is crazy. It is like noone has anything positive to say. I love this mod and I love the BIG bang mod pack, I intermittenly swap between whatever strikes my fancy. (Well usually I switch from one to the other when Cassandra decides I need moar raiders.)

    So to be fair can you guys just relax? It is just a game, I know you put hours upon hours of work into making these, but there is no point in turning your own hard work into a source of frustration. Questioning the motives of another human being that you only see through a forum is petty to say the least. The game would benefit from having more dedicated modders such as you all, there is nothing negative in what you are doing and if any of it is illegal then the legal parties concerned shall see to the enforcement of the laws written. The forum is hardly a place for citizen enforcement... Although that does fit with the western theme :p

    So...

    *Raises shield to prepare for imminent pelting by angry mob*

    +1, I agree.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 21, 2014, 07:04:50 PM
    Why did you make the miner texture smaller? its ugly now...
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Slan on April 21, 2014, 07:13:30 PM
    Thanks for your answers. I will add IRIM in my Big Bang Pack and for the moment and have a look at whatever new modpack incoming.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: jamieg on April 22, 2014, 05:44:31 AM
    Quote from: Slan on April 21, 2014, 07:13:30 PM
    Thanks for your answers. I will add IRIM in my Big Bang Pack and for the moment and have a look at whatever new modpack incoming.

    No probs Slan Enjoy!
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 22, 2014, 05:50:54 AM
    Quote from: Blackjack1000K on April 21, 2014, 07:04:50 PM
    Why did you make the miner texture smaller? its ugly now...

    I haven't made it smaller? It's 4by4 which is what you made it for right?
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 22, 2014, 06:25:25 AM
    Quote from: Cala13er on April 22, 2014, 05:50:54 AM
    Quote from: Blackjack1000K on April 21, 2014, 07:04:50 PM
    Why did you make the miner texture smaller? its ugly now...

    I haven't made it smaller? It's 4by4 which is what you made it for right?
    Yes but how come its ugly? i never made it like that.. i putted space around it so that it wouldnt look like it was stretched
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 22, 2014, 06:35:51 AM
    Quote from: Blackjack1000K on April 22, 2014, 06:25:25 AM
    Quote from: Cala13er on April 22, 2014, 05:50:54 AM
    Quote from: Blackjack1000K on April 21, 2014, 07:04:50 PM
    Why did you make the miner texture smaller? its ugly now...

    I haven't made it smaller? It's 4by4 which is what you made it for right?
    Yes but how come its ugly? i never made it like that.. i putted space around it so that it wouldnt look like it was stretched
    All I did was put the image you gave me into it mate.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 22, 2014, 09:12:37 AM
    Quote from: Cala13er on April 22, 2014, 06:35:51 AM
    Quote from: Blackjack1000K on April 22, 2014, 06:25:25 AM
    Quote from: Cala13er on April 22, 2014, 05:50:54 AM
    Quote from: Blackjack1000K on April 21, 2014, 07:04:50 PM
    Why did you make the miner texture smaller? its ugly now...

    I haven't made it smaller? It's 4by4 which is what you made it for right?
    Yes but how come its ugly? i never made it like that.. i putted space around it so that it wouldnt look like it was stretched
    All I did was put the image you gave me into it mate.
    Hmm... weird. il try to give it to you via download..
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Evul on April 22, 2014, 10:37:33 AM
    it might just be me but how do i get iron in the smelter xD
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 22, 2014, 10:39:39 AM
    Quote from: Evul on April 22, 2014, 10:37:33 AM
    it might just be me but how do i get iron in the smelter xD
    Put an Industrial hopper next to a Smelter
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Evul on April 22, 2014, 11:24:07 AM
    the pawns were stupid they never put anything in it.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 22, 2014, 11:27:25 AM
    Quote from: Evul on April 22, 2014, 11:24:07 AM
    the pawns were stupid they never put anything in it.
    yeah i know right?
    They never seem to put the ore's inside the Industrial Hoppers Until they don't have anything else to do but haul stuff...
    the temporary fix for it right now is to command them to haul...
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 22, 2014, 11:39:06 AM
    Quote from: Blackjack1000K on April 22, 2014, 11:27:25 AM
    Quote from: Evul on April 22, 2014, 11:24:07 AM
    the pawns were stupid they never put anything in it.
    yeah i know right?
    They never seem to put the ore's inside the Industrial Hoppers Until they don't have anything else to do but haul stuff...
    the temporary fix for it right now is to command them to haul...

    but isn't that a vanilla game part because it's hauling items from one storage zone to the next one?
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 22, 2014, 11:46:37 AM
    Quote from: iame6162013 on April 22, 2014, 11:39:06 AM
    Quote from: Blackjack1000K on April 22, 2014, 11:27:25 AM
    Quote from: Evul on April 22, 2014, 11:24:07 AM
    the pawns were stupid they never put anything in it.
    yeah i know right?
    They never seem to put the ore's inside the Industrial Hoppers Until they don't have anything else to do but haul stuff...
    the temporary fix for it right now is to command them to haul...

    but isn't that a vanilla game part because it's hauling items from one storage zone to the next one?
    yeah it is, but i don't know why hauling ores is there last priority when hauling stuff, kinda weird tho.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 22, 2014, 11:50:01 AM
    Quote from: Blackjack1000K on April 22, 2014, 11:46:37 AM
    Quote from: iame6162013 on April 22, 2014, 11:39:06 AM
    Quote from: Blackjack1000K on April 22, 2014, 11:27:25 AM
    Quote from: Evul on April 22, 2014, 11:24:07 AM
    the pawns were stupid they never put anything in it.
    yeah i know right?
    They never seem to put the ore's inside the Industrial Hoppers Until they don't have anything else to do but haul stuff...
    the temporary fix for it right now is to command them to haul...

    but isn't that a vanilla game part because it's hauling items from one storage zone to the next one?
    yeah it is, but i don't know why hauling ores is there last priority when hauling stuff, kinda weird tho.
    yea it's sad it is like that but well yea it would be nice if we could say like if this product goes below this number let everyone haul it now
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 22, 2014, 12:03:52 PM
    Unfortunately that part is up to the game :(
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 22, 2014, 12:05:19 PM
    Quote from: Cala13er on April 22, 2014, 12:03:52 PM
    Unfortunately that part is up to the game :(

    yea not EVERYTHING can be modded :(
    (why ain't there a mod game where there is nothing but a really really good mod api :P )
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: daft73 on April 22, 2014, 12:41:07 PM
    Quote from: Viceroy on April 21, 2014, 04:28:08 PM....
    *Raises shield to prepare for imminent pelting by angry mob*
    (http://i57.tinypic.com/1rtgg7.jpg)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 22, 2014, 01:14:39 PM
    AND CHARGE!!!!

    (http://newsimg.bbc.co.uk/media/images/44667000/jpg/_44667727_rioters_ap466.jpg)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: dannyepsin on April 22, 2014, 01:26:35 PM
    v1.1.2 update is really good this is my favorite mod. and v1.2.0 looks like its going 2 be really really good carnt wait
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 22, 2014, 03:56:32 PM
    Quote from: dannyepsin on April 22, 2014, 01:26:35 PM
    v1.1.2 update is really good this is my favorite mod. and v1.2.0 looks like its going 2 be really really good carnt wait

    Thank you very much :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: KarnEdge on April 22, 2014, 08:39:10 PM
    For some reason, the Sniper Turret has the range of an Improvised Turret. Even its info window says "Sniper Turret" with "Installed: Improvised turret gun" underneath it.

    (http://i.imgur.com/MVrZWRH.jpg)

    EDIT: I started a new colony with your mod and some others. I had Turrets Pack and Project Armory in my mods folder but had them disabled prior to starting because I thought they would not work with your mod.  I just enabled both of them and reloaded the same game and now the sniper turret works. Kinda weird... also, different guns started showing up.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: bombarding on April 22, 2014, 09:22:42 PM
    hope in the next update u will come out with better turret, cuz current turret can't handle 50 or 60 angry tribe mob lol.....crazy mob make my game laggggg :p
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 22, 2014, 10:54:48 PM
    RAILGUN TO THE RESCUE!!!
    Well in weapons+ that is....
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 23, 2014, 04:12:06 AM
    Quote from: KarnEdge on April 22, 2014, 08:39:10 PM
    For some reason, the Sniper Turret has the range of an Improvised Turret. Even its info window says "Sniper Turret" with "Installed: Improvised turret gun" underneath it.

    (http://i.imgur.com/MVrZWRH.jpg)

    EDIT: I started a new colony with your mod and some others. I had Turrets Pack and Project Armory in my mods folder but had them disabled prior to starting because I thought they would not work with your mod.  I just enabled both of them and reloaded the same game and now the sniper turret works. Kinda weird... also, different guns started showing up.

    Sorry about that, 1.2.0 will have very balanced turrets. Of course this mod is an industrial Mod and the turrets are more of an add-on. May remove them, turret pack has better turrets.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 23, 2014, 12:16:46 PM
    Quote from: Cala13er on April 23, 2014, 04:12:06 AM
    Sorry about that, 1.2.0 will have very balanced turrets. Of course this mod is an industrial Mod and the turrets are more of an add-on. May remove them, turret pack has better turrets.
    Isn't it time we get to work on Weapons+ now?
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 23, 2014, 12:52:07 PM
    Quote from: Blackjack1000K on April 23, 2014, 12:16:46 PM
    Quote from: Cala13er on April 23, 2014, 04:12:06 AM
    Sorry about that, 1.2.0 will have very balanced turrets. Of course this mod is an industrial Mod and the turrets are more of an add-on. May remove them, turret pack has better turrets.
    Isn't it time we get to work on Weapons+ now?
    but but but ... need more guns :p

    (edited)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 23, 2014, 01:12:55 PM
    Quote from: Blackjack1000K on April 23, 2014, 12:16:46 PM
    Quote from: Cala13er on April 23, 2014, 04:12:06 AM
    Sorry about that, 1.2.0 will have very balanced turrets. Of course this mod is an industrial Mod and the turrets are more of an add-on. May remove them, turret pack has better turrets.
    Isn't it time we get to work on Weapons+ now?
    Unfortunately it's not on my priority list, plus with school and work back on my daily timeline I have even less time to mod than before. I have really big plans for Industrial Rim and may just put the weapons back into industrial rim. As that is also part of my plans v1.2.0 is planned as a alpha 4 release mod, so may have to wait a good while but it'll be worth it. My plans for v1.2.0 are to completely redo how rimworld plays, so you have to go through tiers of technology.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 23, 2014, 01:31:19 PM
    Quote from: Cala13er on April 23, 2014, 01:12:55 PM
    Quote from: Blackjack1000K on April 23, 2014, 12:16:46 PM
    Quote from: Cala13er on April 23, 2014, 04:12:06 AM
    Sorry about that, 1.2.0 will have very balanced turrets. Of course this mod is an industrial Mod and the turrets are more of an add-on. May remove them, turret pack has better turrets.
    Isn't it time we get to work on Weapons+ now?
    Unfortunately it's not on my priority list, plus with school and work back on my daily timeline I have even less time to mod than before. I have really big plans for Industrial Rim and may just put the weapons back into industrial rim. As that is also part of my plans v1.2.0 is planned as a alpha 4 release mod, so may have to wait a good while but it'll be worth it. My plans for v1.2.0 are to completely redo how rimworld plays, so you have to go through tiers of technology.

    if u need someone that can help i'm here ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Sicken on April 23, 2014, 04:57:29 PM
    Quote from: Cala13er on April 23, 2014, 04:12:06 AM
    Quote from: KarnEdge on April 22, 2014, 08:39:10 PM
    For some reason, the Sniper Turret has the range of an Improvised Turret. Even its info window says "Sniper Turret" with "Installed: Improvised turret gun" underneath it.

    EDIT: I started a new colony with your mod and some others. I had Turrets Pack and Project Armory in my mods folder but had them disabled prior to starting because I thought they would not work with your mod.  I just enabled both of them and reloaded the same game and now the sniper turret works. Kinda weird... also, different guns started showing up.

    Sorry about that, 1.2.0 will have very balanced turrets. Of course this mod is an industrial Mod and the turrets are more of an add-on. May remove them, turret pack has better turrets.

    When it came to the turrets i just removed them from the mod and used turret pack instead. Even with this said i do believe this is the best mod out so far. I hope to see more soon.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 23, 2014, 05:18:54 PM
    Quote from: Sicken on April 23, 2014, 04:57:29 PM
    Quote from: Cala13er on April 23, 2014, 04:12:06 AM
    Quote from: KarnEdge on April 22, 2014, 08:39:10 PM
    For some reason, the Sniper Turret has the range of an Improvised Turret. Even its info window says "Sniper Turret" with "Installed: Improvised turret gun" underneath it.

    EDIT: I started a new colony with your mod and some others. I had Turrets Pack and Project Armory in my mods folder but had them disabled prior to starting because I thought they would not work with your mod.  I just enabled both of them and reloaded the same game and now the sniper turret works. Kinda weird... also, different guns started showing up.

    Sorry about that, 1.2.0 will have very balanced turrets. Of course this mod is an industrial Mod and the turrets are more of an add-on. May remove them, turret pack has better turrets.

    When it came to the turrets i just removed them from the mod and used turret pack instead. Even with this said i do believe this is the best mod out so far. I hope to see more soon.

    Thanks mate, means a lot! And as I said, the mods future is massive :) (well, says my imagination)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Darkfirephoenix on April 23, 2014, 05:24:53 PM
    Need... more... content... NAOW!:P It's a shame that I can't code/program on my own even if my life depends on it... It could maybe speed things up / help you, but as I said I'm nearly to utterly useless in that area, but at least I can provide ideas for you! ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 23, 2014, 05:27:02 PM
    Quote from: Darkfirephoenix on April 23, 2014, 05:24:53 PM
    Need... more... content... NAOW!:P It's a shame that I can't code/program on my own even if my life depends on it... It could maybe speed things up / help you, but as I said I'm nearly to utterly useless in that area, but at least I can provide ideas for you! ;)

    Yes, a large amount of your ideas have actually been added to my planned list/road map.
    And credit will be given when I implement them :)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Sicken on April 23, 2014, 06:33:31 PM
    I just read the banner for industrial rim and i cant wait for a squirreled power generator and squirrel miners
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: daft73 on April 23, 2014, 07:51:12 PM
    Something I have been doing with my 'Orbital Trade Beacon' is use it as a Stockpile for all trade items. (http://i58.tinypic.com/b8o86g.png)

    Would it be possible to mod in a new OTB, that works like a stockpile?
    If so, could multiple be built to maximize it use. ie One OTB set to silver, metal ect.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 24, 2014, 02:23:26 AM
    Quote from: Sicken on April 23, 2014, 06:33:31 PM
    I just read the banner for industrial rim and i cant wait for a squirreled power generator and squirrel miners

    ;)
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 24, 2014, 02:29:54 AM
    Quote from: daft73 on April 23, 2014, 07:51:12 PM
    Something I have been doing with my 'Orbital Trade Beacon' is use it as a Stockpile for all trade items. (http://i58.tinypic.com/b8o86g.png)

    Would it be possible to mod in a new OTB, that works like a stockpile?
    If so, could multiple be built to maximize it use. ie One OTB set to silver, metal ect.

    I will look into it asap. I like the sound of it.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: AntiMatter on April 24, 2014, 06:54:33 AM
    Quote from: jamieg on April 21, 2014, 02:17:28 PM
    negative? thats fine but please dont message my modding team threatening to make copys to replace there mods if they do not give you permission.... thats low, but thats all i have to say, I have tried being nice to you the last few weeks but you continue to see this as a competition and not as a community thing....

    sorry to be a necromancer but i have to bring up something from a PM which i found (and still find) disturbing...(IMHO) i'm not sure WHO did it but, after seeing the KSP modding commuinty, i dislike it and almost made me not try industrial rim out for good...

    the PM read "please vote for IRIM on 'here' (link to a "what mod is better" thread) or better power plus... whichever you like"

    look i'm not trying to be an ass but i'm not one for being bias and, although i did orginally post for both mods to work together (now removed), would like to just express some conceren as to why i feel like i should not download either mod in case it gives modders a sort of rivalry which, in this day and age and game, i for one do not want to see.

    EDIT: sorry if this pisses a whole lot of guys and girls off and if you reply with hate mail prepair to just be ignored.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 24, 2014, 07:00:40 AM
    No, fair play mate. I don't know why I sent that. You're the only one I sent it to and it was very disrespectful. Please accept my apology. I'm hoping you didn't vote.

    However, JamieJ accused me of a false statement. I never threatened to make a replacement of his mod, I actually only told them that I wanted to use their mod in a modpack but they refused, then I said clearly that it was fine and that I would use an outdated mod and update it as I had been given permission to do so.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: dannyepsin on April 24, 2014, 07:02:12 AM
    when will 1.2.0 be cuming out? i just cant wait 4 it. also i private messaged you an error i found.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 24, 2014, 07:04:00 AM
    Quote from: dannyepsin on April 24, 2014, 07:02:12 AM
    when will 1.2.0 be cuming out? i just cant wait 4 it. also i private messaged you an error i found.

    Probably alpha 4 Danny. I don't really plan on releasing it for alpha 3 due to how much I'm adding. I think alpha 4 will be out before Industrial RIM v1.2.0 which will be called v2.0.0 now due to it being such a massive update.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: dannyepsin on April 24, 2014, 07:05:06 AM
    o right, i can wait then if its going to be worthit. what sort of thing is it going to add? also what about that error
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: AntiMatter on April 24, 2014, 07:08:18 AM
    Quote from: Cala13er on April 24, 2014, 07:00:40 AM
    No, fair play mate. I don't know why I sent that. You're the only one I sent it to and it was very disrespectful. Please accept my apology. I'm hoping you didn't vote.

    However, JamieJ accused me of a false statement. I never threatened to make a replacement of his mod, I actually only told them that I wanted to use their mod in a modpack but they refused, then I said clearly that it was fine and that I would use an outdated mod and update it as I had been given permission to do so.

    hmmm that seems legit... in a werid way... but you still have to abide by the licence on their pages (if they had one on their page with the outdated mod)

    that's all i can really say(i don't see anything else wrong with it on this end...). at least i got that thorn outta my side and mind.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 24, 2014, 07:08:55 AM
    Quote from: dannyepsin on April 24, 2014, 07:05:06 AM
    o right, i can wait then if its going to be worthit. what sort of thing is it going to add? also what about that error

    Well since the changelog isn't updated to what I've added I'll give you some headers.

    Steam and Water storage are now features to the game. They work just like Electricity but obtaining them is a lot different. Steam and water will be integrated an awful lot into the mod. Also plan on moving a step further towards factorio and industrial Craft automation.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 24, 2014, 07:13:13 AM
    Quote from: AntiMatter on April 24, 2014, 07:08:18 AM
    Quote from: Cala13er on April 24, 2014, 07:00:40 AM
    No, fair play mate. I don't know why I sent that. You're the only one I sent it to and it was very disrespectful. Please accept my apology. I'm hoping you didn't vote.

    However, JamieJ accused me of a false statement. I never threatened to make a replacement of his mod, I actually only told them that I wanted to use their mod in a modpack but they refused, then I said clearly that it was fine and that I would use an outdated mod and update it as I had been given permission to do so.

    hmmm that seems legit... in a werid way... but you still have to abide by the licence on their pages (if they had one on their page with the outdated mod)

    that's all i can really say(i don't see anything else wrong with it on this end...). at least i got that thorn outta my side and mind.

    I wanted http://ludeon.com/forums/index.php?topic=2872.0 in my upcoming mod pack, where I was turned down by zelldot (The creator). So I let him know that I would use this mod instead http://ludeon.com/forums/index.php?topic=2284.0.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: DarkXess on April 24, 2014, 08:00:25 AM
    Thanks for posting your release. Please update your release post with our download links too :)

    You can find our mirror here:

    (http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/565-industrial-rim/)

    You can always contact me for changes to be made to the above link, also any updates please be kind to
    inform us or even submit the update yourself on our downloads section (http://www.modsaholic.com/forums/index.php/files/).
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Sicken on April 24, 2014, 08:11:11 AM
    (http://i.imgur.com/djxjlRT.jpg)

    I added a nice "little" piece of furniture to your mod just for giggles.  :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: bombarding on April 24, 2014, 09:13:19 AM
    wow so many uranium, where u get it? i dont know why but, i cant get uranium in my game, i use 413 version and seem uranium just from random drop and no trader sell it...is it just me only???
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 24, 2014, 09:13:58 AM
    Quote from: Sicken on April 24, 2014, 08:11:11 AM
    -snip-
    Thats Awesome!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 24, 2014, 12:17:16 PM
    Currently working on a new texture for the Coal Power Plant, jesus its taking ages!
    any suggestions on what i might add on the coal power plant?
    i also need inspirations as the insides of the coal power plant is looking too clean and i need to dirty it up abit.
    Title: Re: [MOD] (Alpha 3) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: daft73 on April 24, 2014, 12:20:28 PM
    Quote from: Cala13er on April 24, 2014, 02:29:54 AM....
    I will look into it asap. I like the sound of it.
    That's sweet, looking forward to what comes of this ;D
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 24, 2014, 12:26:19 PM
    Guys we need your help...
    we are currently making a wiki page for Industrial RIM but it is unfinished and we only got a very few done..
    and we could use your help on making new page's and prettying up the place because its messy as hell.
    we are currently too busy with adding new stuff to Industrial RIM and we just don't have time to do the wiki.
    we are not forcing you to do this but it will help :)
    http://industrialrim.wikia.com/wiki/IndustrialRIM_Wiki
    Thanks to those who helped fixing up the wiki ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: AntiMatter on April 24, 2014, 04:27:14 PM
    Quote from: Sicken on April 24, 2014, 08:11:11 AM
    (http://i.imgur.com/djxjlRT.jpg)

    I added a nice "little" piece of furniture to your mod just for giggles.  :)

    could you possibly hand me that piece of neat coding you've done there? also while i'm talking about the banner I (personally, due to the recent "i don't want a war" comment a couple pages back) would like a banner which says instead of reading the normal "powered by squirrels" to read "powered by" (or with help by being powered by) then the betterpower plus banner... i'm not asking for it... i'm just asking how i would go about doing it.

    ...you know... cuz i think these two mods complement each other... and the banner i'm thinking of would look awesomesauce (cuz i have a few sketches in mind heh)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 24, 2014, 04:30:22 PM
    Considering they aren't at all to compliment each other, that's surprising. However me and architect are on good terms, and I expect something may happen in the future :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: AntiMatter on April 24, 2014, 04:32:33 PM
    Quote from: Cala13er on April 24, 2014, 04:30:22 PM
    Considering they aren't at all to compliment each other, that's surprising. However me and architect are on good terms, and I expect something may happen in the future :)

    eh... guess i'm just thinking too positive again. (well i could be an ass and say they're both crap but i'd have to get my gf to bitch slap me afterwards for telling a lie)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 24, 2014, 07:32:58 PM
    Quote from: AntiMatter on April 24, 2014, 04:32:33 PM
    Quote from: Cala13er on April 24, 2014, 04:30:22 PM
    Considering they aren't at all to compliment each other, that's surprising. However me and architect are on good terms, and I expect something may happen in the future :)

    eh... guess i'm just thinking too positive again. (well i could be an ass and say they're both crap but i'd have to get my gf to bitch slap me afterwards for telling a lie)

    hahaha, better positive than negative :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: oronnoro2 on April 24, 2014, 08:45:00 PM
    I'm having bit of a problem. Maybe I just don't understand the mod enough and I'm missing something or mods are conflicting and I'm not getting the resource.

    I understand that the blue bits in the image I'm posting is metal, and the orange / brown is copper?

    How do I get it? Should I have some when I start the game? I've researched quite a few things, but several of the researched objects need this other metal that I do not have. Thank you for the help!

    (http://i57.tinypic.com/fm8ftu.png)


    EDIT:
    I'm getting Iron Ore from the areas you would usually get copper from by mining it.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Sicken on April 24, 2014, 10:33:49 PM
    Quote from: oronnoro2 on April 24, 2014, 08:45:00 PM
    I'm having bit of a problem. Maybe I just don't understand the mod enough and I'm missing something or mods are conflicting and I'm not getting the resource.

    I understand that the blue bits in the image I'm posting is metal, and the orange / brown is copper?

    How do I get it? Should I have some when I start the game? I've researched quite a few things, but several of the researched objects need this other metal that I do not have. Thank you for the help!

    (http://i57.tinypic.com/fm8ftu.png)


    EDIT:
    I'm getting Iron Ore from the areas you would usually get copper from by mining it.

    Betterpower+ and industrial rim have conflicting world gen. all you need is go into the betterpower+ mod, find the def folder, then find the MapGeneratorDefs folder and delete it, then start a new map. (this is a simple fix and there are better ways then this)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Sicken on April 24, 2014, 10:36:59 PM
    Quote from: AntiMatter on April 24, 2014, 04:27:14 PM
    Quote from: Sicken on April 24, 2014, 08:11:11 AM
    I added a nice "little" piece of furniture to your mod just for giggles.  :)

    could you possibly hand me that piece of neat coding you've done there? also while i'm talking about the banner I (personally, due to the recent "i don't want a war" comment a couple pages back) would like a banner which says instead of reading the normal "powered by squirrels" to read "powered by" (or with help by being powered by) then the betterpower plus banner... i'm not asking for it... i'm just asking how i would go about doing it.

    ...you know... cuz i think these two mods complement each other... and the banner i'm thinking of would look awesomesauce (cuz i have a few sketches in mind heh)

    I will work on it then post them both
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: oronnoro2 on April 25, 2014, 12:14:58 AM
    Thank you for the help!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 25, 2014, 06:40:49 AM
    Quote from: oronnoro2 on April 24, 2014, 08:45:00 PM
    I'm having bit of a problem. Maybe I just don't understand the mod enough and I'm missing something or mods are conflicting and I'm not getting the resource.

    I understand that the blue bits in the image I'm posting is metal, and the orange / brown is copper?

    How do I get it? Should I have some when I start the game? I've researched quite a few things, but several of the researched objects need this other metal that I do not have. Thank you for the help!

    (http://i57.tinypic.com/fm8ftu.png)


    EDIT:
    I'm getting Iron Ore from the areas you would usually get copper from by mining it.

    Yeah better power + and industrial rim aren't compatible, if you have better power +  load after industrial rim it will be impossible to get copper and titanium therefore ruining the mod.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: daft73 on April 25, 2014, 12:55:03 PM
    Is there a way to limit the amount of unique items to the mod. I mean I like the new concepts, but it forces some choices for the player. I am sure there is a way to make less unique items, yet keep the mods identity. What exactly is the reason behind replacing vs just adding a new resource to the game? That seems like a logical solution, but then again I'm not working on the mod and this may not be possible.

    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 25, 2014, 01:02:17 PM
    Quote from: daft73 on April 25, 2014, 12:55:03 PM
    Is there a way to limit the amount of unique items to the mod. I mean I like the new concepts, but it forces some choices for the player. I am sure there is a way to make less unique items, yet keep the mods identity. What exactly is the reason behind replacing vs just adding a new resource to the game? That seems like a logical solution, but then again I'm not working on the mod and this may not be possible.
    but if u mean the metal 'change' it's just the normal metal. But with a new texture ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 25, 2014, 01:30:00 PM
    Quote from: daft73 on April 25, 2014, 12:55:03 PM
    Is there a way to limit the amount of unique items to the mod. I mean I like the new concepts, but it forces some choices for the player. I am sure there is a way to make less unique items, yet keep the mods identity. What exactly is the reason behind replacing vs just adding a new resource to the game? That seems like a logical solution, but then again I'm not working on the mod and this may not be possible.

    The mod is far from finished so that is why you may feel like it adds some pointless features. I'm unsure whether I want to continue with industrial rim either. May move on to a different project.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 25, 2014, 01:32:42 PM
    Okey...
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: daft73 on April 25, 2014, 01:42:07 PM
    Quote from: iame6162013 on April 25, 2014, 01:02:17 PM
    Quote from: daft73 on April 25, 2014, 12:55:03 PM
    Is there a way to limit the amount of unique items to the mod. I mean I like the new concepts, but it forces some choices for the player. I am sure there is a way to make less unique items, yet keep the mods identity. What exactly is the reason behind replacing vs just adding a new resource to the game? That seems like a logical solution, but then again I'm not working on the mod and this may not be possible.
    but if u mean the metal 'change' it's just the normal metal. But with a new texture ;)
    I am aware of this, just think that compatibility rules the day, leaving the old texture as is, and just adding anew one.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: daft73 on April 25, 2014, 01:45:19 PM
    Quote from: Cala13er on April 25, 2014, 01:30:00 PM
    Quote from: daft73 on April 25, 2014, 12:55:03 PM
    Is there a way to limit the amount of unique items to the mod. I mean I like the new concepts, but it forces some choices for the player. I am sure there is a way to make less unique items, yet keep the mods identity. What exactly is the reason behind replacing vs just adding a new resource to the game? That seems like a logical solution, but then again I'm not working on the mod and this may not be possible. We must not forget the most rewarding projects, are the tough ones.

    The mod is far from finished so that is why you may feel like it adds some pointless features. I'm unsure whether I want to continue with industrial rim either. May move on to a different project.
    Ah, ok well to each their own. There are no pointless features to worry about, just possibly a re-work of the system(minor) I'd think.

    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Darkfirephoenix on April 25, 2014, 02:03:54 PM
    Quote from: Cala13er on April 25, 2014, 01:30:00 PM
    The mod is far from finished so that is why you may feel like it adds some pointless features. I'm unsure whether I want to continue with industrial rim either. May move on to a different project.
    Don't you DARE to stop working on it! >:( Or I'll find you and I'll hunt you down!  8)

    Above is just a little joke, but I think the idea of industrial rim is a good one, so keep working on it. As far is I can tell, you don't even have implemented 10% of the ideas for the mod and you can normaly only say at around 50% of most projects if it's working or not. I am strongly for further work on industrial rim and maybe someone could give you ideas how it could work better. ;) Ask me questions, maybe I can help. (And maybe make something like Evul has with "Mantis", so we can coordinate it a bit better! :) [or ask Evul if you could use it?])
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 25, 2014, 02:08:45 PM
    Quote from: daft73 on April 25, 2014, 01:45:19 PM
    Quote from: Cala13er on April 25, 2014, 01:30:00 PM
    Quote from: daft73 on April 25, 2014, 12:55:03 PM
    Is there a way to limit the amount of unique items to the mod. I mean I like the new concepts, but it forces some choices for the player. I am sure there is a way to make less unique items, yet keep the mods identity. What exactly is the reason behind replacing vs just adding a new resource to the game? That seems like a logical solution, but then again I'm not working on the mod and this may not be possible. We must not forget the most rewarding projects, are the tough ones.

    The mod is far from finished so that is why you may feel like it adds some pointless features. I'm unsure whether I want to continue with industrial rim either. May move on to a different project.
    Ah, ok well to each their own. There is no pointless features to worry about, just possibly a re-work of the system(minor) I'd think.

    Well if you could point me in the right direction, that'd be great! I really don't know where to go from where I am now.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Darkfirephoenix on April 25, 2014, 02:18:00 PM
    Well I have encountered a slight problem: You have to be VERY carefull with the metal you have untill you get smelter researched, because if you aren't carefull you have no metal on the map left (worst case) or your colonists have to walk from one end to the other to get metal to build stuff... Maybe make the "normal" smelter buildable from the beginning and only the alloy-smelter needs research... Or you could build some stuff out of alternative materials... Hrmmm I haven't thought too much about it yet, but the smelter thing happend to me at least twice
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Sicken on April 25, 2014, 03:20:51 PM
    Quote from: Cala13er on April 25, 2014, 02:08:45 PM
    Quote from: daft73 on April 25, 2014, 01:45:19 PM
    Quote from: Cala13er on April 25, 2014, 01:30:00 PM
    Quote from: daft73 on April 25, 2014, 12:55:03 PM
    Is there a way to limit the amount of unique items to the mod. I mean I like the new concepts, but it forces some choices for the player. I am sure there is a way to make less unique items, yet keep the mods identity. What exactly is the reason behind replacing vs just adding a new resource to the game? That seems like a logical solution, but then again I'm not working on the mod and this may not be possible. We must not forget the most rewarding projects, are the tough ones.

    The mod is far from finished so that is why you may feel like it adds some pointless features. I'm unsure whether I want to continue with industrial rim either. May move on to a different project.
    Ah, ok well to each their own. There is no pointless features to worry about, just possibly a re-work of the system(minor) I'd think.

    Well if you could point me in the right direction, that'd be great! I really don't know where to go from where I am now.

    Quote from: Darkfirephoenix on April 25, 2014, 02:18:00 PM
    Well I have encountered a slight problem: You have to be VERY carefull with the metal you have untill you get smelter researched, because if you aren't carefull you have no metal on the map left (worst case) or your colonists have to walk from one end to the other to get metal to build stuff... Maybe make the "normal" smelter buildable from the beginning and only the alloy-smelter needs research... Or you could build some stuff out of alternative materials... Hrmmm I haven't thought too much about it yet, but the smelter thing happend to me at least twice

    I think that if you were to add in some sort of workbench that has low cost of metal and was used for smelting down ore into ingots at a slow rate then increase the research cost for the current smelter and rename it to an auto smelter that should help with early game progression and slow it down a little. I believe that this mod is working towards automation so i would then make a Auto Agricultural  supplier that grows and harvests your plants then leaves them on the floor. I was also think if it is possible to create a small robot pawns that can clean and haul items that would be cool. Also here is the two banners for industrial rim and betterpower+.

    https://dl.dropboxusercontent.com/s/mkz8mxu470pjulm/Sicken%27sAddons.zip?dl=1&token_hash=AAFboa0XTrqndr3PfnO1USrszhoi5CP7VAjbpQBtT5wxzQ
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: daft73 on April 25, 2014, 03:42:44 PM
    Quote from: daft73 on April 25, 2014, 01:45:19 PM....
    There are no pointless features to worry about, just possibly a re-work of the system(minor) I'd think.
    Just restating for the sake of the conversation :)... I don't think there are useless concepts/items, just a rework of the resources involved.
    Darkfirephoenix has an idea above.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Jdalt40 on April 26, 2014, 12:23:58 AM
    Will this mod be compatible with better power because better power already has a wind turbine?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 26, 2014, 02:46:59 AM
    Quote from: Joshy1111 on April 26, 2014, 12:23:58 AM
    Will this mod be compatible with better power because better power already has a wind turbine?

    No, but not because of the wind turbine, but because of the map gen.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 27, 2014, 03:05:14 PM
    Quote from: daft73 on April 25, 2014, 03:42:44 PM
    Quote from: daft73 on April 25, 2014, 01:45:19 PM....
    There are no pointless features to worry about, just possibly a re-work of the system(minor) I'd think.
    Just restating for the sake of the conversation :)... I don't think there are useless concepts/items, just a rework of the resources involved.
    Darkfirephoenix has an idea above.

    I have decided to take that Idea, version 2.0.0 will include it. (I'm bumping straight from 1.1.0 to 2.0.0 as I'm making a major update and not minor.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: dannyepsin on April 27, 2014, 04:46:03 PM
    just been reading the change log. water sounds amazing, could you ellaberate for me :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Sicken on April 27, 2014, 07:03:35 PM
    --- Hydro Accelerators removed until I can think of use for them!

    i think that you can use these for the purpose of increasing the water pressure and allowing for the turbines to spin faster creating more energy
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 27, 2014, 07:07:54 PM
    Quote from: Sicken on April 27, 2014, 07:03:35 PM
    --- Hydro Accelerators removed until I can think of use for them!

    i think that you can use these for the purpose of increasing the water pressure and allowing for the turbines to spin faster creating more energy

    Right, so I could make them components for the Advanced Turbines and the Hydro Power Plants?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 02:33:38 AM
    Quote from: dannyepsin on April 27, 2014, 04:46:03 PM
    just been reading the change log. water sounds amazing, could you ellaberate for me :P

    I sent you a PM containing all you need to know mate :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 02:39:07 AM
    Quote from: Cala13er on April 28, 2014, 02:33:38 AM
    Quote from: dannyepsin on April 27, 2014, 04:46:03 PM
    just been reading the change log. water sounds amazing, could you ellaberate for me :P

    I sent you a PM containing all you need to know mate :)
    Can you send me a PM of every Textures you used on the new update? i need some examples on what im trying to make.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 02:40:10 AM
    Quote from: Blackjack1000K on April 28, 2014, 02:39:07 AM
    Quote from: Cala13er on April 28, 2014, 02:33:38 AM
    Quote from: dannyepsin on April 27, 2014, 04:46:03 PM
    just been reading the change log. water sounds amazing, could you ellaberate for me :P

    I sent you a PM containing all you need to know mate :)
    Can you send me a PM of every Textures you used on the new update? i need some examples on what im trying to make.

    I've only used the conveyor belts for belts, Smelter for the pump. :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 02:41:55 AM
    Quote from: Cala13er on April 28, 2014, 02:40:10 AM
    Quote from: Blackjack1000K on April 28, 2014, 02:39:07 AM
    Quote from: Cala13er on April 28, 2014, 02:33:38 AM
    Quote from: dannyepsin on April 27, 2014, 04:46:03 PM
    just been reading the change log. water sounds amazing, could you ellaberate for me :P

    I sent you a PM containing all you need to know mate :)
    Can you send me a PM of every Textures you used on the new update? i need some examples on what im trying to make.

    I've only used the conveyor belts for belts, Smelter for the pump. :P
    Lol xD
    Btw how big is the pump? im currently working on the pipez BTW we should really use PM instead of releasing all this spoilers to the public :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 02:51:35 AM
    It's in the changelog/progresslog anyway :P And sound!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 02:56:24 AM
    Quote from: Cala13er on April 28, 2014, 02:51:35 AM
    It's in the changelog/progresslog anyway :P And sound!
    BTW STEAM NAW!
    see what i did there?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 03:02:15 AM
    Some times i wonder why i even work for free :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 03:22:06 AM
    BTW do i need to put arrows on the pipes?
    i'm already done with the pipes, just wanted to know if i need to put arrows..
    or will they work like wires?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 03:24:44 AM
    Quote from: Blackjack1000K on April 28, 2014, 03:22:06 AM
    BTW do i need to put arrows on the pipes?
    i'm already done with the pipes, just wanted to know if i need to put arrows..
    or will they work like wires?
    Ermmm, Pipes are going to have an atlas :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 03:31:06 AM
    Quote from: Cala13er on April 28, 2014, 03:24:44 AM
    Quote from: Blackjack1000K on April 28, 2014, 03:22:06 AM
    BTW do i need to put arrows on the pipes?
    i'm already done with the pipes, just wanted to know if i need to put arrows..
    or will they work like wires?
    Ermmm, Pipes are going to have an atlas :P
    Atlas?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 03:35:08 AM
    Quote from: Blackjack1000K on April 28, 2014, 03:31:06 AM
    Quote from: Cala13er on April 28, 2014, 03:24:44 AM
    Quote from: Blackjack1000K on April 28, 2014, 03:22:06 AM
    BTW do i need to put arrows on the pipes?
    i'm already done with the pipes, just wanted to know if i need to put arrows..
    or will they work like wires?
    Ermmm, Pipes are going to have an atlas :P
    Atlas?

    Basically the same as the conduits atlas.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 03:42:13 AM
    Quote from: Cala13er on April 28, 2014, 03:35:08 AM
    Quote from: Blackjack1000K on April 28, 2014, 03:31:06 AM
    Quote from: Cala13er on April 28, 2014, 03:24:44 AM
    Quote from: Blackjack1000K on April 28, 2014, 03:22:06 AM
    BTW do i need to put arrows on the pipes?
    i'm already done with the pipes, just wanted to know if i need to put arrows..
    or will they work like wires?
    Ermmm, Pipes are going to have an atlas :P
    Atlas?

    Basically the same as the conduits atlas.
    So no arrows then?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 03:43:24 AM
    Nope :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 03:44:36 AM
    I guess im done then :P
    Uploading!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 03:49:53 AM
    Quote from: Blackjack1000K on April 28, 2014, 03:44:36 AM
    I guess im done then :P
    Uploading!

    Brilliant :P :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 04:05:55 AM
    All done and sent  8)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 04:06:51 AM
    Quote from: Blackjack1000K on April 28, 2014, 04:05:55 AM
    All done and sent  8)

    Cheers mate, Those are brilliant textures! Any chance you could work on the hydroplant, hydro turbine and hydro pool. Seeing as water is the big part of v2.0.0
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 04:10:04 AM
    Quote from: Cala13er on April 28, 2014, 04:06:51 AM
    Quote from: Blackjack1000K on April 28, 2014, 04:05:55 AM
    All done and sent  8)

    Cheers mate, Those are brilliant textures! Any chance you could work on the hydroplant, hydro turbine and hydro pool. Seeing as water is the big part of v2.0.0
    sure! already on it! BTW will it need pipe going to it? because im thinking on doing what i did with the Furnace
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 04:24:07 AM
    Quote from: Blackjack1000K on April 28, 2014, 04:10:04 AM
    Quote from: Cala13er on April 28, 2014, 04:06:51 AM
    Quote from: Blackjack1000K on April 28, 2014, 04:05:55 AM
    All done and sent  8)

    Cheers mate, Those are brilliant textures! Any chance you could work on the hydroplant, hydro turbine and hydro pool. Seeing as water is the big part of v2.0.0
    sure! already on it! BTW will it need pipe going to it? because im thinking on doing what i did with the Furnace

    Water pools will be the battery of water, hydro power plants and turbines will need a steady supply of water to create power.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 04:26:59 AM
    Quote from: Cala13er on April 28, 2014, 04:24:07 AM
    Quote from: Blackjack1000K on April 28, 2014, 04:10:04 AM
    Quote from: Cala13er on April 28, 2014, 04:06:51 AM
    Quote from: Blackjack1000K on April 28, 2014, 04:05:55 AM
    All done and sent  8)

    Cheers mate, Those are brilliant textures! Any chance you could work on the hydroplant, hydro turbine and hydro pool. Seeing as water is the big part of v2.0.0
    sure! already on it! BTW will it need pipe going to it? because im thinking on doing what i did with the Furnace

    Water pools will be the battery of water, hydro power plants and turbines will need a steady supply of water to create power.
    okay!  ;D
    BTW i sent you another PM
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 04:58:19 AM
    I haven't got another?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 05:07:09 AM
    Quote from: Cala13er on April 28, 2014, 04:58:19 AM
    I haven't got another?
    On second thought lets talk it over Steam
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 05:09:20 AM
    Quote from: Blackjack1000K on April 28, 2014, 05:07:09 AM
    Quote from: Cala13er on April 28, 2014, 04:58:19 AM
    I haven't got another?
    On second thought lets talk it over Steam
    I'm at school on phone, can't talk on steam.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 28, 2014, 05:09:43 AM
    Quote from: Cala13er on April 28, 2014, 05:09:20 AM
    Quote from: Blackjack1000K on April 28, 2014, 05:07:09 AM
    Quote from: Cala13er on April 28, 2014, 04:58:19 AM
    I haven't got another?
    On second thought lets talk it over Steam
    I'm at school on phone, can't talk on steam.
    Alrighty..
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 28, 2014, 07:14:39 AM
    Quote from: Blackjack1000K on April 28, 2014, 05:09:43 AM
    Quote from: Cala13er on April 28, 2014, 05:09:20 AM
    Quote from: Blackjack1000K on April 28, 2014, 05:07:09 AM
    Quote from: Cala13er on April 28, 2014, 04:58:19 AM
    I haven't got another?
    On second thought lets talk it over Steam
    I'm at school on phone, can't talk on steam.
    Alrighty..
    Alrighty then...
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 29, 2014, 11:14:03 AM
    SPOILERS WHY WHY!

    :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 29, 2014, 11:20:07 AM
    Quote from: iame6162013 on April 29, 2014, 11:14:03 AM
    SPOILERS WHY WHY!

    :P
    Its due to lazyness sorry about the spoilers :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 29, 2014, 11:27:09 AM
    Quote from: Blackjack1000K on April 29, 2014, 11:20:07 AM
    Quote from: iame6162013 on April 29, 2014, 11:14:03 AM
    SPOILERS WHY WHY!

    :P
    Its due to lazyness sorry about the spoilers :P
    But i'm a Tester So i kind off already do get spoilers whenever a release comes out ;P
    ... ....When Does a release come out;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 29, 2014, 11:45:14 AM
    Quote from: iame6162013 on April 29, 2014, 11:27:09 AM
    Quote from: Blackjack1000K on April 29, 2014, 11:20:07 AM
    Quote from: iame6162013 on April 29, 2014, 11:14:03 AM
    SPOILERS WHY WHY!

    :P
    Its due to lazyness sorry about the spoilers :P
    But i'm a Tester So i kind off already do get spoilers whenever a release comes out ;P
    ... ....When Does a release come out;)
    Probably the next decade due to Cala13er's and my Lazyness
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Darkfirephoenix on April 29, 2014, 11:55:25 AM
    Quote from: Blackjack1000K on April 29, 2014, 11:45:14 AM
    Quote from: iame6162013 on April 29, 2014, 11:27:09 AM
    Quote from: Blackjack1000K on April 29, 2014, 11:20:07 AM
    Quote from: iame6162013 on April 29, 2014, 11:14:03 AM
    SPOILERS WHY WHY!

    :P
    Its due to lazyness sorry about the spoilers :P
    But i'm a Tester So i kind off already do get spoilers whenever a release comes out ;P
    ... ....When Does a release come out;)
    Probably the next decade due to Cala13er's and my Lazyness
    What that early? I thought we get the update next century! :P :D
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 29, 2014, 12:03:43 PM
    lolz
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 29, 2014, 01:05:58 PM
    Both of you are wrong, estimated finish time is 735 years from now.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 29, 2014, 02:48:13 PM
    Quote from: Cala13er on April 29, 2014, 01:05:58 PM
    Both of you are wrong, estimated finish time is 735 years from now.

    Oh Dear lord...
    did u forget to add the 2-3 days testing time?
    So it's 735 And 2-3 Days Yeez
    :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 29, 2014, 06:55:29 PM
    Hahahha, nahhh. More like 5 weeks of testing ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: FocusNow on April 29, 2014, 10:39:35 PM
    So i tried you mod and can not get snipers to work and after reload they just disappeared no build option
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 30, 2014, 09:39:48 AM
    Quote from: FocusNow on April 29, 2014, 10:39:35 PM
    So i tried you mod and can not get snipers to work and after reload they just disappeared no build option
    Wat do u mean?
    i can get the snipers to work just fine.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Celthric Aysen on April 30, 2014, 12:00:06 PM
    Quote from: FocusNow on April 29, 2014, 10:39:35 PM
    So i tried you mod and can not get snipers to work and after reload they just disappeared no build option
    Please explain it more clearer as i cannot understand this.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Architect on April 30, 2014, 01:36:58 PM
    Wait, what? Why?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Cala13er on April 30, 2014, 01:40:03 PM
    Quote from: Architect on April 30, 2014, 01:36:58 PM
    Wait, what? Why?

    Reasons I have made Tynan aware of.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: Architect on April 30, 2014, 01:42:20 PM
    Fair enough I guess... Must be some substantial reasons though :/ I know we had issues a while back, but I'm genuinely sorry to see you go.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: daft73 on April 30, 2014, 01:43:33 PM
    Take care mate. :-[
    Title: Re: [MOD] (Alpha 3F) Industrial RIM - The Fix Update (v.1.1.2)
    Post by: iame6162013 on April 30, 2014, 01:52:45 PM
    I'm sorry to hear that,I hope that whatever it is it get's better Calum
    Title: Re: [Frozen] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: dannyepsin on April 30, 2014, 01:58:07 PM
    well this sucks. i dont really like rimworld when its vanilla. this mod made it fun. back to playing prison architect :(
    Title: Re: [Frozen] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Darkfirephoenix on April 30, 2014, 02:10:16 PM
    NOOOOOO!!! WHO WILL NOW PUT MY IDEAS INTO REALITY?!  :'( ...Btw ADHD isn't that bad, or at least I never knew a person with it that took things too personal... and I myself have ADHD (but I'm not hyperactive, I'm the opposite... does that make it ADD?). But if it is your decision I'll respect it... So does any other mod dev wan't my ideas? Better Power+? The rest team of IRIM? TYNAN? :P
    Title: Re: [Frozen] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: iame6162013 on April 30, 2014, 02:18:06 PM
    just Calum know that if u come back we will be there.
    Title: Re: [Frozen] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Haplo on April 30, 2014, 02:37:19 PM
    My advice for you right now is: Don't overreact.
    Take a step back, take a breather, and especially: sleep a night over it. And if you tomorrow still think, that you should do so, then do it. But don't make decisions while you're stressed out, as it always results in snap decissions which are most often not what you really would decide when you're cooled off.
    So, don't decide anything right now, do it tomorrow. A night away from all the stress always does wonders. :)

    The world is full of people, who don't share your views and who will always try to push theirs to be the one accepted. They'll argue and argue. You can only try to explain your reasonings, but even then there are always some, who don't want to hear you out.
    The only advice for these situations: Keep cool, sleep a night over it and when you're relaxed and cool, then decide what you're gonna do about it.

    Just my 2 cents..
    I don't mean anyone special with my descriptions, this is just something I've learned the hard way..
    Title: Re: [Frozen] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: daft73 on April 30, 2014, 02:49:56 PM
    Sage advice Haplo, well put.
    Title: Re: [Frozen] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on April 30, 2014, 09:46:17 PM
    Hey!
    common Calum, don't let this stop you, the Internet is a tough place to be in, just ignore anything that's happening and continue to do what you do best, don't let do things that may ruin your reputation, all you can do is ignore,continue and face it.
    Edit: also you should take Haplo's advice.
    Title: Re: [Frozen] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: kutch on May 01, 2014, 12:55:37 AM
    @ Cala13er

    I was a long time lurker and had to create an account just to post this.

    While the reasons you froze this mod (and assuming taking time off) are unknown to us masses, no matter what thing(s) caused this, you have made my game play fantastic with this work.  There isn't a mod that has so much good stuff, and innovative thinking, as this one.  You've been leading the pack (imho) and would like to wish you best in your pursuits, even if it doesn't involve Rimworld.

    Please work through what you have to and come back when you're ready.

    Life is a journey and it is what we make of it.....  The overall goal is to have fun and better ourselves.

    /back to lurking
    Title: Re:(Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 01, 2014, 03:20:46 AM
    Hey guys!
    i just want to say thanks for the love and support, we are now getting back to work!
    Cheers!
    Blackjack and Calum
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: iame6162013 on May 01, 2014, 04:14:16 AM
    Quote from: Blackjack1000K on May 01, 2014, 03:20:46 AM
    Hey guys!
    i just want to say thanks for the love and support, we are now getting back to work!
    Cheers!
    Blackjack and Calum
    Woot :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: daft73 on May 01, 2014, 12:16:20 PM
    Good to hear! ;D
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Garen on May 01, 2014, 02:01:42 PM
    question to anyone that uses this mod - how do wind turbines work? ive tried times and they aint working resulting in my colonies never starting

    and also some realizations - this does not work with whatever pack uses wire spools. simply put there is no sign of wire spools (which you now need to make powered doors) il do this again to see if that was a one time thing, or if the new metal actually overrides wire spool spawn

    in that case, could you add a variant of the simple door? otherwise its impossible to start a colony with those two mods, which would be a great shame because they work so well together otherwise
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Architect on May 01, 2014, 02:05:56 PM
    Quote from: Garen on May 01, 2014, 02:01:42 PM
    question to anyone that uses this mod - how do wind turbines work? ive tried times and they aint working resulting in my colonies never starting

    and also some realizations - this does not work with whatever pack uses wire spools. simply put there is no sign of wire spools (which you now need to make powered doors) il do this again to see if that was a one time thing, or if the new metal actually overrides wire spool spawn

    in that case, could you add a variant of the simple door? otherwise its impossible to start a colony with those two mods, which would be a great shame because they work so well together otherwise

    Uhhh, I think you may be using BetterPower+ with IndustrialRim, and the two really don't mix right now. As much as I would like to work on some compatibility, neither me nor Calum have got our mods to the stage where we are confident that the current features are going to stay the same long enough for major compatibility work to be done. Never the less, that does not mean that it will never happen.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 01, 2014, 03:13:31 PM
    Yeah architect has outlined the problem. Both our mods are getting more and kore incompatible. :/
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: iame6162013 on May 01, 2014, 03:17:55 PM
    Quote from: Cala13er on May 01, 2014, 03:13:31 PM
    Yeah architect has outlined the problem. Both our mods are getting more and kore incompatible. :/
    More and Kore ... Whut :P
    hmm this does sound cool ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 01, 2014, 03:35:36 PM
    Wow, I'm making so many typos tonight! FFS
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: mujina on May 01, 2014, 04:34:52 PM
    Thanks for making this great mod,its the reason im currently addicted to rimworld since it adds so many features - anyway I have a few requests/ideas i would love too see in the mod (or hopefully someone explain to me how they would be done if it is all-ready possible).

    Firstly I tried to setup setup a system of convener belts next too all my all my hydroponics bays where once harvested the raw food would be dumped into an industrial hopper and then taken down the line to the storeroom but I was having problems with both extreme backup along the line and colonists just placing the items back into the hopper. I have a few ideas to solve this but a few of these solutions would make good additions for different reasons anyway, heres the list


         
    • Sorting Plant - This could be a big building which automatically sorts items onto different convener belts, so items wouldn't get stuck on the line if there is only one hopper at the end accepting a single type of item or if the player wanted different resources to go to different location - would also remove backup on the line which is a big problem?

         
    • Convener belt loading platform - this would would allow colonists to simply place items onto the convener belt and then have them move along the line


         
    • Storing Unit - this would be placed at the end of the convener belt line and would automatically store different types of resources in large quantities? maybe you could just attach a new kind of hopper around the outsides which would then let the colonists collect the item.


         
    • Loading hopper - a hopper right at the start of the line for just putting items into which would then take it down the convener belt line, would it be possible too add an area control value like with the cook stoves so only things near it get loading into it meaning you don't have colonists bringing items to it from all over the base.

         
    • Barbed wire - Currently I have been using sandbags in large amounts to slow down attacks since people move much slower when moving across them however it sucks that it gives them lots of cover, would it be possible for you to make barbed wire which slows down enemies even more than sandbags when crossing over them, and also have it so (like with sandbags) they dont get targeted - i think it should also have a crazy amount of health since you cant exactly shoot away barbed wire and its going to be within an area where all the gunfire is pointed at.
    again thanks alot for this great mod, i will have a think about other features and then post here if i have anymore ideas
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: mujina on May 01, 2014, 04:55:46 PM
    also underground / convener belts which lets colonists cross them, having problems blocibg off large areas
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 01, 2014, 05:01:54 PM
    Quote from: mujina on May 01, 2014, 04:55:46 PM
    also underground / convener belts which lets colonists cross them, having problems blocibg off large areas

    Already working on those :), as for all your other ideas, I've taken them on board :)
    Title: Re: [Frozen] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 02, 2014, 05:14:09 AM
    Quote from: kutch on May 01, 2014, 12:55:37 AM
    @ Cala13er

    I was a long time lurker and had to create an account just to post this.

    While the reasons you froze this mod (and assuming taking time off) are unknown to us masses, no matter what thing(s) caused this, you have made my game play fantastic with this work.  There isn't a mod that has so much good stuff, and innovative thinking, as this one.  You've been leading the pack (imho) and would like to wish you best in your pursuits, even if it doesn't involve Rimworld.

    Please work through what you have to and come back when you're ready.

    Life is a journey and it is what we make of it.....  The overall goal is to have fun and better ourselves.

    /back to lurking

    That brings a tear to my eye. Thank you sir.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: mujina on May 02, 2014, 09:13:17 AM
    New idea :)  - Could you add a blast door which simply closes when powered on - was having problems colonists leaving the base to try to repair damaged walls and such during an attack getting themselves killed, and would like a way to lockdown my base, from both the inside and out - It would be even better if you could make it so raiders target it as a priority item (like turrets) to direct and control the attack a bit more. Should properly be a very expensive item if it gets a priority attack flag with a reasonable amount of health! thanks a lot.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 02, 2014, 09:36:13 AM
    Quote from: mujina on May 02, 2014, 09:13:17 AM
    New idea :)  - Could you add a blast door which simply closes when powered on - was having problems colonists leaving the base to try to repair damaged walls and such during an attack getting themselves killed, and would like a way to lockdown my base, from both the inside and out - It would be even better if you could make it so raiders target it as a priority item (like turrets) to direct and control the attack a bit more. Should properly be a very expensive item if it gets a priority attack flag with a reasonable amount of health! thanks a lot.

    That's always been part of my plans, but never got round to it. Great idea though :) thanks.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: nyuck on May 02, 2014, 02:21:46 PM
    Why on earth (and beyond) are you adding branded 21st century firearms?  That is bizarre.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Austupaio on May 02, 2014, 02:28:13 PM
    Yeah, it's not like there are GLOCK, Lee-Enfield and Colt products in the game...

    Also, and this applies to Tynan's core weapons and Industrial Rim's, these are 20th century weapons with the exception of the Magpul.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 02, 2014, 02:56:16 PM
    Quote from: nyuck on May 02, 2014, 02:21:46 PM
    Why on earth (and beyond) are you adding branded 21st century firearms?  That is bizarre.

    What? Why not.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Garen on May 02, 2014, 03:45:11 PM
    Quote from: Cala13er on May 01, 2014, 03:13:31 PM
    Yeah architect has outlined the problem. Both our mods are getting more and kore incompatible. :/
    im really grateful for that, good luck to the pair of you. pretty much all i ask is for a simple door varient. Ive realized its a wierd combination between power+, industrialRIM and Wood Economy. it results in not being able to make powered doors, because you need wire spool, but the indRiM metal takes over those spawns. resulting in it taking much longer to make a room.

    though part of my trouble is simply not understanding how to get the wind turbines to work  ;D
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 02, 2014, 04:47:24 PM
    Quote from: Garen on May 02, 2014, 03:45:11 PM
    Quote from: Cala13er on May 01, 2014, 03:13:31 PM
    Yeah architect has outlined the problem. Both our mods are getting more and kore incompatible. :/
    im really grateful for that, good luck to the pair of you. pretty much all i ask is for a simple door varient. Ive realized its a wierd combination between power+, industrialRIM and Wood Economy. it results in not being able to make powered doors, because you need wire spool, but the indRiM metal takes over those spawns. resulting in it taking much longer to make a room.

    though part of my trouble is simply not understanding how to get the wind turbines to work  ;D

    My turbines should work perfectly. I think it's obvious that better power+ is overriding my turbines so it would be on that side.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Darkfirephoenix on May 02, 2014, 04:54:28 PM
    Quote from: Cala13er on May 02, 2014, 04:47:24 PM
    Quote from: Garen on May 02, 2014, 03:45:11 PM
    Quote from: Cala13er on May 01, 2014, 03:13:31 PM
    Yeah architect has outlined the problem. Both our mods are getting more and kore incompatible. :/
    im really grateful for that, good luck to the pair of you. pretty much all i ask is for a simple door varient. Ive realized its a wierd combination between power+, industrialRIM and Wood Economy. it results in not being able to make powered doors, because you need wire spool, but the indRiM metal takes over those spawns. resulting in it taking much longer to make a room.

    though part of my trouble is simply not understanding how to get the wind turbines to work  ;D

    My turbines should work perfectly. I think it's obvious that better power+ is overriding my turbines so it would be on that side.

    Yes IRIM Turbines work fine wherever you place them, but the Power+ ones need the front and back free (at least 1 tile) for them to work
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 03, 2014, 03:07:31 AM
    Quote from: Darkfirephoenix on May 02, 2014, 04:54:28 PM
    Quote from: Cala13er on May 02, 2014, 04:47:24 PM
    Quote from: Garen on May 02, 2014, 03:45:11 PM
    Quote from: Cala13er on May 01, 2014, 03:13:31 PM
    Yeah architect has outlined the problem. Both our mods are getting more and kore incompatible. :/
    im really grateful for that, good luck to the pair of you. pretty much all i ask is for a simple door varient. Ive realized its a wierd combination between power+, industrialRIM and Wood Economy. it results in not being able to make powered doors, because you need wire spool, but the indRiM metal takes over those spawns. resulting in it taking much longer to make a room.

    though part of my trouble is simply not understanding how to get the wind turbines to work  ;D

    My turbines should work perfectly. I think it's obvious that better power+ is overriding my turbines so it would be on that side.

    Yes IRIM Turbines work fine wherever you place them, but the Power+ ones need the front and back free (at least 1 tile) for them to work
    That will change ;). Dll turbines soon
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: daft73 on May 03, 2014, 09:44:36 AM
    Added my 2cents: Selected yes. I would like to see a well done Steam Economy. Steam has a decent power output, and can be slightly dangerous. That bit adds a sense of adventure.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 03, 2014, 09:45:19 AM
    Quote from: daft73 on May 03, 2014, 09:44:36 AM
    Added my 2cents: Selected yes. I would like to see a well done Steam Economy. Steam has a decent power output, and can be slightly dangerous. That bit adds a sense of adventure.

    That is our plans, Steam economy will continue from our water economy.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: daft73 on May 03, 2014, 09:47:32 AM
    Quote from: Cala13er on May 03, 2014, 09:45:19 AM
    Quote from: daft73 on May 03, 2014, 09:44:36 AM
    Added my 2cents: Selected yes. I would like to see a well done Steam Economy. Steam has a decent power output, and can be slightly dangerous. That bit adds a sense of adventure.

    That is our plans, Steam economy will continue from our water economy.

    Fantastic Cala13er.  :D
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 03, 2014, 09:53:20 AM
    Quote from: daft73 on May 03, 2014, 09:47:32 AM
    Quote from: Cala13er on May 03, 2014, 09:45:19 AM
    Quote from: daft73 on May 03, 2014, 09:44:36 AM
    Added my 2cents: Selected yes. I would like to see a well done Steam Economy. Steam has a decent power output, and can be slightly dangerous. That bit adds a sense of adventure.

    That is our plans, Steam economy will continue from our water economy.

    Fantastic Cala13er.  :D

    I hope you're prepared to have to handle Water and Power, Water is becoming a heavy part of industrial rim. And eventually Steam ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Panzerov on May 03, 2014, 09:58:58 AM
    I don't understand how to use the "Raw Metal Smelter" it is powered up, but it just sits there and my colonists doesn't interact with it.

    Great mod! I'm sure i am just being dense.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 03, 2014, 09:59:46 AM
    Quote from: Panzerov on May 03, 2014, 09:58:58 AM
    I don't understand how to use the "Raw Metal Smelter" it is powered up, but it just sits there and my colonists doesn't interact with it.

    Great mod! I'm sure i am just being dense.
    Put industrial Hoppers near it.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: daft73 on May 03, 2014, 10:03:10 AM
    Quote from: Cala13er on May 03, 2014, 09:53:20 AM
    Quote from: daft73 on May 03, 2014, 09:47:32 AM
    Quote from: Cala13er on May 03, 2014, 09:45:19 AM
    Quote from: daft73 on May 03, 2014, 09:44:36 AM
    Added my 2cents: Selected yes. I would like to see a well done Steam Economy. Steam has a decent power output, and can be slightly dangerous. That bit adds a sense of adventure.

    That is our plans, Steam economy will continue from our water economy.

    Fantastic Cala13er.  :D

    I hope you're prepared to have to handle Water and Power, Water is becoming a heavy part of industrial rim. And eventually Steam ;)
    Rise of the machines:
    (http://i57.tinypic.com/2cfzhuu.jpg)(http://i57.tinypic.com/miigzr.jpg)
    (http://i59.tinypic.com/df85yw.jpg)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Jdalt40 on May 03, 2014, 10:03:37 PM
    Hey when I was trying to build the nuclear power plant I found a something that was require in the middle of the recipe and I know its not uranium so what is it?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 03, 2014, 10:13:09 PM
    Quote from: Joshy1111 on May 03, 2014, 10:03:37 PM
    Hey when I was trying to build the nuclear power plant I found a something that was require in the middle of the recipe and I know its not uranium so what is it?
    Its Steel Plates, it is made by cooking up carbon and refined iron together using a Alloy Smelter.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Jdalt40 on May 04, 2014, 02:45:03 AM
    Oh ok it just did not look like anything that I knew about in this mod.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 04, 2014, 12:10:38 PM
    Quote from: Joshy1111 on May 04, 2014, 02:45:03 AM
    Oh ok it just did not look like anything that I knew about in this mod.

    I do have a tutorial set up. And will have another one for the upcoming v1.3.0 version.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Dynastiew on May 04, 2014, 05:05:04 PM
    Where is it this tutorial :D?

    Nice mod !
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 04, 2014, 05:36:11 PM
    Quote from: Dynastiew on May 04, 2014, 05:05:04 PM
    Where is it this tutorial :D?

    Nice mod !

    Near the top of the post.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Reaver41 on May 05, 2014, 10:31:34 AM
    can you make version only with the guns?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 05, 2014, 11:10:03 AM
    Quote from: Reaver41 on May 05, 2014, 10:31:34 AM
    can you make version only with the guns?

    What?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: iame6162013 on May 05, 2014, 11:58:48 AM
    Quote from: Cala13er on May 05, 2014, 11:10:03 AM
    Quote from: Reaver41 on May 05, 2014, 10:31:34 AM
    can you make version only with the guns?

    What?
    i think he means weapons+ :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 05, 2014, 12:26:42 PM
    Quote from: iame6162013 on May 05, 2014, 11:58:48 AM
    Quote from: Cala13er on May 05, 2014, 11:10:03 AM
    Quote from: Reaver41 on May 05, 2014, 10:31:34 AM
    can you make version only with the guns?

    What?
    i think he means weapons+ :P
    Well that was the plan, but thanks to Cala13er's lazyness, hes just gonna put it back in Industrial RIM.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 05, 2014, 12:33:08 PM
    Quote from: Blackjack1000K on May 05, 2014, 12:26:42 PM
    Quote from: iame6162013 on May 05, 2014, 11:58:48 AM
    Quote from: Cala13er on May 05, 2014, 11:10:03 AM
    Quote from: Reaver41 on May 05, 2014, 10:31:34 AM
    can you make version only with the guns?

    What?
    i think he means weapons+ :P
    Well that was the plan, but thanks to Cala13er's lazyness, hes just gonna put it back in Industrial RIM.

    I BEG YOUR PARDON ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 05, 2014, 12:36:03 PM
    Quote from: Cala13er on May 05, 2014, 12:33:08 PM
    Quote from: Blackjack1000K on May 05, 2014, 12:26:42 PM
    Quote from: iame6162013 on May 05, 2014, 11:58:48 AM
    Quote from: Cala13er on May 05, 2014, 11:10:03 AM
    Quote from: Reaver41 on May 05, 2014, 10:31:34 AM
    can you make version only with the guns?

    What?
    i think he means weapons+ :P
    Well that was the plan, but thanks to Cala13er's lazyness, hes just gonna put it back in Industrial RIM.

    I BEG YOUR PARDON ;)
    Uhhh....
    I don't understand what that means
    Remember English, Third Language......
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 05, 2014, 12:38:26 PM
    Quote from: Blackjack1000K on May 05, 2014, 12:36:03 PM
    Quote from: Cala13er on May 05, 2014, 12:33:08 PM
    Quote from: Blackjack1000K on May 05, 2014, 12:26:42 PM
    Quote from: iame6162013 on May 05, 2014, 11:58:48 AM
    Quote from: Cala13er on May 05, 2014, 11:10:03 AM
    Quote from: Reaver41 on May 05, 2014, 10:31:34 AM
    can you make version only with the guns?

    What?
    i think he means weapons+ :P
    Well that was the plan, but thanks to Cala13er's lazyness, hes just gonna put it back in Industrial RIM.

    I BEG YOUR PARDON ;)
    Uhhh....
    I don't understand what that means
    Remember English, Third Language......

    English is my fourth language.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 05, 2014, 12:40:35 PM
    First thanks for the Pyramid.

    Second Im gonna follow the rule don't feed the Trolls
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 05, 2014, 12:43:23 PM
    Quote from: Blackjack1000K on May 05, 2014, 12:40:35 PM
    First thanks for the Pyramid.

    Second Im gonna follow the rule don't feed the Trolls

    First, I hate you. And so do the Egyptians now ;)

    Second, You're a troll. Troller.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 05, 2014, 12:46:20 PM
    Quote from: Cala13er on May 05, 2014, 12:43:23 PM
    Quote from: Blackjack1000K on May 05, 2014, 12:40:35 PM
    First thanks for the Pyramid.

    Second Im gonna follow the rule don't feed the Trolls

    First, I hate you. And so do the Egyptians now ;)

    Second, You're a troll. Troller.
    First
    (http://www.myfacewhen.net/uploads/4359-well-that-escalated-quickly.jpg)
    Second
    (http://www.quickmeme.com/img/31/31c29a33b22fc203e8f5855c30c31399f7ea410dea796dd830b9a04d56512fa2.jpg)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: daft73 on May 05, 2014, 12:48:24 PM
    (http://i61.tinypic.com/6sb88n.jpg)..indeed.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 06, 2014, 09:06:04 AM
    Why is everything de-railing :(
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 06, 2014, 09:11:57 AM
    Quote from: Cala13er on May 06, 2014, 09:06:04 AM
    Why is everything de-railing :(
    (http://static.tvtropes.org/pmwiki/pub/images/Otp3p_7159.jpg)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Duffman3005 on May 06, 2014, 09:33:32 AM
    Hmmm, been playing the mega mod pack quite a bit and have been looking into changing things up.  According to the mega mod pack post, I can substitute Better power+ for this mod with no problems (I hope).  Judging from what I've read here, this seem s a little bit more complicated then BP+...  I'll look into the tutorial video (I wish Better power had one, but it really wasn't hard figuring it all out) and then decide on trying this out.  Though if you have an update coming out I might wait awhile, I don't want to burn myself out on Rimworld anyways ha.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 06, 2014, 09:47:54 AM
    Quote from: Duffman3005 on May 06, 2014, 09:33:32 AM
    Hmmm, been playing the mega mod pack quite a bit and have been looking into changing things up.  According to the mega mod pack post, I can substitute Better power+ for this mod with no problems (I hope).  Judging from what I've read here, this seem s a little bit more complicated then BP+...  I'll look into the tutorial video (I wish Better power had one, but it really wasn't hard figuring it all out) and then decide on trying this out.  Though if you have an update coming out I might wait awhile, I don't want to burn myself out on Rimworld anyways ha.

    Well I'm working on releasing a mod pack soon, which has this and loads more in in. I would suggest waiting for that or wait for the next update :).
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 06, 2014, 09:50:29 AM
    Quote from: Cala13er on May 06, 2014, 09:47:54 AM
    Quote from: Duffman3005 on May 06, 2014, 09:33:32 AM
    Hmmm, been playing the mega mod pack quite a bit and have been looking into changing things up.  According to the mega mod pack post, I can substitute Better power+ for this mod with no problems (I hope).  Judging from what I've read here, this seem s a little bit more complicated then BP+...  I'll look into the tutorial video (I wish Better power had one, but it really wasn't hard figuring it all out) and then decide on trying this out.  Though if you have an update coming out I might wait awhile, I don't want to burn myself out on Rimworld anyways ha.

    Well I'm working on releasing a mod pack soon, which has this and loads more in in. I would suggest waiting for that or wait for the next update :).
    The next update is surely to die for!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: user27 on May 06, 2014, 09:57:32 AM
    how do i use the convayers to move stuff from point A to point B?
    when i tryed it the items got forbidden when thay where moved onto the convayer (wich is supposed to happen) but diden't get un-forbidden when thay where moved off the convayer (eather into an indrustral hopper or a regular hopper or just on the ground)

    edit to clear up possible confusion:
    im trying to move raw food from the farms to the kitchen but the food gets forbidden and doesen't get un-forbidden when it gets to the kitchen:
    H(gets forbidden)>>>>>>>(moves on the convayer)>>>>>>>>>(doesen't get un-forbidden)H
    so my colonists can't pick up the food and cook it


    edit: how hard would it be to add in a 3 by 2 (on a 3 by 3 base) turret that fires 6 Molotov cocktails in a burst?
    (maybe name it the "Deep Fryer"?)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 06, 2014, 01:40:46 PM
    Quote from: Blackjack1000K on May 06, 2014, 09:50:29 AM
    The next update is surely to die for!

    If I ever finish it! Water is still an unfinished feature.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 07, 2014, 06:36:59 AM
    Quote from: user27 on May 06, 2014, 09:57:32 AM
    how do i use the convayers to move stuff from point A to point B?
    when i tryed it the items got forbidden when thay where moved onto the convayer (wich is supposed to happen) but diden't get un-forbidden when thay where moved off the convayer (eather into an indrustral hopper or a regular hopper or just on the ground)

    edit to clear up possible confusion:
    im trying to move raw food from the farms to the kitchen but the food gets forbidden and doesen't get un-forbidden when it gets to the kitchen:
    H(gets forbidden)>>>>>>>(moves on the convayer)>>>>>>>>>(doesen't get un-forbidden)H
    so my colonists can't pick up the food and cook it


    edit: how hard would it be to add in a 3 by 2 (on a 3 by 3 base) turret that fires 6 Molotov cocktails in a burst?
    (maybe name it the "Deep Fryer"?)

    Yeah, I don't have any method to make it un-forbid itself. I will work on changing this :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: user27 on May 07, 2014, 07:47:06 AM
    how about making the hoppers un-forbid anything in them?
    its just the opposite of what the convayers do right?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 07, 2014, 07:52:06 AM
    Quote from: user27 on May 07, 2014, 07:47:06 AM
    how about making the hoppers un-forbid anything in them?
    its just the opposite of what the convayers do right?

    Wow! I actually never actually thought of that! Great Idea :) Why can't I think of stuff like that, my imagination is absolutely awful. It's hard progressing this mod because of that.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: iame6162013 on May 07, 2014, 08:02:06 AM
    Quote from: Cala13er on May 07, 2014, 07:52:06 AM
    Quote from: user27 on May 07, 2014, 07:47:06 AM
    how about making the hoppers un-forbid anything in them?
    its just the opposite of what the convayers do right?

    Wow! I actually never actually thought of that! Great Idea :) Why can't I think of stuff like that, my imagination is absolutely awful. It's hard progressing this mod because of that.
    is that a joke?
    because aren't u just removing and placing a new item? :o
    .dll might be better than i thought it was...
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 07, 2014, 08:04:56 AM
    Removing what and placing new what?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: iame6162013 on May 07, 2014, 08:07:04 AM
    Quote from: Cala13er on May 07, 2014, 08:04:56 AM
    Removing what and placing new what?
    a stack, like Metal is one... what is that name again
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 08, 2014, 04:09:17 AM
    Quote from: iame6162013 on May 07, 2014, 08:07:04 AM
    Quote from: Cala13er on May 07, 2014, 08:04:56 AM
    Removing what and placing new what?
    a stack, like Metal is one... what is that name again
    Yeah me know but what's removing and placing new ones?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: user27 on May 08, 2014, 08:12:36 AM
    Quote from: Cala13er on May 08, 2014, 04:09:17 AM
    Quote from: iame6162013 on May 07, 2014, 08:07:04 AM
    Quote from: Cala13er on May 07, 2014, 08:04:56 AM
    Removing what and placing new what?
    a stack, like Metal is one... what is that name again
    Yeah me know but what's removing and placing new ones?

    i think he is talking about ether the conveyer belts or the hoppers..
    but i could be wrong

    edit: could you make an underground copper mine for those of us that have the bad luck of getting planets without any copper? ( im shure its there i just haven't found it yet..)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: iame6162013 on May 08, 2014, 11:04:39 AM
    Yes,i was talking about coveyorbelts...
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 08, 2014, 01:16:27 PM
    Quote from: user27 on May 08, 2014, 08:12:36 AM
    Quote from: Cala13er on May 08, 2014, 04:09:17 AM
    Quote from: iame6162013 on May 07, 2014, 08:07:04 AM
    Quote from: Cala13er on May 07, 2014, 08:04:56 AM
    Removing what and placing new what?
    a stack, like Metal is one... what is that name again
    Yeah me know but what's removing and placing new ones?

    i think he is talking about ether the conveyer belts or the hoppers..
    but i could be wrong

    edit: could you make an underground copper mine for those of us that have the bad luck of getting planets without any copper? ( im shure its there i just haven't found it yet..)
    Wait? I don't think it's possible to get planets that have no copper. It's quite common in the gen so that's odd. Well 1.3.0 is coming along amazing! Although I'm going to have to make a tutorial considering it's completely changes the Industrial rim economy. ;). Underground copper mine is going to be implemented and will replace the carbon underground mine as carbon has been completely removed.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Austupaio on May 08, 2014, 01:23:47 PM
    I haven't had any landing sites with no copper at all, but I did get one that only had ~500 on the entire map. ;D Mixed thoughts on you adding a mine for it though. On the one hand, it can be very rare, essentially making you entirely reliant on Industrial Traders. On the other hand, if there's a mine then you never have to do any above-ground mining, which feels a little cheap.

    With carbon being removed, how is steel made? Probably a good change though, you never needed much steel so carbon was a little useless.

    Finally, if I may make a suggestion for 1.3.0... higher power requirements? Running a mine that gives you, essentially, tons of free metal takes very little power, about 2 or 3 lamp's worth.

    Feels too easy to power a massive mining complex. One geothermal vent lets you run several highly technologically advanced and fully automated underground mines, meaning that metal isn't really a coveted resource with this mod.

    Have you considered a silver mine?

    P.S. I don't think I've commented here before, love the mod.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 08, 2014, 01:31:47 PM
    Going to update the changelog to show you what's happening in Industrial Rim v1.3.0. It takes a new path. Being far more balanced and less messy and rushed like v1.1.2.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: user27 on May 08, 2014, 02:35:51 PM
    the lack of copper was found wile trying to play on regular casendra,
    the map had no copper laying about at generation and i diden't see any exposed vains of copper

    edit: found this in the changelog for V1.1.0: "--- Conveyor Belts will now unforbid items when moving them into an Industrial Hopper"
    what happened to that?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 08, 2014, 02:56:07 PM
    Quote from: user27 on May 08, 2014, 02:35:51 PM
    the lack of copper was found wile trying to play on regular casendra,
    the map had no copper laying about at generation and i diden't see any exposed vains of copper

    edit: found this in the changelog for V1.1.0: "--- Conveyor Belts will now unforbid items when moving them into an Industrial Hopper"
    what happened to that?

    Were you using any other mods along with Industrial RIM when you did that?

    And sorry, I removed it last thing but didn't take it out of the changelog. It didn't go as planned :/
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: dannyepsin on May 10, 2014, 07:18:09 AM
    im liking the look of that changelog
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 12, 2014, 08:09:39 AM
    Quote from: dannyepsin on May 10, 2014, 07:18:09 AM
    im liking the look of that changelog

    Thanks, going to be adding alot of features, so expect that changelog to explode.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Crimsonknight3 on May 13, 2014, 09:59:57 PM
    I am wondering if you already have a new textures made or in the works for the hydro plant? (and every machine to do the hydro power for that matter) if not I am going to try and improve on the current textures.... I am complete amateur and may not even be able to make a decent one but I am going to try anyway as (sorry) they look kinda awful in comparison to all the other textures haha If there is one in the works though I will just be patient :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 14, 2014, 03:01:39 AM
    Quote from: Crimsonknight3 on May 13, 2014, 09:59:57 PM
    I am wondering if you already have a new textures made or in the works for the hydro plant? (and every machine to do the hydro power for that matter) if not I am going to try and improve on the current textures.... I am complete amateur and may not even be able to make a decent one but I am going to try anyway as (sorry) they look kinda awful in comparison to all the other textures haha If there is one in the works though I will just be patient :)

    We do already have replacements :) Thanks anyway.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 14, 2014, 06:56:47 AM
    Quote from: Crimsonknight3 on May 13, 2014, 09:59:57 PM
    I am wondering if you already have a new textures made or in the works for the hydro plant? (and every machine to do the hydro power for that matter) if not I am going to try and improve on the current textures.... I am complete amateur and may not even be able to make a decent one but I am going to try anyway as (sorry) they look kinda awful in comparison to all the other textures haha If there is one in the works though I will just be patient :)
    im trying to do my best to make new textures but i have limited time and im currently helping out evul on an update for E-vehicles, but no worries, theres alot of new textures on the next update for rimworld :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 16, 2014, 04:19:12 AM
    Black jack :O I see your priorities are elsewhere :( ;).
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 16, 2014, 04:43:25 AM
    sorry i was paid to do those and it was really fun :)
    also im going to on a vacation next week so yeah... sorry man, just hold on, i have too many shit to do, im not even working on my MGS:PW mod anymore i think its ded by now, because its not getting enough Downloads and its not getting enough attention really.... :(
    anyway il get back to work with the textures you need when i get back home.
    Edit: I dumped some other mods and after all that, im considering on leaving MGS:PW ded and work on a new mod that i think will get some attention called
    "BuildRIM" :)
    I will try and make it 100% compatible with Industrial RIM
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: iame6162013 on May 16, 2014, 11:17:49 AM
    Quote from: Blackjack1000K on May 16, 2014, 04:43:25 AM
    sorry i was paid to do those and it was really fun :)
    also im going to on a vacation next week so yeah... sorry man, just hold on, i have too many shit to do, im not even working on my MGS:PW mod anymore i think its ded by now, because its not getting enough Downloads and its not getting enough attention really.... :(
    anyway il get back to work with the textures you need when i get back home.
    Edit: I dumped some other mods and after all that, im considering on leaving MGS:PW ded and work on a new mod that i think will get some attention called
    "BuildRIM" :)
    I will try and make it 100% compatible with Industrial RIM
    WHat MGS:PW is dead?... :( :P
    "sorry i was paid to do those and it was really fun :)" What are your prices Sir?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 16, 2014, 11:25:40 AM
    Per Anime portrait cost about Php500-1000
    Note:Its Philippine peso currency
    Note2:Yeah.... MGS:PW is ded im gonna do a new mod called BuildRIM that will be 100% compatible with IndustrialRIM when Alpha4 is out :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: iame6162013 on May 16, 2014, 11:32:28 AM
    Quote from: Blackjack1000K on May 16, 2014, 11:25:40 AM
    Per Anime portrait cost about Php500-1000
    Note:Its Philippine peso currency
    Note2:Yeah.... MGS:PW is ded im gonna do a new mod called BuildRIM that will be 100% compatible with IndustrialRIM when Alpha4 is out :)
    Php500-1000  that's still "Ok" but nothing beats 0 from Google ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 16, 2014, 11:34:29 AM
    I think we should discus this on my art thread..
    we dont want everything to derail again :P
    Calum is gonna be mad ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: iame6162013 on May 16, 2014, 11:40:11 AM
    Fly Fly u little train Fly... Or crash ;)
    (srs Calum)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 16, 2014, 12:18:22 PM
    Blackjack, you do realize that Azanor is already working on BuildRIM...
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 16, 2014, 12:27:10 PM
    Quote from: Cala13er on May 16, 2014, 12:18:22 PM
    Blackjack, you do realize that Azanor is already working on BuildRIM...
    hmm? i thought you said he wasn't anymore and he lost taste for Rimworld?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 16, 2014, 12:32:14 PM
    Quote from: Blackjack1000K on May 16, 2014, 12:27:10 PM
    Quote from: Cala13er on May 16, 2014, 12:18:22 PM
    Blackjack, you do realize that Azanor is already working on BuildRIM...
    hmm? i thought you said he wasn't anymore and he lost taste for Rimworld?

    No, she's gone to uni, but the academic year is almost over.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on May 16, 2014, 12:53:15 PM
    luckily i havent started yet :P
    I guess il continue mine
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL
    Post by: Cala13er on May 17, 2014, 11:11:42 AM
    Adding new pole, should I remove ores or not?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL
    Post by: Celthric Aysen on May 17, 2014, 11:23:12 AM
    Damn... i voted yes, note to self, read before you click :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL
    Post by: Cala13er on May 17, 2014, 11:34:56 AM
    Quote from: Blackjack1000K on May 17, 2014, 11:23:12 AM
    Damn... i voted yes, note to self, read before you click :P

    I've reset the poll :) Re-vote bro.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL
    Post by: Celthric Aysen on May 17, 2014, 11:46:11 AM
    Thanks man,
    Edit: Also you should do this more often, you should really ask people what they want in the next major update like polls and such, because everyones opinions matters :)
    also you forgot this
    (http://www.pirate4x4.com/forum/attachments/general-chit-chat/343139d1198381548-good-deal-06-dodge-have_a_cookie.gif)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL
    Post by: Cala13er on May 17, 2014, 11:56:12 AM
    Yeah, I'm going to start adding more polls!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL
    Post by: iame6162013 on May 17, 2014, 12:11:11 PM
    Quote from: Cala13er on May 17, 2014, 11:56:12 AM
    Yeah, I'm going to start adding more polls!
    i think u should do a poll about that one...
    (PollCeption Woot)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL
    Post by: Cala13er on May 18, 2014, 03:38:42 AM
    Quote from: iame6162013 on May 17, 2014, 12:11:11 PM
    Quote from: Cala13er on May 17, 2014, 11:56:12 AM
    Yeah, I'm going to start adding more polls!
    i think u should do a poll about that one...
    (PollCeption Woot)

    Hmmm, I don't think a poll about polls is a good idea, maybe I should ask the audience with a poll.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL
    Post by: Cala13er on May 19, 2014, 04:14:20 AM
    Quote from: Blackjack1000K on May 17, 2014, 11:46:11 AM
    Thanks man,
    Edit: Also you should do this more often, you should really ask people what they want in the next major update like polls and such, because everyones opinions matters :)
    also you forgot this
    (http://www.pirate4x4.com/forum/attachments/general-chit-chat/343139d1198381548-good-deal-06-dodge-have_a_cookie.gif)

    Ermm thanks for the off topic cookie ;) And yeah I think that's a good way to go about it! A whole new approach for 1.2.0! I'm going to get industrial rim back on track towards industrial Craft, Factorio now.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For RESEARCH
    Post by: iame6162013 on May 19, 2014, 12:31:29 PM
    Actually about the research poll you aren't going to change the research tab are you...
    (if it is the civilisation one... Because that would be freaking AWESOME)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For RESEARCH
    Post by: Cala13er on May 19, 2014, 01:21:24 PM
    Quote from: iame6162013 on May 19, 2014, 12:31:29 PM
    Actually about the research poll you aren't going to change the research tab are you...
    (if it is the civilisation one... Because that would be freaking AWESOME)
    Right now it'll be the same research box and system just researches similar to civilization. :) but I will try eventually to try change it so it matches civilization :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For RESEARCH
    Post by: iame6162013 on May 19, 2014, 01:51:28 PM
    Quote from: Cala13er on May 19, 2014, 01:21:24 PM
    Quote from: iame6162013 on May 19, 2014, 12:31:29 PM
    Actually about the research poll you aren't going to change the research tab are you...
    (if it is the civilisation one... Because that would be freaking AWESOME)
    Right now it'll be the same research box and system just researches similar to civilization. :) but I will try eventually to try change it so it matches civilization :)
    i'll just say one thing ...
    are you tynan in disguise?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For RESEARCH
    Post by: Cala13er on May 19, 2014, 02:04:51 PM
    Quote from: iame6162013 on May 19, 2014, 01:51:28 PM
    Quote from: Cala13er on May 19, 2014, 01:21:24 PM
    Quote from: iame6162013 on May 19, 2014, 12:31:29 PM
    Actually about the research poll you aren't going to change the research tab are you...
    (if it is the civilisation one... Because that would be freaking AWESOME)
    Right now it'll be the same research box and system just researches similar to civilization. :) but I will try eventually to try change it so it matches civilization :)
    i'll just say one thing ...
    are you tynan in disguise?

    I wish :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For RESEARCH
    Post by: iame6162013 on May 19, 2014, 02:06:44 PM
    Quote from: Cala13er on May 19, 2014, 02:04:51 PM
    Quote from: iame6162013 on May 19, 2014, 01:51:28 PM
    Quote from: Cala13er on May 19, 2014, 01:21:24 PM
    Quote from: iame6162013 on May 19, 2014, 12:31:29 PM
    Actually about the research poll you aren't going to change the research tab are you...
    (if it is the civilisation one... Because that would be freaking AWESOME)
    Right now it'll be the same research box and system just researches similar to civilization. :) but I will try eventually to try change it so it matches civilization :)
    i'll just say one thing ...
    are you tynan in disguise?

    I wish :P

    ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For RESEARCH
    Post by: naryl on May 20, 2014, 05:54:16 AM
    Factorio's research screen has the technologies in a plain list but actually it's a tree which is actually quite deep.
    E.g. Automation -> Electronics -> Advanced Electronics -> Advanced Electronics 2 -> Robotics -> Logistic Robotics -> Logistic System

    What's the difference between the second and third option?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For RESEARCH
    Post by: Cala13er on May 20, 2014, 06:01:16 AM
    Quote from: naryl on May 20, 2014, 05:54:16 AM
    Factorio's research screen has the technologies in a plain list but actually it's a tree which is actually quite deep.
    E.g. Automation -> Electronics -> Advanced Electronics -> Advanced Electronics 2 -> Robotics -> Logistic Robotics -> Logistic System

    What's the difference between the second and third option?
    There is an obvious difference between factorios tech tree and civilisations tech tree. I am giving the choice to choose from them.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For INDEPTH RESEARCH
    Post by: Cala13er on May 21, 2014, 06:36:36 PM
    For those un-aware, I've added a indepth poll for the research system, deciding whether stuff from the vanilla game should be included in this mods tech tree. OR only stuff from this mod.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For INDEPTH RESEARCH
    Post by: WMP on May 24, 2014, 08:41:57 AM
    Bug:
    (http://wstaw.org/m/2014/05/24/plasma-desktopQF5177.png)

    When in the selected field I have constructed Stone Wall, the materials do not go out with the Industrial Hopper. After deconstruction Stone Wall, the materials could get out of the Industrial Hopper and were carried by Conveyot Belt. Maybe conveyot Belt does not work when it touches wall.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For INDEPTH RESEARCH
    Post by: Cala13er on May 25, 2014, 08:12:21 AM
    Quote from: WMP on May 24, 2014, 08:41:57 AM
    Bug:
    http://wstaw.org/m/2014/05/24/plasma-desktopQF5177.png

    When in the selected field I have constructed Stone Wall, the materials do not go out with the Industrial Hopper. After deconstruction Stone Wall, the materials could get out of the Industrial Hopper and were carried by Conveyot Belt. Maybe conveyot Belt does not work when it touches wall.

    Thanks for reporting this, will work on fixing it soon :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For INDEPTH RESEARCH
    Post by: WMP on May 25, 2014, 01:30:33 PM
    This same Bug on other building, on youtube: https://www.youtube.com/watch?v=dZrA4WRCnI4&feature=youtu.be

    And other movies, i dont understand this...
    https://www.youtube.com/watch?v=jNa1NBgtRDI
    https://www.youtube.com/watch?v=qtE5EhDGLCc
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For INDEPTH RESEARCH
    Post by: Cala13er on May 25, 2014, 05:56:40 PM
    Quote from: WMP on May 25, 2014, 01:30:33 PM
    This same Bug on other building, on youtube: https://www.youtube.com/watch?v=dZrA4WRCnI4&feature=youtu.be

    And other movies, i dont understand this...
    https://www.youtube.com/watch?v=jNa1NBgtRDI
    https://www.youtube.com/watch?v=qtE5EhDGLCc

    Great videos. But don't understand what's wrong?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on May 26, 2014, 05:10:05 AM
    Quote from: Austupaio on May 08, 2014, 01:23:47 PM
    I haven't had any landing sites with no copper at all, but I did get one that only had ~500 on the entire map. ;D Mixed thoughts on you adding a mine for it though. On the one hand, it can be very rare, essentially making you entirely reliant on Industrial Traders. On the other hand, if there's a mine then you never have to do any above-ground mining, which feels a little cheap.

    With carbon being removed, how is steel made? Probably a good change though, you never needed much steel so carbon was a little useless.

    Finally, if I may make a suggestion for 1.3.0... higher power requirements? Running a mine that gives you, essentially, tons of free metal takes very little power, about 2 or 3 lamp's worth.

    Feels too easy to power a massive mining complex. One geothermal vent lets you run several highly technologically advanced and fully automated underground mines, meaning that metal isn't really a coveted resource with this mod.

    Have you considered a silver mine?

    P.S. I don't think I've commented here before, love the mod.

    Just read this,
    I like your point, however the mines are significantly nerfed, they don't produce much however they do use little power. v1.2.0 changes this and infact, mines now have other things. They have random chances of mining stone and not their targeted ore. I also plan on making their drills overheat, with solutions to fix this.

    Metal alloy will replace steel and is made using copper and metal.

    Edit :Oh I have read this before, your comment has made me decided to significantly nerf the mines.

    And you also made me higher power requirements ;)

    Silver mine! I like that, will work on it soon.

    Also thanks :) the fact that people actually enjoy this version of the mod is surprising. V1.0.0 and v1.1.2 were never intended to be good at all. however I get some nice comments. I will hopefully impress people with v1.2.0
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Haplo on May 26, 2014, 05:41:51 AM
    How about this one:
    When you place the mine it sets internal randomly to one of the ores: iron, silver, stone as their found one.
    So you don't have a fixed mine as you don't know what deposit you find underneath it :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on May 26, 2014, 05:57:27 AM
    Quote from: Haplo on May 26, 2014, 05:41:51 AM
    How about this one:
    When you place the mine it sets internal randomly to one of the ores: iron, silver, stone as their found one.
    So you don't have a fixed mine as you don't know what deposit you find underneath it :)

    I do like that! Will get right on it, well. After i finish making practically every part of industrial rim definable in the xml. The mine will have mining times and resource chances or whatever changable by the xml due to extra lines! Which I actually have you to thank for! :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For INDEPTH RESEARCH
    Post by: WMP on May 26, 2014, 06:08:42 AM
    Quote from: Cala13er on May 25, 2014, 05:56:40 PM
    Quote from: WMP on May 25, 2014, 01:30:33 PM
    This same Bug on other building, on youtube: https://www.youtube.com/watch?v=dZrA4WRCnI4&feature=youtu.be

    And other movies, i dont understand this...
    https://www.youtube.com/watch?v=jNa1NBgtRDI
    https://www.youtube.com/watch?v=qtE5EhDGLCc

    Great videos. But don't understand what's wrong?

    Ok, on first video: https://www.youtube.com/watch?v=dZrA4WRCnI4&feature=youtu.be ram materials dont move on belt.
    On second video: https://www.youtube.com/watch?v=jNa1NBgtRDIi rebuild hopper and on 0:43 hopper works good - give material hand on. On 1:27 i have rebild belts and i enable mining and this workd good ;) So i thing - maybe i make mistake on build it in the past.
    But after few minutes, i looking on this mine and: https://www.youtube.com/watch?v=qtE5EhDGLCc mine works good, give raw material to hopper, but hopper dont give hand on to belts. Why?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on May 26, 2014, 06:21:17 AM
    That's confusing, Really have no idea what's causing it to stop working. Hmmmmmmmmmm. But I see the problem. I will have a look.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Haplo on May 26, 2014, 06:37:50 AM
    Quote from: Cala13er on May 26, 2014, 05:57:27 AM
    I do like that! Will get right on it, well. After i finish making practically every part of industrial rim definable in the xml. The mine will have mining times and resource chances or whatever changable by the xml due to extra lines! Which I actually have you to thank for! :)

    Always happy to help :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on May 26, 2014, 12:26:03 PM
    Quote from: Haplo on May 26, 2014, 06:37:50 AM
    Quote from: Cala13er on May 26, 2014, 05:57:27 AM
    I do like that! Will get right on it, well. After i finish making practically every part of industrial rim definable in the xml. The mine will have mining times and resource chances or whatever changable by the xml due to extra lines! Which I actually have you to thank for! :)

    Always happy to help :)

    Also, I may need some help soon with some dll scripting. Any chance I could pop you a message with what I need help doing?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Damien Hart on May 26, 2014, 01:42:01 PM
    Industrial Rim is definitely one of my favourite Rimworld mods, great work guys.

    On coal vs. wind, coal may have been thought of as a power source first, but a wind turbine would be far less involved than creating an entire coal power setup, at least in the scale to power anything more than a light bulb. Keep in mind, research in Rimworld wouldn't be so much about 'discovering' new things, as most of the survivors are from relatively developed worlds (and the medieval survivors wouldn't be able to recreate centuries of technological development in a few days at a research table), but more about designing the devices themselves.

    That being said, I vote stay with wind power as the initial power source.

    Also, an idea for a new addition, the Decoy Turret. Really high armour, but no attack, and it doesn't explode when destroyed. Bonus points for giving it zero damage attacks with invisible projectiles to fool the raiders into thinking it's real.  ;D
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Crimsonknight3 on May 26, 2014, 01:48:42 PM
    About the poll for coal power. My vote is Yes however I feel I want to add that I think power should start off low-tech and work it's way up.. Maybe hand cranks that need a pawn to generate power, then batteries, then Coal, then Solar/Wind then nuclear and also if Coal is IMPORTANT for early game I think there should also be pollution and penalties for using coal
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on May 26, 2014, 04:55:56 PM
    Thanks for the amazing input lads :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: StormProxy on May 26, 2014, 07:28:02 PM
    Wow this mod M8 it going to be massive
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: spatula on May 26, 2014, 11:16:13 PM
    Only thing i'd say regarding coal as a heavy starting point (I voted yes for the record) is that it takes away from the typical solar problem of "no power at night", so there's gotta be a big "cost" to making it cheaper and easier to set up.

    This might be a long-stretch, but what if there had to be someone MANNING the initial coal plants (until AI/Automated Power is researched), it would create new sets of problems.

    Or at the very least, if it generated unhappiness to nearby colonists or damage over time, it might emulate the RL dangers of being a coal miner.

    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: mrofa on May 26, 2014, 11:29:48 PM
    Quote from: spatula on May 26, 2014, 11:16:13 PM
    Only thing i'd say regarding coal as a heavy starting point (I voted yes for the record) is that it takes away from the typical solar problem of "no power at night", so there's gotta be a big "cost" to making it cheaper and easier to set up.

    This might be a long-stretch, but what if there had to be someone MANNING the initial coal plants (until AI/Automated Power is researched), it would create new sets of problems.


    Or at the very least, if it generated unhappiness to nearby colonists or damage over time, it might emulate the RL dangers of being a coal miner.




    Sounds like a workbench with extremly long time of crafting :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: iame6162013 on May 27, 2014, 11:07:18 AM
    Actually why don't (is coal becomes a bigger part) give it some downsides?
    Maybe some 'bugs' dislike the possible pollution it gives ;)
    (inspired by Factorio)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on May 27, 2014, 11:44:31 AM
    Quote from: iame6162013 on May 27, 2014, 11:07:18 AM
    Actually why don't (is coal becomes a bigger part) give it some downsides?
    Maybe some 'bugs' dislike the possible pollution it gives ;)
    (inspired by Factorio)

    Coal use is going to be dirty, waste and pollution are both planned parts
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: iame6162013 on May 27, 2014, 11:47:47 AM
    Quote from: Cala13er on May 27, 2014, 11:44:31 AM
    Quote from: iame6162013 on May 27, 2014, 11:07:18 AM
    Actually why don't (is coal becomes a bigger part) give it some downsides?
    Maybe some 'bugs' dislike the possible pollution it gives ;)
    (inspired by Factorio)

    Coal use is going to be dirty, waste and pollution are both planned parts
    ok
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on May 28, 2014, 02:13:42 AM
    Quote from: TerraStorm32 on May 26, 2014, 07:28:02 PM
    Wow this mod M8 it going to be massive

    Haha, That's the aim M8 ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on May 28, 2014, 02:38:04 AM
    Quote from: spatula on May 26, 2014, 11:16:13 PM
    Only thing i'd say regarding coal as a heavy starting point (I voted yes for the record) is that it takes away from the typical solar problem of "no power at night", so there's gotta be a big "cost" to making it cheaper and easier to set up.

    This might be a long-stretch, but what if there had to be someone MANNING the initial coal plants (until AI/Automated Power is researched), it would create new sets of problems.

    Or at the very least, if it generated unhappiness to nearby colonists or damage over time, it might emulate the RL dangers of being a coal miner.

    Having coal plants manned really changed the balance of things. Making coal your only power source early on already makes the game more of a challenge, having people manually mantle coal plants or burners etc... really made the game a struggle, even on Phoebe.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Celthric Aysen on May 28, 2014, 03:09:00 AM
    No kidding -_-
    don't make it too easy, don't make it too hard that's my suggestion on how you should balance the game out :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on May 28, 2014, 11:34:51 AM
    Quote from: Blackjack1000K on May 28, 2014, 03:09:00 AM
    No kidding -_-
    don't make it too easy, don't make it too hard that's my suggestion on how you should balance the game out :P

    And that's how I plan on doing it :). I've removed the legendary difficulty that came mandatory with industrial rim v1.1.2
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: alonerhapsody on May 29, 2014, 12:52:24 PM
    Hello! You intend to create copper mines?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on May 29, 2014, 01:02:13 PM
    Quote from: alonerhapsody on May 29, 2014, 12:52:24 PM
    Hello! You intend to create copper mines?

    I do. :)

    Edit : I'm also making it harder to get, seeing as you could get 2000 copper and be fine the whole game.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: alonerhapsody on May 29, 2014, 01:09:58 PM
    My friend you are a gentleman and a sir.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on May 29, 2014, 01:14:43 PM
    Quote from: alonerhapsody on May 29, 2014, 01:09:58 PM
    My friend you are a gentleman and a sir.

    Who? Me? What for ? :O
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: alonerhapsody on May 29, 2014, 01:29:23 PM
    bloody hell! your support for the community and your vision for the future of your mod is really to admire.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on May 29, 2014, 03:14:45 PM
    Quote from: alonerhapsody on May 29, 2014, 01:29:23 PM
    bloody hell! your support for the community and your vision for the future of your mod is really to admire.

    Thanks! That means a lot! :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 01, 2014, 08:17:52 AM
    This mod add so much to the game. I was kind of bored afther 1 run on vanilla, then I downloaded this... and I'm on my 4th run now and not even close to getting bored of it.

    I do got a question though. What is "carbon" exactly?
    I know it's just a game, but if you want it to be more realistic you could make the chains: "wood => charcoal" + "iron ore" => "metal" and/or "coal => cokes" + "iron ore" => "metal"
    Also a converyor belt "combiner" would be nice, it would literaly combine 2 conveyor belts so you don't need 2 parallel belts going to the same thing.
    Some other ideas regarding the industrial theme:
       -Foodsilos and other recource silos (or crates/boxes)
       -Automatic meal cooking system
       -Reinforced titanium doors
       -heavy duty spotlights (basicly directional lighting of some sort)
       -Crematorium (for dead body disposal)
       -Titanium defencive sturctures/walls (an upgrade for the sandbags)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 01, 2014, 09:16:37 AM
    Quote from: CounterFact on June 01, 2014, 08:17:52 AM
    This mod add so much to the game. I was kind of bored afther 1 run on vanilla, then I downloaded this... and I'm on my 4th run now and not even close to getting bored of it.

    I do got a question though. What is "carbon" exactly?
    I know it's just a game, but if you want it to be more realistic you could make the chains: "wood => charcoal" + "iron ore" => "metal" and/or "coal => cokes" + "iron ore" => "metal"
    Also a converyor belt "combiner" would be nice, it would literaly combine 2 conveyor belts so you don't need 2 parallel belts going to the same thing.
    Some other ideas regarding the industrial theme:
       -Foodsilos and other recource silos (or crates/boxes)
       -Automatic meal cooking system
       -Reinforced titanium doors
       -heavy duty spotlights (basicly directional lighting of some sort)
       -Crematorium (for dead body disposal)
       -Titanium defencive sturctures/walls (an upgrade for the sandbags)


    1. Carbon has been removed for v1.2.0.
    2. I like your idea there, I will look into it :)
    3. Food silos are on my to do list, but not right now, as are crates and boxes :)
    4. Automatic meal cooking system. I like it! It's straight on the near top of my to-do list.
    5. Reinforced Titanium Doors is a no go, Titanium has been removed for v1.2.0
    6. I like the idea of heavy duty spotlights, but making it only light up in 1 direction is harder than you'd think
    7. Crematorium's are a no from me :) sorry.
    8. Again Titanium stuff is a no-go, as Titanium has been removed in v1.2.0
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 01, 2014, 11:08:55 AM
    I expected the lighting thing might not be that easy. As for the titanium ideas, regular metal could do the trick also, it's mainly the stronger doors and cover I wanted. As for the body disposal, I'll guess I'll have to keep torching those bodypiles with molotovs and frags then...
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: mrofa on June 01, 2014, 04:31:15 PM
    Make chemicals from some minerals and plants.
    Put chemicals and bio matter (food and bodies) in big ass compressor-heater like thingy.
    And get coal from that, maybe some extra silver.

    Thats my suggestion ;p
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 01, 2014, 04:49:20 PM
    Quote from: CounterFact on June 01, 2014, 11:08:55 AM
    I expected the lighting thing might not be that easy. As for the titanium ideas, regular metal could do the trick also, it's mainly the stronger doors and cover I wanted. As for the body disposal, I'll guess I'll have to keep torching those bodypiles with molotovs and frags then...

    I am planning other methods for more reinforced security and I'm even working on new security methods. However probably not for v1.2.0.

    I will add ways to dispose of bodies over time.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 01, 2014, 04:53:02 PM
    Quote from: mrofa on June 01, 2014, 04:31:15 PM
    Make chemicals from some minerals and plants.
    Put chemicals and bio matter (food and bodies) in big ass compressor-heater like thingy.
    And get coal from that, maybe some extra silver.

    Thats my suggestion ;p

    I'm not really knowledgeable about chemicals so I would need help on making that realistic. And you can make coal and silver from food and bodies? I honestly want to keep realism.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: mrofa on June 01, 2014, 05:30:01 PM
    Well what do you think coal is made from, from bodies of animals and plants, and possibly humans if they did live that early :P
    Chemical is just a chemical to make thing work a bit faster, and compressor_heathing thing is just a few milion years of heat and compression under tectonic plates in your room :D
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 01, 2014, 05:53:35 PM
    Unless they have a titanium hip replacement, it's unlikely you'll get any sort of metal from dead bodies. As for coal, only 20% of the human body consists of carbon, so you are not wrong, but is 15 kilos of coal worth it? :p
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: mrofa on June 01, 2014, 09:37:32 PM
    If this means that you holo plasma quantum tv wont work without coal then yes it is worth it:D
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Celthric Aysen on June 01, 2014, 11:54:44 PM
    Just to not i would like to say that you can make charcoal from burning trees and since there are now trees in the game so.... yeah nuff said :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 02, 2014, 01:43:39 AM
    Quote from: Blackjack1000K on June 01, 2014, 11:54:44 PM
    Just to not i would like to say that you can make charcoal from burning trees and since there are now trees in the game so.... yeah nuff said :)
    That's good, now charcoal can be used for making steel. Using coal straight from the mines would give very very poor quality steel in reality. (Although it's just a game, and to most people using coal to make steel would make sense)
    The steel industry caused mass deforrestation in some places.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 02, 2014, 07:18:58 AM
    Quote from: CounterFact on June 02, 2014, 01:43:39 AM
    Quote from: Blackjack1000K on June 01, 2014, 11:54:44 PM
    Just to not i would like to say that you can make charcoal from burning trees and since there are now trees in the game so.... yeah nuff said :)
    That's good, now charcoal can be used for making steel. Using coal straight from the mines would give very very poor quality steel in reality. (Although it's just a game, and to most people using coal to make steel would make sense)
    The steel industry caused mass deforrestation in some places.

    Coal is already really easy to acquire in v1.2.0. Making Charcoal completely un-worthy. I would have to make charcoal a better purpose to coal however that's not realistic.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: AndyA7 on June 02, 2014, 01:18:42 PM
    Any idea for when the Alpha 4 version (1.1.2?) is ready? Love your mod!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 02, 2014, 01:26:51 PM
    Quote from: AndyA7 on June 02, 2014, 01:18:42 PM
    Any idea for when the Alpha 4 version (1.1.2?) is ready? Love your mod!

    It'll be a while, I've encountered a mod breaking error meaning my mod is completely unplayable. Until that is fixed, it's a no go.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 02, 2014, 02:04:56 PM
    Quote from: Cala13er on June 02, 2014, 01:26:51 PM
    Quote from: AndyA7 on June 02, 2014, 01:18:42 PM
    Any idea for when the Alpha 4 version (1.1.2?) is ready? Love your mod!

    It'll be a while, I've encountered a mod breaking error meaning my mod is completely unplayable. Until that is fixed, it's a no go.

    Okay, scrap that. I found a way around it :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: bibel on June 05, 2014, 04:03:32 PM
    can you update that mod to alpha 4 it one of the best :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 05, 2014, 04:11:23 PM
    Quote from: bibel on June 05, 2014, 04:03:32 PM
    can you update that mod to alpha 4 it one of the best :)

    I will eventually :) I'm rolling quite a big update. Prepare to completely re-learn industrial RIM. Completely changed it (gameplay wise). Hopefully I won't need to completely change it again.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 06, 2014, 10:18:14 AM
    Quote from: Cala13er on June 05, 2014, 04:11:23 PM
    Quote from: bibel on June 05, 2014, 04:03:32 PM
    can you update that mod to alpha 4 it one of the best :)

    I will eventually :) I'm rolling quite a big update. Prepare to completely re-learn industrial RIM. Completely changed it (gameplay wise). Hopefully I won't need to completely change it again.

    Sounds great, when can we expect the new big RIM update + alpha 4 update?
    I'm currently 450 days in on my current colony and have been postponing starting a new one for the update. :p

    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 06, 2014, 01:09:53 PM
    Well progress just got a whole lot slower. Our texture artist has left. So shoot.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 06, 2014, 03:49:05 PM
    Quote from: Cala13er on June 06, 2014, 01:09:53 PM
    Well progress just got a whole lot slower. Our texture artist has left. So shoot.
    Well, is it hard to be a texture artist? :)
    I'd like to help if I can.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 06, 2014, 04:03:07 PM
    Quote from: CounterFact on June 06, 2014, 03:49:05 PM
    Quote from: Cala13er on June 06, 2014, 01:09:53 PM
    Well progress just got a whole lot slower. Our texture artist has left. So shoot.
    Well, is it hard to be a texture artist? :)
    I'd like to help if I can.

    Well it depends if you're good at making textures? If you can somewhat create a nice texture I would be more than happy to welcome you to the team.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: superpirson on June 06, 2014, 04:35:33 PM
    hi! I am usually a coder and not too experienced in doing textures, but I could probably help. what do you need done?
    edit- CounterFact, have you ever used an art program like GIMP or Photoshop? I would be willing to help you if not. Other than that, being a texture artist is pretty strait forward, it just involves a lot of practice and feedback.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 07, 2014, 04:36:21 AM
    Unless MS Paint counts as an art program I haven't.  ;D
    If the textures are meant to act as buildings I thought that I'd be able to turn 3D models into building textures someway.

    Here's somthing I made quickly to illustrate my point.
    (http://s27.postimg.org/n5600wvv3/RIM_Silo.jpg) (http://postimg.org/image/n5600wvv3/)

    Al I need to do is find a way to make it more 'cartoony' and maybe take a render from the top rather than this perspective.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 07, 2014, 04:36:46 AM
    Quote from: superpirson on June 06, 2014, 04:35:33 PM
    hi! I am usually a coder and not too experienced in doing textures, but I could probably help. what do you need done?
    edit- CounterFact, have you ever used an art program like GIMP or Photoshop? I would be willing to help you if not. Other than that, being a texture artist is pretty strait forward, it just involves a lot of practice and feedback.

    Well, I'm looking for both coders and people who can do textures. Any chance you want to join my team?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 07, 2014, 04:41:06 AM
    Quote from: CounterFact on June 07, 2014, 04:36:21 AM
    Unless MS Paint counts as an art program I haven't.  ;D
    If the textures are meant to act as buildings I thought that I'd be able to turn 3D models into building textures someway.

    Here's somthing I made quickly to illustrate my point.
    (http://s27.postimg.org/n5600wvv3/RIM_Silo.jpg) (http://postimg.org/image/n5600wvv3/)

    Al I need to do is find a way to make it more 'cartoony' and maybe take a render from the top rather than this perspective.

    Wow that is amazing!! If I ever come round to modding a 3d game, make sure I contact you :P.

    Also, this is the texture for the Hydro Power Plant in v1.2.0 (A HUGE improvement for the current ones). Could you make stuff like this? If yes, would you like to join my mod team aswell?

    [attachment deleted by admin: too old]
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 07, 2014, 07:03:16 AM
    I added some colour and rendered differently, it came out quite nice I think.

    (http://s29.postimg.org/kl1om74z7/RIM_Silo_cartoon.jpg) (http://postimg.org/image/kl1om74z7/)

    If you give me some specific things you need I could give those a shot too, to see if it works out.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 07, 2014, 07:15:30 AM
    Just added it into RimWorld, darkened the base a little and it actually looks alright!!!

    (http://i1084.photobucket.com/albums/j408/calumrules/Untitled-7.png)

    What do you think yourself?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 07, 2014, 07:30:48 AM
    You did a really nice job of getting it into the game like that!

    It's always hard to judge my own work. :P
    But it looks alright for a first try.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Morrigi on June 07, 2014, 07:44:34 AM
    Quote from: Cala13er on June 07, 2014, 07:15:30 AM
    [snip]
    For an independent opinion, I think it's a bit garish. Might want to make it a little more subdued.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 07, 2014, 07:46:25 AM
    Quote from: Morrigi on June 07, 2014, 07:44:34 AM
    Quote from: Cala13er on June 07, 2014, 07:15:30 AM
    [snip]
    For an independent opinion, I think it's a bit garish. Might want to make it a little more subdued.

    I agree, But I'm not at all good at that.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 07, 2014, 10:41:25 AM
    Quote from: Morrigi on June 07, 2014, 07:44:34 AM
    Quote from: Cala13er on June 07, 2014, 07:15:30 AM
    [snip]
    For an independent opinion, I think it's a bit garish. Might want to make it a little more subdued.
    I agree too. Getting the colour palette just right is the hardest part of textures.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 07, 2014, 10:45:42 AM
    On a different note, I just 'finished' this colony. Because of the cleanuptime afther raids and the inefficiency of my colony, expanding goes very very slowly to the point where I can't get anything done.
    Anyway, I just wanted to share this here, to show how awesome the game with this mod can be.

    (http://s28.postimg.org/5ii70n8ex/Industrial_rim_base_layout.jpg) (http://postimg.org/image/5ii70n8ex/)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: mrofa on June 07, 2014, 10:49:52 AM
    Its industrial so try
    grayblue (code:646e7b numbers: R:110 G:110 B:123)
    grayorange (code:776f5c numbers: R:119 G:111 B:92)

    Or something in that range :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 07, 2014, 11:07:17 AM
    Quote from: mrofa on June 07, 2014, 10:49:52 AM
    Its industrial so try
    grayblue (code:646e7b numbers: R:110 G:110 B:123)
    grayorange (code:776f5c numbers: R:119 G:111 B:92)

    Or something in that range :P

    Thanks for the suggestion.
    Here are the results.

    (http://s30.postimg.org/d8xpdwgal/RIM_Silo_cartoon_V2_1.jpg) (http://postimg.org/image/d8xpdwgal/)

    I like the colours, needs a bit less brightness though.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: mrofa on June 07, 2014, 12:01:41 PM
    This is based on your model right ?
    Can you place top down of that model :D ?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 07, 2014, 02:58:55 PM
    Quote from: mrofa on June 07, 2014, 12:01:41 PM
    This is based on your model right ?
    Can you place top down of that model :D ?

    This is the top view. I'm not sure I understand what you want. :)
    I posted a perspective view of the model a few posts back.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 07, 2014, 03:16:36 PM
    I made my own version of the oil extractor. This is probably the first texture I've ever put my effort into but what do you think of my first ever attempt at a texture :P

    (http://i1084.photobucket.com/albums/j408/calumrules/MyOilExtractor.png)

    ---> I haven't added any colour to it yet, but will do soon :)
    ---> I may resize stuff. This was just practice.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: mrofa on June 07, 2014, 03:53:52 PM
    (http://s23.postimg.org/ro1m9e22j/tankything.png)

    Interesting thing ;p
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 07, 2014, 03:55:25 PM
    mrofa. I officially hate you... ;) That is sick!!! Why are you so talented? You're not perhaps looking to help texture a big mod by any chance?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: mrofa on June 07, 2014, 03:57:19 PM
    Im not talented, counterFact just gave a very good example to work on :)

    As for textures sure just tell me what you need and sizes, and how it should look ;p
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 07, 2014, 04:04:52 PM
    Quote from: mrofa on June 07, 2014, 03:57:19 PM
    Im not talented, counterFact just gave a very good example to work on :)

    As for textures sure just tell me what you need and sizes, and how it should look ;p

    I can argue with that! You come up with some brilliant textures. HOWWWW!! TEACH MWWEEEEE.

    I will message you soon about what I need doing :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: CounterFact on June 07, 2014, 05:06:47 PM
    Quote from: mrofa on June 07, 2014, 03:57:19 PM
    Im not talented, counterFact just gave a very good example to work on :)

    As for textures sure just tell me what you need and sizes, and how it should look ;p
    Creating the design is the easy part. Giving it colour is the hard part.
    What you did with that... You sir, are quite talented.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 07, 2014, 05:34:12 PM
    Quote from: CounterFact on June 07, 2014, 05:06:47 PM
    Quote from: mrofa on June 07, 2014, 03:57:19 PM
    Im not talented, counterFact just gave a very good example to work on :)

    As for textures sure just tell me what you need and sizes, and how it should look ;p
    Creating the design is the easy part. Giving it colour is the hard part.
    What you did with that... You sir, are quite talented.

    My thoughts exactly!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: superpirson on June 07, 2014, 09:22:25 PM
    indeed, mrofa, that really is a rather impressive texture.
    on the subject of joining your team, I would be happy to help out. How would you want me to start?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Celthric Aysen on June 08, 2014, 04:20:33 AM
    Quote from: Cala13er on June 07, 2014, 03:16:36 PM
    I made my own version of the oil extractor. This is probably the first texture I've ever put my effort into but what do you think of my first ever attempt at a texture :P

    (http://i1084.photobucket.com/albums/j408/calumrules/MyOilExtractor.png)

    ---> I haven't added any colour to it yet, but will do soon :)
    ---> I may resize stuff. This was just practice.
    Looks great, your doing great :)

    Quote from: CounterFact on June 07, 2014, 10:41:25 AM
    Quote from: Morrigi on June 07, 2014, 07:44:34 AM
    Quote from: Cala13er on June 07, 2014, 07:15:30 AM
    [snip]
    For an independent opinion, I think it's a bit garish. Might want to make it a little more subdued.
    I agree too. Getting the colour palette just right is the hardest part of textures.
    That i Disagree on, the color palette is the easiest part of making new textures/images etc.
    as long as you know what theme your going for.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 08, 2014, 10:55:30 AM
    Quote from: superpirson on June 07, 2014, 09:22:25 PM
    indeed, mrofa, that really is a rather impressive texture.
    on the subject of joining your team, I would be happy to help out. How would you want me to start?

    I've messaged you :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 08, 2014, 10:55:48 AM
    Quote from: Blackjack1000K on June 08, 2014, 04:20:33 AM
    Quote from: Cala13er on June 07, 2014, 03:16:36 PM
    I made my own version of the oil extractor. This is probably the first texture I've ever put my effort into but what do you think of my first ever attempt at a texture :P

    (http://i1084.photobucket.com/albums/j408/calumrules/MyOilExtractor.png)

    ---> I haven't added any colour to it yet, but will do soon :)
    ---> I may resize stuff. This was just practice.
    Looks great, your doing great :)

    Quote from: CounterFact on June 07, 2014, 10:41:25 AM
    Quote from: Morrigi on June 07, 2014, 07:44:34 AM
    Quote from: Cala13er on June 07, 2014, 07:15:30 AM
    [snip]
    For an independent opinion, I think it's a bit garish. Might want to make it a little more subdued.
    I agree too. Getting the colour palette just right is the hardest part of textures.
    That i Disagree on, the color palette is the easiest part of making new textures/images etc.
    as long as you know what theme your going for.

    :O
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: JorDash on June 09, 2014, 02:51:34 AM
    I'd be more than willing to help test your mod if you like. I'm no coder or texture artist tho.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 09, 2014, 02:52:14 AM
    Quote from: JorDash on June 09, 2014, 02:51:34 AM
    I'd be more than willing to help test your mod if you like. I'm no coder or texture artist tho.

    Sounds good! Will message you when I'm ready to release... The pre-release.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: JorDash on June 09, 2014, 06:27:20 AM
    Sounds good.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Azanor on June 12, 2014, 03:25:03 PM
    Quote from: mrofa on June 07, 2014, 03:53:52 PM
    (http://s23.postimg.org/ro1m9e22j/tankything.png)

    Interesting thing ;p

    wow.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Jdalt40 on June 13, 2014, 01:59:24 AM
    hey are you able to get nuclear reactor working for alpha 4 and post the download up? I just want it so bad because it is awesome :D
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Cala13er on June 13, 2014, 02:01:03 AM
    Quote from: Joshy1111 on June 13, 2014, 01:59:24 AM
    hey are you able to get nuclear reactor working for alpha 4 and post the download up? I just want it so bad because it is awesome :D

    Like as a separate upload? Okay. I hope you like the new Uranium economy aswell :P Nuclear Power Plants now also use Thorium which lasts far longer than Uranium, do you want me to add that into this separate upload?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 13, 2014, 12:59:29 PM
    Added new poll about which age/era you start at in v1.1.2 Ancient-Experimental
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Seth1483 on June 14, 2014, 04:53:11 AM
    Why not just add an option to the Advanced Options menu when you start the game so people can choose what era they want each time they play with the default set to ancient?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 14, 2014, 09:16:26 AM
    Quote from: Seth1483 on June 14, 2014, 04:53:11 AM
    Why not just add an option to the Advanced Options menu when you start the game so people can choose what era they want each time they play with the default set to ancient?

    That's far easier said than done. I quite frankly believe that would be impossible right now.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: xBlackfieldx on June 14, 2014, 09:52:24 AM
    How long do you think will it take you t get a new version of the mod out that´s fully working? :) I can´t wait to play with this one :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 14, 2014, 12:53:16 PM
    Quote from: xBlackfieldx on June 14, 2014, 09:52:24 AM
    How long do you think will it take you t get a new version of the mod out that�s fully working? :) I can�t wait to play with this one :P

    I'm still working hard on the tech tree. I'm also spending quite some time on making Industrial Rim xml friendly. For example :

    Nuclear power plant now has new lines that allow every part of it to be changed.

    <PowerGenerationNormal>7000</PowerGenerationNormal> --> how much power it generates when uranium has been used
    <ConsumptionProduct>Uranium</ConsumptionProduct> --> what fuel does the nuclear power plant use?
    <ConsumptionProductStorageHolder>IndustrialHopper</ConsumptionProductStorageHolder> --> What should it look for that holds the consumptionProduct?
    <NormalConsumption>2</NormalConsumption> --> How much "Uranium" it uses
    <ProductPlacementRange>3</ProductPlacementRange> --> How far away from the nuclear power plant centre it places the produce of the NPP
    <EfficiencyUpgradeResearchName>UraniumEfficiency</EfficiencyUpgradeResearchName>
    <UpgradeConsumptionReduction>1</UpgradeConsumptionReduction>
    <UpgradeGenerationAmount1>8500</UpgradeGenerationAmount1>
    <EfficiencyUpgradeResearchName2>UraniumEfficiency</EfficiencyUpgradeResearchName2>
    <UpgradeGenerationAmount2>10000</UpgradeGenerationAmount2>
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: iame6162013 on June 14, 2014, 01:21:50 PM
    Quote from: Cala13er on June 14, 2014, 12:53:16 PM
    Quote from: xBlackfieldx on June 14, 2014, 09:52:24 AM
    How long do you think will it take you t get a new version of the mod out that�s fully working? :) I can�t wait to play with this one :P

    I'm still working hard on the tech tree. I'm also spending quite some time on making Industrial Rim xml friendly. For example :

    Nuclear power plant now has new lines that allow every part of it to be changed.

    <PowerGenerationNormal>7000</PowerGenerationNormal> --> how much power it generates when uranium has been used
    <ConsumptionProduct>Uranium</ConsumptionProduct> --> what fuel does the nuclear power plant use?
    <ConsumptionProductStorageHolder>IndustrialHopper</ConsumptionProductStorageHolder> --> What should it look for that holds the consumptionProduct?
    <NormalConsumption>2</NormalConsumption> --> How much "Uranium" it uses
    <ProductPlacementRange>3</ProductPlacementRange> --> How far away from the nuclear power plant centre it places the produce of the NPP
    <EfficiencyUpgradeResearchName>UraniumEfficiency</EfficiencyUpgradeResearchName>
    <UpgradeConsumptionReduction>1</UpgradeConsumptionReduction>
    <UpgradeGenerationAmount1>8500</UpgradeGenerationAmount1>
    <EfficiencyUpgradeResearchName2>UraniumEfficiency</EfficiencyUpgradeResearchName2>
    <UpgradeGenerationAmount2>10000</UpgradeGenerationAmount2>

    That's cool :) (i just needed to post)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL For COAL
    Post by: Jdalt40 on June 14, 2014, 10:20:52 PM
    Quote from: Cala13er on June 13, 2014, 02:01:03 AM
    Quote from: Joshy1111 on June 13, 2014, 01:59:24 AM
    hey are you able to get nuclear reactor working for alpha 4 and post the download up? I just want it so bad because it is awesome :D

    Like as a separate upload? Okay. I hope you like the new Uranium economy aswell :P Nuclear Power Plants now also use Thorium which lasts far longer than Uranium, do you want me to add that into this separate upload?
    Yes please :D
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Jdalt40 on June 14, 2014, 10:23:30 PM
    Also even if you think you made a mod that sucks... Its awesome instead  :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 15, 2014, 12:22:34 PM
    Quote from: Joshy1111 on June 14, 2014, 10:23:30 PM
    Also even if you think you made a mod that sucks... Its awesome instead  :)

    Thanks a lot mate :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: xBlackfieldx on June 16, 2014, 09:17:07 AM
    I just had an idea about how to expand this mod : Since it allready has a automated way to gain ores why not make so so you can research automatic butchers(having an effect like crafting level 15 or something like this) and/or automatic farming?
    But please keep in mind this is just a suggestion since I would like the mod as it is released as soon as pssible :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 16, 2014, 02:09:22 PM
    Quote from: xBlackfieldx on June 16, 2014, 09:17:07 AM
    I just had an idea about how to expand this mod : Since it allready has a automated way to gain ores why not make so so you can research automatic butchers(having an effect like crafting level 15 or something like this) and/or automatic farming?
    But please keep in mind this is just a suggestion since I would like the mod as it is released as soon as pssible :P

    I will add it to my to do list :), On holiday. So won't be available for a week.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Space Kraken on June 16, 2014, 02:20:42 PM
    I can't wait till this mod is updated to alpha 4
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 17, 2014, 05:00:59 AM
    Quote from: Space Kraken on June 16, 2014, 02:20:42 PM
    I can't wait till this mod is updated to alpha 4

    :) I'm working as fast as I can, but unable to work on it till sunday.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: iame6162013 on June 17, 2014, 06:25:16 AM
    Quote from: Cala13er on June 17, 2014, 05:00:59 AM
    Quote from: Space Kraken on June 16, 2014, 02:20:42 PM
    I can't wait till this mod is updated to alpha 4

    :) I'm working as fast as I can, but unable to work on it till sunday.
    can't wait for alpha 5 :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 17, 2014, 06:48:40 AM
    Quote from: iame6162013 on June 17, 2014, 06:25:16 AM
    Quote from: Cala13er on June 17, 2014, 05:00:59 AM
    Quote from: Space Kraken on June 16, 2014, 02:20:42 PM
    I can't wait till this mod is updated to alpha 4

    :) I'm working as fast as I can, but unable to work on it till sunday.
    can't wait for alpha 5 :P

    Oh god -_-
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: kiko on June 17, 2014, 10:13:31 AM
    Inspired by xBlackfieldx idea for automatic animal farming  , i go another idea....

    One can make lasers and nukes ,but one is unable to build fridges to keep meat fressh...

    Or corpses... :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 17, 2014, 01:07:37 PM
    Quote from: kiko on June 17, 2014, 10:13:31 AM
    Inspired by xBlackfieldx idea for automatic animal farming  , i go another idea....

    One can make lasers and nukes ,but one is unable to build fridges to keep meat fressh...

    Or corpses... :P

    Could you explain that further? I don't really understand how you've put it :) sorry.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: forsaken1111 on June 17, 2014, 01:35:49 PM
    Quote from: Cala13er on June 17, 2014, 01:07:37 PM
    Quote from: kiko on June 17, 2014, 10:13:31 AM
    Inspired by xBlackfieldx idea for automatic animal farming  , i go another idea....

    One can make lasers and nukes ,but one is unable to build fridges to keep meat fressh...

    Or corpses... :P

    Could you explain that further? I don't really understand how you've put it :) sorry.
    Sounds like he'd like a storage bin that keeps corpses and meals fresh.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Architect on June 17, 2014, 01:46:58 PM
    Same thing right?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: kiko on June 17, 2014, 02:15:42 PM
    Quote from: forsaken1111 on June 17, 2014, 01:35:49 PM
    Quote from: Cala13er on June 17, 2014, 01:07:37 PM
    Quote from: kiko on June 17, 2014, 10:13:31 AM
    Inspired by xBlackfieldx idea for automatic animal farming  , i go another idea....

    One can make lasers and nukes ,but one is unable to build fridges to keep meat fressh...

    Or corpses... :P

    Could you explain that further? I don't really understand how you've put it :) sorry.
    Sounds like he'd like a storage bin that keeps corpses and meals fresh.





    yes.. that's right. I've been playing modded Rimworld for some time, and every time i kill something and don't bucher it ,after 2-3 in game days  it says  that it is rotten..
    It doesn't do anything, but it would be nice if it make the meat useless.(and eating rotten meat has chance to poison or kill your colonist or make them useless 1 day cause of stomach ache  .. :) )
    Reason for a fridge :after automating animal farming it should give us a ton of meat soo...a fridge would be nice :D


    I mean if it is posible.. :D
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 17, 2014, 02:36:36 PM
    As much as that sounds cool Kiko, That's not really something I'm going to be doing for a while. I'm mostly concentrating on parts that actually have something to do with Industrial Rim. I mean yeah, I've added some random things in v1.2.0 & v1.3.0 (I'm working on both at the same time, yeah, I'm not very efficient but it means that v1.3.0 won't be released long after v1.2.0, not sure if that's good or not but yeah) For example, in v1.3.0 I've added a plantation which requires a colonist to be assigned to it and it will grow crops (Currently only potatoes work with it) at a pretty fast rate (Currently 4.0 efficiency). The plantation will use all available tiles within a 4 tile radius (Planning to make them work similar to Tropico 5 Plantations), in which 4 stages of growth will occur (1 - Layer soil, 2 - Fertilize soil, 3 - Grow plants, 4 - Harvest plants). Stay tuned for more spoilers! ;) But yeah, I don't want to be going out of my way to add non-industrial like features into this mod. I may make add-ons at one point though so look out for a new release topic titled (Mini-Industrial Rim Add-ons). I would just add them to this topic but crowd is a problem. I've got quite a few things that I've put aside from the mod, for example: A pretty stable Oil economy.

    Edit : I've noticed a few grammar errors, please excuse me. Big paragraphs is not at all one of my specialities.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: xBlackfieldx on June 17, 2014, 03:15:18 PM
    Quote from: kiko on June 17, 2014, 02:15:42 PM
    Quote from: forsaken1111 on June 17, 2014, 01:35:49 PM
    Quote from: Cala13er on June 17, 2014, 01:07:37 PM
    Quote from: kiko on June 17, 2014, 10:13:31 AM
    Inspired by xBlackfieldx idea for automatic animal farming  , i go another idea....

    One can make lasers and nukes ,but one is unable to build fridges to keep meat fressh...

    Or corpses... :P

    Could you explain that further? I don't really understand how you've put it :) sorry.
    Sounds like he'd like a storage bin that keeps corpses and meals fresh.





    yes.. that's right. I've been playing modded Rimworld for some time, and every time i kill something and don't bucher it ,after 2-3 in game days  it says  that it is rotten..
    It doesn't do anything, but it would be nice if it make the meat useless.(and eating rotten meat has chance to poison or kill your colonist or make them useless 1 day cause of stomach ache  .. :) )
    Reason for a fridge :after automating animal farming it should give us a ton of meat soo...a fridge would be nice :D


    I mean if it is posible.. :D

    I honestly only thought about some building to put dead bodies in and get the meat out not direckly something that would kill or even breed them for you since that would be a little bit overpowerd as there are only adults in the game so a new muffalo would pot out and give you 160 meat just like that.... would not realy be hard to survive anymore then...

    Edit: Sorry messed up and wrote myy answer in the quote >.<
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 17, 2014, 03:45:54 PM
    I completely agree, plus you messed up your comment ;). I was originally going to add a muffalo breeding pen, but I scrapped that because it made muffalo meat a not so hard to maintain resource.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: kiko on June 17, 2014, 05:37:08 PM
    well when i think a bit yea....it will be overpowered...it was just idea though ...


    P.S. sorry for my bad English..i don't get the chance to write much plus its not my main language...
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 18, 2014, 01:01:16 AM
    Quote from: kiko on June 17, 2014, 05:37:08 PM
    well when i think a bit yea....it will be overpowered...it was just idea though ...


    P.S. sorry for my bad English..i don't get the chance to write much plus its not my main language...

    It was a welcome idea :) Thanks anyway :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: DarkSurge on June 18, 2014, 02:08:44 AM
    So do you have any guesses on when you can have the a4 update finished?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 18, 2014, 02:14:01 AM
    Quote from: DarkSurge on June 18, 2014, 02:08:44 AM
    So do you have any guesses on when you can have the a4 update finished?

    Unsure, I've been doing an awful lot of balance changes and still am. And I've still got some work to do after that so it may be a while. By the looks of things v1.2.0 will be for a5. Skipping any a4 release. But we'll see.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Near410 on June 18, 2014, 06:08:37 AM
    Can You Do Medieval Era Because I like Medieval all Other Games PLs Just For Me :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 18, 2014, 08:12:40 AM
    Quote from: Near410 on June 18, 2014, 06:08:37 AM
    Can You Do Medieval Era Because I like Medieval all Other Games PLs Just For Me :)

    Medieval Era is already in there?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: mrofa on June 18, 2014, 09:38:21 AM
    What is ancient era for a guy that dont know what bow is, where ancient movies are about guys that have big computers of a size of tin can.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: iame6162013 on June 18, 2014, 09:51:49 AM
    Quote from: mrofa on June 18, 2014, 09:38:21 AM
    What is ancient era for a guy that dont know what bow is, where ancient movies are about guys that have big computers of a size of tin can.
    no, the guy's in the movie's with stone tools and nothing but that.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 18, 2014, 04:41:50 PM
    Quote from: iame6162013 on June 18, 2014, 09:51:49 AM
    Quote from: mrofa on June 18, 2014, 09:38:21 AM
    What is ancient era for a guy that dont know what bow is, where ancient movies are about guys that have big computers of a size of tin can.
    no, the guy's in the movie's with stone tools and nothing but that.

    I am so, so lost. Mentally.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Olek on June 18, 2014, 09:02:57 PM
    Don't take this as a hurry up, though I am looking forward to the release of Industrial Rim.
    I had a thought just now, and figured that perhaps the mod is too big for Alpha, considering the number of updates, I foresee the next Alpha 5 release coming out either before IR Alpha 4 is finished, or shortly afterwards, then your back at it again.
    I would hope that you don't burnout.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: DarkSurge on June 18, 2014, 09:15:55 PM
    When he took the challenge of a mod this big, I think he should have been prepared for everything including but not limited to: hate, time rushes, frustration, burnouts, bugs, dead ends.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 19, 2014, 01:49:24 AM
    Quote from: DarkSurge on June 18, 2014, 09:15:55 PM
    When he took the challenge of a mod this big, I think he should have been prepared for everything including but not limited to: hate, time rushes, frustration, burnouts, bugs, dead ends.

    I was prepared... I've just decided to make a lot of changes from the current version. And now you have to take into consideration - I have 2 jobs, still go to school and have a pretty socially active life. I don't get much time to work on this mod. And I'm only normally on these forums when i'm on my phone.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: DarkSurge on June 19, 2014, 04:48:14 AM
    You know what I wish was a mod or base game? It would be simple but, have turrents shoot at animals that have gone mad.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 19, 2014, 01:23:41 PM
    Quote from: DarkSurge on June 19, 2014, 04:48:14 AM
    You know what I wish was a mod or base game? It would be simple but, have turrents shoot at animals that have gone mad.

    Tons and tons of people have requested that. Vanilla plus has it I believe.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: DarkSurge on June 19, 2014, 06:36:51 PM
    Quote from: Cala13er on June 19, 2014, 01:23:41 PM
    Quote from: DarkSurge on June 19, 2014, 04:48:14 AM
    You know what I wish was a mod or base game? It would be simple but, have turrents shoot at animals that have gone mad.

    Tons and tons of people have requested that. Vanilla plus has it I believe.

    1. It's not updated  :'( 2. I just want that part of the mod, none of the other parts.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 20, 2014, 01:19:59 AM
    Quote from: DarkSurge on June 19, 2014, 06:36:51 PM
    Quote from: Cala13er on June 19, 2014, 01:23:41 PM
    Quote from: DarkSurge on June 19, 2014, 04:48:14 AM
    You know what I wish was a mod or base game? It would be simple but, have turrents shoot at animals that have gone mad.

    Tons and tons of people have requested that. Vanilla plus has it I believe.

    1. It's not updated  :'( 2. I just want that part of the mod, none of the other parts.

    Oh I thought it had been. And really? Fair play. :) I might add one to v1.2.0, if not, definately v1.3.0
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: R33K on June 22, 2014, 06:11:38 AM
    I created an account just to say get this mod updated plz!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 22, 2014, 05:34:51 PM
    Quote from: R33K on June 22, 2014, 06:11:38 AM
    I created an account just to say get this mod updated plz!

    Haha! Sorry mate, I'm quite busy, progress is slow. But I'm not far from updating :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: DarkSurge on June 25, 2014, 09:37:49 PM
    Done yetttttt????  :o :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 26, 2014, 03:20:28 AM
    Quote from: DarkSurge on June 25, 2014, 09:37:49 PM
    Done yetttttt????  :o :P

    No sorry mate :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: iame6162013 on June 26, 2014, 03:23:13 AM
    in a minute he has been more replying to messages then working :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2) NEW POLL FOR TECH TREE START
    Post by: Cala13er on June 26, 2014, 05:45:03 AM
    Quote from: iame6162013 on June 26, 2014, 03:23:13 AM
    in a minute he has been more replying to messages then working :P

    In the minute of writing that message, I did more writing messages than working in the past week and a half. :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: DarkSurge on June 30, 2014, 06:32:47 PM
    Any more progress??? ::)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Olek on June 30, 2014, 11:42:46 PM
    The thing that concerns me is that IR4 is released, then the next day Alpha 5 is released, then we are back to square one.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on July 01, 2014, 01:39:54 AM
    Quote from: Olek on June 30, 2014, 11:42:46 PM
    The thing that concerns me is that IR4 is released, then the next day Alpha 5 is released, then we are back to square one.

    There will be no alpha 4 release, I have already updated the mod to Alpha 5's tester versions.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: DarkSurge on July 01, 2014, 02:48:00 AM
    Quote from: Cala13er on July 01, 2014, 01:39:54 AM
    Quote from: Olek on June 30, 2014, 11:42:46 PM
    The thing that concerns me is that IR4 is released, then the next day Alpha 5 is released, then we are back to square one.

    There will be no alpha 4 release, I have already updated the mod to Alpha 5's tester versions.
    ^All I needed to know.^
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Austupaio on July 01, 2014, 07:11:50 PM
    Let me know how these work out, I tried out a method that should eliminate the white outline problem and should be imperceptible to the player but I haven't tested it in-game myself.


    (http://i.imgur.com/BntVJ8e.png)
    (http://i.imgur.com/Fe3fUsd.png)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on July 02, 2014, 01:26:16 AM
    Quote from: Austupaio on July 01, 2014, 07:11:50 PM
    Let me know how these work out, I tried out a method that should eliminate the white outline problem and should be imperceptible to the player but I haven't tested it in-game myself.


    (http://i.imgur.com/BntVJ8e.png)
    (http://i.imgur.com/Fe3fUsd.png)

    Thanks, those are brilliant! Exactly what I wanted them like! I'll let you know if there are any problems with them in-game.

    Calum,
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: DarkSurge on July 06, 2014, 09:44:48 PM
    So when are you posting the alpha 5 update?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: murlocdummy on July 06, 2014, 11:34:49 PM
    This looks awesome.  Too bad I'm still working on getting the bugs out of the Medbed and Tectronics mods, or else I'd offer to help you with this.

    Keep up the good work.  You and this mod are an inspiration to us all.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: DarkSurge on July 09, 2014, 12:03:57 AM
    Quote from: Cala13er on July 01, 2014, 01:39:54 AM
    Quote from: Olek on June 30, 2014, 11:42:46 PM
    The thing that concerns me is that IR4 is released, then the next day Alpha 5 is released, then we are back to square one.

    There will be no alpha 4 release, I have already updated the mod to Alpha 5's tester versions.
    Almost done with the Alpha 5 version  ::) :P
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Gralad on July 09, 2014, 01:34:22 AM
    love the mod, cant wait for the update :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on July 10, 2014, 01:32:29 PM
    Quote from: Gralad on July 09, 2014, 01:34:22 AM
    love the mod, cant wait for the update :)

    You'll be waiting a long time, not done anything to the mod in the past 3 weeks. And I really am losing more motivation every day, the last 2 days have been absolutely dreadful for my private life. I don't mean to start moaning online, just feels good getting it out!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: jefftan on July 10, 2014, 08:43:34 PM
    Bad things will be  past. Good things will finally come. Cheer up, duke!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: superpirson on July 11, 2014, 11:31:54 AM
    Quote
    I really am losing more motivation every day, the last 2 days have been absolutely dreadful for my private life. I don't mean to start moaning online, just feels good getting it out!
    That really sucks man. I do hope things get better. You have a large bunch of friends you can rely on here if you ever need help with anything.
    We can chat if you want to.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Gralad on July 15, 2014, 05:20:52 AM
    Quote from: Cala13er on July 10, 2014, 01:32:29 PM
    Quote from: Gralad on July 09, 2014, 01:34:22 AM
    love the mod, cant wait for the update :)

    You'll be waiting a long time, not done anything to the mod in the past 3 weeks. And I really am losing more motivation every day, the last 2 days have been absolutely dreadful for my private life. I don't mean to start moaning online, just feels good getting it out!

    sorry to hear that :/
    wish you the best of luck to whatever gives you trouble will resolve itself rather sooner than later.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: kutch on July 15, 2014, 06:05:05 PM
    Quote from: Cala13er on July 10, 2014, 01:32:29 PM
    You'll be waiting a long time, not done anything to the mod in the past 3 weeks. And I really am losing more motivation every day, the last 2 days have been absolutely dreadful for my private life. I don't mean to start moaning online, just feels good getting it out!

    Best wishes, please remember one thing...

    Quote from: Buddha
    We are what we think.
    All that we are arises with our thoughts.
    With our thoughts, we make the world.

    If feeling down think of the small things which make you happy!
    If feeling unsure, look at the small things that make you happy!
    It all starts one small step at a time.....
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: CaTaHbl4 on July 17, 2014, 04:10:26 PM
    Quote from: Cala13er on July 10, 2014, 01:32:29 PM
    You'll be waiting a long time, not done anything to the mod in the past 3 weeks. And I really am losing more motivation every day, the last 2 days have been absolutely dreadful for my private life. I don't mean to start moaning online, just feels good getting it out!
    Hi! I badly speak in English, but I think you will understand me.
    I am the fan of yours mod! And I will look forward to it as I want to wish you patience and understanding! All problems are solved ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: fred55234 on July 27, 2014, 10:16:42 AM
    why dont you build industrial rim for alpha 5. PLEEEEAASSE I LOVE THAT MODD!!! :'( :'( :-[ :-[
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: iame6162013 on July 28, 2014, 02:24:50 AM
    Quote from: fred55234 on July 27, 2014, 10:16:42 AM
    why dont you build industrial rim for alpha 5. PLEEEEAASSE I LOVE THAT MODD!!! :'( :'( :-[ :-[
    calums post
    Quote from: Cala13er on July 10, 2014, 01:32:29 PM
    Quote from: Gralad on July 09, 2014, 01:34:22 AM
    love the mod, cant wait for the update :)

    You'll be waiting a long time, not done anything to the mod in the past 3 weeks. And I really am losing more motivation every day, the last 2 days have been absolutely dreadful for my private life. I don't mean to start moaning online, just feels good getting it out!
    :/
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Celthric Aysen on July 28, 2014, 10:31:48 AM
    i'm starting to worry about this mod and Cala13er, because he hasn't been online for a while, and also haven't been replying to my messages....
    man what ever is going on with him, it must be serious.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Jerethi50 on July 28, 2014, 01:39:18 PM
    Mods as complex as these can be a bear to update and to add new things to / bug fix and so on. On top of that it can be demotivating to a person to work on such a mod when there are similar mods out there, even though in my opinion this mod could more compliment other mods out there than conflict. But on top of that it sounds as if some sort of real life issues are causing him stress, so just be patient with him guys, try not to add to the stress by begging for updates and such. Hopefully he comes back, gets worked through his RL issues, and resumes the mod. But even if that isn't the case, You guys should know that new modders will come along to introduce new content and the likes. We will be losing something unique, which is sad, but the content will keep coming, and growing. And to you Cal, I hope things work out for ya, when your ready to come back we will be here waiting, please don't feel stressed or obligated though, if ya need a break from things for a bit, take it. Mostly, do what ya need to do, I don't think anyone here is going to begrudge you that.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Peacekeep3r777 on July 28, 2014, 08:38:00 PM
    Quote from: Blackjack1000K on July 28, 2014, 10:31:48 AM
    i'm starting to worry about this mod and Cala13er, because he hasn't been online for a while, and also haven't been replying to my messages....
    man what ever is going on with him, it must be serious.
    He was online today, so dont worry and wait for him :).
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Olek on July 29, 2014, 07:01:26 AM
    Quote from: Blackjack1000K on July 28, 2014, 10:31:48 AM
    i'm starting to worry about this mod and Cala13er, because he hasn't been online for a while, and also haven't been replying to my messages....
    man what ever is going on with him, it must be serious.

    You need to except that sometimes modders burnout, or they find some other game to entertain themselves, sometimes they really do have life issues, he will come back when he is ready, don't pressure the dude, it's his life.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on July 29, 2014, 08:01:17 AM
    Yeah, guys I'm back as of yesterday, there will be no Alpha 5 update as I have already started updating to Alpha 6.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: kutch on July 29, 2014, 08:54:30 AM
    Welcome back!
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: superpirson on July 30, 2014, 11:38:52 AM
    Neat! If you want help, I am here waiting.
    Could I pester you for a sec and ask how you are adding new defs? You could tell me here, or upload a code snippit, or whatever else you come up with. ::)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on July 30, 2014, 01:30:36 PM
    Quote from: superpirson on July 30, 2014, 11:38:52 AM
    Neat! If you want help, I am here waiting.
    Could I pester you for a sec and ask how you are adding new defs? You could tell me here, or upload a code snippit, or whatever else you come up with. ::)

    What do you mean?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: superpirson on July 30, 2014, 02:47:54 PM
    I want to know how to pull data from xml files into the game using the defs system, but am having difficulty figuring it out. earlier, when we spoke you said you had worked out how to do that.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: kutch on August 02, 2014, 06:05:25 PM
    Quote from: superpirson on July 30, 2014, 02:47:54 PM
    I want to know how to pull data from xml files ... am having difficulty figuring it out. earlier

    I would also post this question, or search the forum, located here: http://ludeon.com/forums/index.php?board=14.0

    It's the mod help forum.  Someone there might have an answer, and that answer could benefit the whole community.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Bog on August 02, 2014, 06:12:52 PM
    Quote from: Cala13er on July 29, 2014, 08:01:17 AM
    Yeah, guys I'm back as of yesterday, there will be no Alpha 5 update as I have already started updating to Alpha 6.
    Soooo.... how do you do that exactly? Considering it's not out yet. If there's a way, I'd like to know.

    Or is it that you've been developing new stuff but are waiting until alpha 6 comes out to release it so you don't have to have to release>patch>release in a short period of time?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on August 02, 2014, 06:23:23 PM
    Quote from: Bog on August 02, 2014, 06:12:52 PM
    Quote from: Cala13er on July 29, 2014, 08:01:17 AM
    Yeah, guys I'm back as of yesterday, there will be no Alpha 5 update as I have already started updating to Alpha 6.
    Soooo.... how do you do that exactly? Considering it's not out yet. If there's a way, I'd like to know.

    Or is it that you've been developing new stuff but are waiting until alpha 6 comes out to release it so you don't have to have to release>patch>release in a short period of time?

    I'm a tester for the game, I get development builds for RimWorld, and all tester builds aswell. And I've been updating my mod to them.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on August 05, 2014, 01:23:30 PM
    Quote from: superpirson on July 30, 2014, 02:47:54 PM
    I want to know how to pull data from xml files into the game using the defs system, but am having difficulty figuring it out. earlier, when we spoke you said you had worked out how to do that.
    It's quite easy actually,  just hard to explain. That's why I recommended skype if we are going to work together, rather slow process communicating over this.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Peacekeep3r777 on August 15, 2014, 01:14:59 PM
    Is there going to be update for v.6? If so, whats ata? Thank you :).
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on August 15, 2014, 03:43:00 PM
    Quote from: Peacekeep3r777 on August 15, 2014, 01:14:59 PM
    Is there going to be update for v.6? If so, whats ata? Thank you :).

    I'm unsure, I of course have an updated version for alpha 6, however I would not call it complete yet. No approximate release date yet, sorry :).
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Peacekeep3r777 on August 16, 2014, 04:35:33 AM
    Quote from: Cala13er on August 15, 2014, 03:43:00 PM
    Quote from: Peacekeep3r777 on August 15, 2014, 01:14:59 PM
    Is there going to be update for v.6? If so, whats ata? Thank you :).

    I'm unsure, I of course have an updated version for alpha 6, however I would not call it complete yet. No approximate release date yet, sorry :).

    No problem, just wanted to see whats the status of this project :). Take your time and release (hope for it) when you think its ready.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Silent_Lamb on August 16, 2014, 06:37:37 PM
    So I feel like I'm an idiot or I'm missing something. I've tried to find the answer to this but I see no information anywhere on how to install this. Plz halp
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on August 16, 2014, 06:48:30 PM
    Quote from: Silent_Lamb on August 16, 2014, 06:37:37 PM
    So I feel like I'm an idiot or I'm missing something. I've tried to find the answer to this but I see no information anywhere on how to install this. Plz halp

    This isn't updated for the latest Alpha, or the Alpha before that, or the Alpha before that Alpha. So I would advise not trying to install this, but if you are so keen, it will not work. However just shove the file inside of the zip file into the mods folder and activate it in game.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Silent_Lamb on August 18, 2014, 06:55:28 PM
    Quote from: Cala13er on August 16, 2014, 06:48:30 PM
    This isn't updated for the latest Alpha, or the Alpha before that, or the Alpha before that Alpha. So I would advise not trying to install this, but if you are so keen, it will not work. However just shove the file inside of the zip file into the mods folder and activate it in game.

    Damn. And here I was psyched for conveyor belts. Thanks for the reply though. The .dll's were a little intimidating.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Jaxxa on August 19, 2014, 12:24:01 AM
    Quote from: Silent_Lamb on August 18, 2014, 06:55:28 PM
    Damn. And here I was psyched for conveyor belts. Thanks for the reply though. The .dll's were a little intimidating.

    looks like you picked a good time to get psyched for conveyor belts :)

    ludeon.com/forums/index.php?topic=5593.msg0
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: jamieg on September 21, 2014, 02:15:11 PM
    anything happening wit this these days???
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on September 21, 2014, 02:17:57 PM
    Quote from: jamieg on September 21, 2014, 02:15:11 PM
    anything happening wit this these days???

    Yeah, Alpha 7 release ready, well kinda. Got textures rolling in as my old texture artists left and wanted me to remove all the textures, hence why there was no Alpha 5/6 release.

    Brilliant textures from Mrofa and Nackblad. For example.

    [attachment deleted by admin: too old]
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: jamieg on September 21, 2014, 02:19:32 PM
    modpack permission?? i was wondering if it had stopped as still in alpha 3 man whats happenedd since ive been gone?
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on September 21, 2014, 02:24:28 PM
    Quote from: jamieg on September 21, 2014, 02:19:32 PM
    modpack permission?? i was wondering if it had stopped as still in alpha 3 man whats happenedd since ive been gone?

    I gave up rimworld modding pretty much the same time you left. And recently gained the motivation to start again, however the XML side of modding has been a pain in the ass to update. I'm working all out to update industrial rim fully, as when Fifa 15 and Advanced warfare come out. Most of what freetime I have at home, will go towards playing them. :P If Mrofa and Nackblad weren't doing textures for me, I would of discontinued the mod and stuck to relying on others to make mods.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: jamieg on September 21, 2014, 02:26:36 PM
    so is that a yes??? i an use it??? and I understand the fifa 15 bit... you xbox one?? if so when it comes out ill kick ya $%£ on it ;)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on September 21, 2014, 02:29:58 PM
    Quote from: jamieg on September 21, 2014, 02:26:36 PM
    so is that a yes??? i an use it??? and I understand the fifa 15 bit... you xbox one?? if so when it comes out ill kick ya $%� on it ;)

    Given it actually see's an alpha 7 release date.
    I don't see why not, on 1 condition, you make a version of the modpack without it, so I can play using that one instead. I don't like playing my own mods. If you do that, Industrial Rim and it's upcoming add-ons i'm working on aswell, are all free to use in your pack.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: jamieg on September 21, 2014, 02:32:53 PM
    yep thats fine :) awsome well I hope you get it done as Im hping to use it as the base this time round rather than better power + which apparently has seen better days + ;) keep me updated man... hope your well :)
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on October 01, 2014, 01:22:45 PM
    Due to a bug during testing for Tynan, my mod was deleted by the game. So I have therefore lost all progress towards updating IR for Alpha 7, I am stopping development of this mod.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Kolljak on January 24, 2015, 12:03:51 PM
    Do you mind if i take assets from this for my own mod.
    Title: Re: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
    Post by: Cala13er on January 28, 2015, 07:41:03 AM
    Quote from: Kolljak on January 24, 2015, 12:03:51 PM
    Do you mind if i take assets from this for my own mod.

    Due to the fact that this mod is being re-made. No, I'd prefer you didn't.