Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: TrueDestroyer on September 19, 2016, 12:21:04 PM

Title: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: TrueDestroyer on September 19, 2016, 12:21:04 PM
New update is here! Now with minor fixes.

Update: 19.10.2016
-Updated Fur sleeping spots with new graphics, also adding double sleeping bags. Mod is now known as Fur sleeping bags.
-Updated Additional art descriptions and name generator options - minor text fixes - again
-Updated Double sleeping spot - by adding another tiny mod to it, the single equipment rack. I did not want to make separate mod for it, and it fits there, making double of what was only single in vnailla, and vice versa.

Known issues:
RTMadSkills mod doesnt work with this mod (it probably has problems with mods that include stat modifying apparel)



I've been playing rimworld for around 2 years, I've been anticipating some changes and fixes yet they did not come, so I modded some stuff for myself. I decided to polish these mods and release them for everyone:).

I'm obsessed with game balance and mods being vanilla friendly - so that their content is indistinguishable from the original game content, and that's how I tried to make my mods.

The mods vary from minor recipe fixes or other single xml modifications promoting realism and immersion, to new in game objects like neolithic weapons (slings, throwing stones, blowpipes with poison darts), to functioninal buildings like nuclear generators.

Download links at the bottom - download the ones you want separately from google drive folder folder, or simply use the other link to download one .zip file with all of the mods as one.




One pack with all my mods merged:
This contains all my immersive vanilla friendly modifications.
Full list:
- research tree fixes (with old cloth sandbags, beds need cloth and diverse floors)
- light and heat sources
- plasteel reinforced power conduits
- double sleeping spot and single equipment rack
- additional art descriptions and name generator options
- additional storytellers
- exoskeletons and misc fixes
- caltrops
- fur sleeping bags
- grenade launcher
- heavy tactical armor vest
- armor vest cost fix
- foxes and wolves comfortable temperature fix
- medicine ingredients mod
- multi-analyzer resources mod
- no medicine for hospital bed
- ship engine size adjustment
- vitals monitor resources mod
- blowgun with poison darts
- simple wooden staff
- throwing stones
- slingshot
- nuclear generators


Standalone mods:
-Research tree fixes (with old cloth sandbags, beds need cloth and diverse floors)
Immersive vanilla friendly modification.
This mod adds research tree fixes, so that tribes cannot outright build tool cabinets, billiard tables, hoppers, vents, dining chairs, armchairs, chess tables, plant pots, sandbags, certain metal and sophisticated floors, beds, walls and fueled stoves.
Adds a medieval level research "advanced steelworks and culture" that unlocks the above. "Electricity" now cannot be researched without the aforementioned research completed first.
Adds log wall - so you can have some walls before finishing this research - it's made of little wood (based on log walls from old alpha versions), cannot transmit power and is pretty weak, inspired by old "LogWall Stuffed" mod by ItchyFlea.
Also, vents can now be made of steel, wood and stone.

This mods comes with beds need cloth, cloth sandbags and diverse floors.
If you use any of these 3 mods, disable them in mod menu for this mod to work correctly.
(http://i68.tinypic.com/1176a69.png)

-Light and heat sources
This mods modifies lamp and sun lamp properties, and  adds a furnace and small standing lamp.
Sun lamp cost is now higher, also sun lamps use components and can break down.
Standing lamps are now cheaper and require less power.
Small standing lamp have a tiny light radius, but require little steel, power, and work - work great in small rooms.
All lamps push heat now, Sun lamp pushes most heat - this is desired, and is balanced by its new cost and ability to break down.
Furnace - requires stonecutting research, but provides a piece of furniture that when fueled pushes heat, produces some light, and may be used to prepare simple meals and perform some other simple bills. Uses quality system and can be even engraved with art.
(http://i66.tinypic.com/6ir5td.png)


-Plasteel reinforced power conduits
This mod adds lategame plasteel reinforced power circuits, that have more hp and require some more work to make - meant for hazarodus/combat conditions - providing power more reliably and lasting longer before they get destroyed by flames or explosions. Other than that, they transmit power normally.
They require research.
(http://i65.tinypic.com/2508lug.png)

- Double sleeping spot and single equipment rack
This mod simply adds double sleeping spots, that act like sleeping spots, but fit two people together like double bed (Idea proposed by Justas love). Lovers no longer need to wait for double beds to spend the nights together! It's natural - when one pawn can sleep on ground, why can't two sleep together?
Now also with single rack! Like vanilla rack, but around half the cost (18 wood) and half the size.
(http://i63.tinypic.com/a3f8sg.png)

- Additional art descriptions and name generator options
Adds losts of art description texts, and generally lots of new options for tale/name generator - so you don't get the "Smiling head of a clown watches over all" on half of your sculptures. Also changes the way in which names for sculptures, traders and several other things are generated. Just adds new options and texts, none of the original game texts or options are deleted.
Some examples in the snapshot below:
(http://i65.tinypic.com/4tsx0i.png)
Warning - has literally two humorous entries out of dozens of others that may be not vanilla friendly.
These were intended to be easter eggs.

- Additional Storytellers
Adds two new storytellers, basically a sister to Cassandra Classic, and a brother to Randy Random. You can distinguish them by some minor details!
Cleo, Cassandra's sister won't let you have many colonists, allowing more casual experience, without pods crashing and wanderers joining every now and then. It won't be a boring experience though.
She'll keep the colony at 2-3 people only, and sends threats normally, like her sister.
Rex, Randy's brother, will make sure that there are plenty of colonists, and then he won't hesitate to punish you for... Well, anything. Sometimes, just surviving too long out there. His actions are not random at all - he simply want's everyone to die in glory.
He'll try to keep colony around 20 people, while sending more threats than his brother.
(http://i67.tinypic.com/10cjmhl.png)

- Diverse floors (request by EldVarg ;) )
Changes the properties of vanilla floors - tweaking beauty ratings and also adds new floors.
Building floors for in game beauty is now a viable option.
Floors added: jade tile, wooden tile, and an orange carpet.
Floor changes:
Silver tile: Beauty 4 (up from 3)
Gold tile: Beauty 5 (up from 4), color was changed to be more gold, and less sandy-tan.
Sterile tile: Beauty 1 (up from 0)
Wood floor: Beauty 1 (up from 0)
(http://i63.tinypic.com/2lnd3x3.png)

- Caltrops
This mod adds caltrops, a simple trap made of scattered spiky structures, that injure these who step on it. Smithing research must be completed to construct them.
Quite ugly, and needs to be rearranged when someone steps on it. Can be easily made though - has 6 metal resource base cost. Also forces trespassers to slow down. Can be packed and sold or installed elsewhere.
(http://i67.tinypic.com/2ent9jq.png)

- Exoskeletons and misc fixes
This is quite a huge mod, and I've been testing it for balance purposes for some time.
Check in game descriptions for more info - They modify stats like armor, accuracy, carrying capacity, blunt damage, and movement speed in a balanced way.
Adds a rare type of enemy that woudld wear those. Also research is required for both variants.
(http://i63.tinypic.com/14mtlqf.png)

- Heavy tactical armor vest
Adds a vanilla friendly armor vest. It's not a replacemend mod, it aims to add more variety. New vest acts similiar to existing one, but provides more armor, is harder to craft, and significantly reduces walking speed when worn. Overall, it's something between regular vest and power armor.
Some raiders may use this too:)
(http://i68.tinypic.com/2cshzcz.png)

- Armor vest cost fix
This simple fix changes the component cost (2) when manufacturing an armor vest, to cloth (30). The steel cost remains the same.
(http://i66.tinypic.com/2am884.png)

- Ship engine size adjustment
This small mod just changes the size of ship engine. All other core ship elements have dimensions that allow to build a symmetric ship, having odd dimensions in main axles. Ship engine, however, had this main dimension of 2. It was adjusted to be 3 now. Finally one can build more symmetrical ships!
(http://i65.tinypic.com/25tfa7o.png)

- Multi-analyzer resources mod
Changes the resources required when building multi-analyzers. The costs did not include components somehow, whereas you need them for the bench, and to build anything that would provide electricity for it. An electronic computing machine like multi-analyzer really could use some components, too.
(http://i65.tinypic.com/300vdrt.png)

- Vitals monitor resources mod
Changes the resources required when building vital monitors. The costs did not include components somehow, whereas you need them for TV monitors (tube television), and to build anything that would provide electricity for it. The new cost is as follows:
100 steel (changed down from 180)
5 component
(http://i64.tinypic.com/2gwajc9.png)

- Sleeping bags
This mod adds fur sleeping bags (single and double) that give more comfort than sleeping on the bare floor, and are less comfortable than beds.
They can be made of any leather (80,170). Recommended with my other mod, "beds need cloth" for immersive experience. There was a gap, where you could only either make your colonists sleep on the bare floor, or in comfortable beds later on - there was nothing in between and it disturbed me, so I modded this out.
(http://i68.tinypic.com/wkre42.png)

- Grenade launcher
Adds a vanilla friendly grenade launcher. Acts similiar to frag grenades, but has better range, accuracy, and projectile speed, but takes a bit longer to reload. Made by combining shotgun sounds and modifying its base stats, and mixing it together with new frag grenade based projectile and graphics based on LMG graphics.
(http://i66.tinypic.com/2mcd2mq.png)

- Beds need cloth
This mod simply adds cloth requirement to all beds and modifies royal beds.
It's obvious that beds are not simply made of wood/steel/granite etc but have some material for pillows and sheets.
Also wen one could make beds only using some wood or steel it led to situations when there was no need for sleeping spots.
Now to have a bed you have to buy cloth if you don't wanna grow cotton, or simply buy whole beds from traders.
Regular beds require 65 cloth alongside regular wood/steel/stone requirements.
Double beds require 120 cloth alongside regular wood/steel/stone requirements.
The cost for royal beds, instead of wood/steel/stone plus gold, is as follows, for diversity:
110 wood/steel/stone (unchanged)
200 cloth
30 gold (down from 50)
30 jade
(http://i67.tinypic.com/oqi1d0.png)

- Cloth sandbags
Changes the cost and properties of vanilla sandbags - cost used to include steel (3) only, now it requires cloth only (4). I cannot express how much the steel sandbags bothered me in the past!
Max hit points changed from 450 to 550, as sandbags really can withstand lots of gunfire.
Base amount of work doubled from 180 to 360 as filling bags with sand takes time.
Completly compatible with sieges (raiders use cloth to build their sandbgs).
(http://i66.tinypic.com/309kpyq.png)

- Foxes and wolves comfortable temperature fix
Changes the minimal comfortable temperature of foxes and wolves. They all used to have it set at -50.0 degrees C - even the african fennec fox, which inhibits deserts. Most other animals had it right (regular hares vs snow hares, labradors vs huskies), just foxes and wolves didn't get proper treatment. Now it is as follows:
Minimal comfortable temperature for:
Timber wolf: -30.0C
Arctic wolf: -60.0C
Red fox: -30.0C
Arctic fox: -60.0C
Fennec fox: -15.0C
(http://i63.tinypic.com/2ealycn.png)

- Medicine ingredients mod
This mod changes the resources required when crafting vanilla medicine - to represent that it comes with simple metal tools to aid its application or which may be used when operating. Its no longer only a drug in a case, but a fully fledged kit with some basic medical tools. The cost is now as follows:
1 herbal medicine (unchanged)
1 neutroamine (unchanged)
2 cloth (down from 3)
2 steel
(http://i64.tinypic.com/2evf9l2.png)

- No medicine for hospital bed
It always bothered me how medical bed required medicine to be built, when there are tons of other resources that fit it better. I could not stand it, so I made this mod for myself, and now it's here for you.
(http://i63.tinypic.com/jausqu.png)

- Blowgun with poison darts
Adds blowgun with poison darts. It has very low damage (1), low range and moderate accuracy. Poisons on hit. To be exact, each shot causes toxic buildup like when attacked by cobra. Around 7-10 well aimed darts is enough to kill a person. This was made by mixing and editting parts of short bow projectile and cobra attack from original defs to forge a new weapon. Blowgun can be crafted at a crafting spot, using cobra corpse (1), wood (35) and steel (5). required skills: Medicine 4, Crafting 6.
Blowguns may also be used by some tribespeople invading or visiting your colony. Updated on 10.10.2016 to have slightly better accuracy.
(http://i64.tinypic.com/2d840nt.png)

- Simple wooden staff
This mod adds simple wooden staff as a weapon craftable at the crafting spot. Needs oly 10 wood and little work. Deals less damage than other blunt weapons (8 ) but has a bit shorter cooldown (only by around 5% when compared to mace). I made this so you could fend off early raids with staves made of branches instead of using bare fists, especially as a tribe.
Simple staves may also be used by some juvenile tribespeople invading or visiting your colony.
(http://i67.tinypic.com/156etkj.png)

- Throwing stones
Adds throwing stones as a weapon craftable at the crafting spot. They are made of stone blocks (10) and require little work. They have low range and poor accuracy.
Throwing stones may also be used by some juvenile tribespeople invading or visiting your colony.
(http://i64.tinypic.com/71h9ip.png)

- Slingshot
Adds slingshots as a weapon craftable at the crafting spot. They are made of throwing stones (1) and any leather (5). They have moderate range and moderate accuracy. My other mod 'throwing stones' is included there, too. Slingshots may also be used by some tribespeople invading or visiting your colony.
(http://i65.tinypic.com/2gy0qis.png)

- Nuclear generators
Adds balanced, vanilla friendly nuclear generators. They need to be researched first. Both are fueled with uranium. Basic one (industrial level) is smaller and cheaper, but generally worse than its advanced counterpart (spacer level). Based around fueled generator code. Each of these has its own explosion chance and range upon being destroyed by damage. Basic one industrial and not powerful - around 50% chance, medium explosion, advanced - hi tech - powerful, but also safe - very tiny chance but huge explosion (sorry for RNG there).
Inspired by old ItchyFlea's RTG's v1.11 mod for Rimworld Alpha 9
(http://i64.tinypic.com/33b2uy0.png)


To download any of these:
Proceed to the links below.
First link leads to folder with all mods. Download as many .zip folders as you like (each one is for one of the aforementioned mods).
Alternatively, second link leads to one file pack with all mods - making only one fildr in your mods directory, and one big mod to be enabled in your mod menu. contains everything - contents can hardly be separated.

Unpack downloaded files to your mods directory. Remember to enable them in game from the mods menu! If you encounter any conflicts with other mods try to put my mods on the very top or the very bottom of your mod list.
DOWNLOAD LINKS:

One .zip file with all the mods merged - recommended - on google drive (https://drive.google.com/open?id=0By7N8EottauYNzR0TjBLWXN5VG8)
or
One .zip file with all the mods in separate folders - on google drive (https://drive.google.com/open?id=0By7N8EottauYaHN1UG5JWkxqZm8)

or
Individual mods - google drive folder (https://drive.google.com/drive/folders/0By7N8EottauYdlQ5ZVJJbHFadWM?usp=sharing)

I'd be more than glad to see some of these in future game versions:)
For now anyone can do anything with these mods, just remember to mention me in the credits if you use my work in your mods/modpacks.
That's all, I hope you liked my mods, please leave a comment if you have any feedback, or notice a thing in game worth fixing:)
Cheers!




License:
    Modpack makers can include my mods in their modpacks.
    Other modders can make derivative mods based on mine.
Remember about the Mod release rules (https://ludeon.com/forums/index.php?topic=10561.0) - especially when it comes to credits
Title: Re: [A15] True Mods - vanilla friendly balanced modpack plus game fixes
Post by: Justas love on September 19, 2016, 12:28:25 PM
Holy shit, adding the basics and changing the game to make it more logical, awesome
Title: Re: [A15] True Mods - vanilla friendly balanced modpack plus game fixes
Post by: kaptain_kavern on September 19, 2016, 12:34:02 PM
I like what I see there! Thank you

I'm a bit vanilla-balance-above-all guy myself with mods and those are like awesome little additions. Are they come as one mod or each separately?
Title: Re: [A15] True Mods - vanilla friendly balanced modpack plus game fixes
Post by: TrueDestroyer on September 19, 2016, 12:42:24 PM
Quote from: kaptain_kavern on September 19, 2016, 12:34:02 PM
I like what I see there! Thank you

I'm a bit vanilla-balance-above-all guy myself with mods and those are like awesome little additions. Are they come as one mod or each separately?

I put them all in separate zip files under one link to google drive folder:) I can imagine someone not liking to be forced to have all of them. They are intercompatible, so you can choose any or all of them.
Title: Re: [A15] True Mods - vanilla friendly balanced modpack plus game fixes
Post by: gadjung on September 19, 2016, 12:43:51 PM
i'd recommend using general textiles (cloths + leathers) instead of just cloth for beds.
Title: Re: [A15] True Mods - vanilla friendly balanced modpack plus game fixes
Post by: kaptain_kavern on September 19, 2016, 12:45:09 PM
Quote from: TrueDestroyer on September 19, 2016, 12:42:24 PM
I put them all in separate zip files under one link to google drive folder:) I can imagine someone not liking to be forced to have all of them. They are intercompatible, so you can choose any or all of them.
You're a chief ;)    thanks again
Title: Re: [A15] True Mods - vanilla friendly balanced modpack plus game fixes
Post by: TrueDestroyer on September 19, 2016, 12:53:19 PM
Quote from: gadjung on September 19, 2016, 12:43:51 PM
i'd recommend using general textiles (cloths + leathers) instead of just cloth for beds.

Yea, I considered this option, but the idea is beds are high tech so you wouldn't use skins or wool, and synthread, hyperweave and devilstrand are not comfortable. Also being high tech you can probably afford cloth, also it's the only common textile, being produced from cotton.
Title: Re: [A15] True Mods - vanilla friendly balanced modpack plus game fixes
Post by: Exende on September 19, 2016, 01:44:18 PM
Too bad the game doesn't allow pawns to deploy their own inventory that i know of, because it would be great if a pawn can lug around a sleeping bag and if they are too far from their room that can just deploy to rest up.  Those sleeping bags look awesome by the way
Title: Re: [A15] True Mods - vanilla friendly balanced modpack plus game fixes
Post by: Serenity on September 19, 2016, 03:00:42 PM
Some interesting stuff there. Definitely getting the hospital bed thing. And the fox fix. I'm currently in the arctic with a fennec fox and yeah it's a bit weird.
Title: Re: [A15] True Mods - vanilla friendly balanced modpack plus game fixes
Post by: Facepunch on September 19, 2016, 07:56:10 PM
Sand bags could be hesco bastions, if you wanna be picky about the whole metal sandbags thing.
Title: Re: [A15] True Mods - vanilla friendly balanced modpack plus game fixes
Post by: gillsminnow on September 19, 2016, 07:59:06 PM
Does one of these potentially clash with QualityBuilder? Upon installing I had an error relating to a clash I believe.
Title: Re: [A15] True Mods 22.09.16 - total 15 of vanilla friendly mods/fixes (3 new ones!)
Post by: TrueDestroyer on September 22, 2016, 10:29:09 AM
Quote from: gillsminnow on September 19, 2016, 07:59:06 PM
Does one of these potentially clash with QualityBuilder? Upon installing I had an error relating to a clash I believe.
From what I see and if I understand how it works, this mod should probably be loaded after sleeping bags. It's the only furniture item with quality that I modded and therefore it probably must be recognized by this other mod. It should not clash with my other mods.
Edit: I've tested it, and it turns out that Quality Builder itself throws warnings even when loaded as the only mod besides core, so for me here it ends, this could be anything inside Quality builder.

Edit2: There are some new fixes and mods added now, check them out!

Title: Re: [A15] True Mods 22.09.16 - total 15 of vanilla friendly mods/fixes (3 new ones!)
Post by: Justas love on September 22, 2016, 11:30:49 AM
Can you put all of this into 1 mod? because i dont really want to add 100 diffrent mods
Title: Re: [A15] True Mods 22.09.16 - total 15 of vanilla friendly mods/fixes (3 new ones!)
Post by: kaptain_kavern on September 22, 2016, 03:12:37 PM
Unzip them in the same folder man ;)
Title: Re: [A15] True Mods 22.09.16 - total 15 of vanilla friendly mods/fixes (3 new ones!)
Post by: TrueDestroyer on September 23, 2016, 07:03:51 AM
Quote from: Justas love on September 22, 2016, 11:30:49 AM
Can you put all of this into 1 mod? because i dont really want to add 100 diffrent mods

I added the one .zip optional link for now:) I just modified it so it has a common mod folder, so you only tick one thing in mod menu;) I guess it'll be the recommended option now.

Also the new stuff is here! Armor vest and heavy tactical armor vest hav been tested and can be downloaded now.
Title: Re: [A15] True Mods 23.09.16 - 17 vanilla friendly mods/fixes (2 new ones! - armors)
Post by: EldVarg on September 23, 2016, 09:06:42 AM
Nice mods :)

Quote from: TrueDestroyer on September 19, 2016, 12:21:04 PM
1 ) Heavy tactical armor vest
New vest acts similiar to existing one, but provides more armor, is harder to craft, and significantly reduces walking speed when worn.
Movement speed decrease - 0.25 (vanilla regular armor vest - 0.8 )

I'm guessing a typo here, -0.08 for regular armor vest?

Title: Re: [A15] True Mods 23.09.16 - 17 vanilla friendly mods/fixes (2 new ones! - armors)
Post by: TrueDestroyer on September 23, 2016, 09:46:02 AM
Quote from: EldVarg on September 23, 2016, 09:06:42 AM
Nice mods :)

Quote from: TrueDestroyer on September 19, 2016, 12:21:04 PM
1 ) Heavy tactical armor vest
New vest acts similiar to existing one, but provides more armor, is harder to craft, and significantly reduces walking speed when worn.
Movement speed decrease - 0.25 (vanilla regular armor vest - 0.8 )

I'm guessing a typo here, -0.08 for regular armor vest?

Yup, just fixed, thx:)
Title: Re: [A15] True Mods 23.09.16 - 17 vanilla friendly mods/fixes (2 new ones! - armors)
Post by: Supercheese on September 23, 2016, 10:41:49 PM
These are some great mods, I'm using several of them!  :)
Title: Re: [A15] True Mods 23.09.16 - 17 vanilla friendly mods/fixes (2 new ones! - armors)
Post by: Dingo on September 24, 2016, 03:15:32 AM
If you're going to require this much cloth for beds, consider adding some cloth to the starting scenarios' spawns. At least enough to make 2-3.
Title: Re: [A15] True Mods 23.09.16 - 17 vanilla friendly mods/fixes (2 new ones! - armors)
Post by: TrueDestroyer on September 24, 2016, 06:29:13 AM
Quote from: Dingo on September 24, 2016, 03:15:32 AM
If you're going to require this much cloth for beds, consider adding some cloth to the starting scenarios' spawns. At least enough to make 2-3.
Its derived from several things: The intention was to make you not to be able to build comfy beds from the beginning of the game, on first day. But you can grow cotton from the start of the game and get some cloth in a few days if you want it badly. You can get cloth from travelling caravans - you can even buy whole beds from traders. Someone can also use EdBard's 'Prepare Carfully' mod to embark with some cloth (or beds). None of these options were viable, everyone simply built comfortable beds on the first day. The bed was able to be crafted with just wood - this wouldn't be bad if there was something superior to bed. But no - simple bed was also an endgame item - being the best of the beds - there was no change there from first day - neolitic to spacer - after several years (well, maybe someone would use some hospital beds/royal beds when needed). This made sleeping spots useless. However sleepings spots are meh, so you can also use my other mod for leather sleeping bags - to have something between luxurious bed and sleeping spot on the ground - also many clothes require more cloth to craft - bed requirements is between tshirts and duster, and frankly I'm sure you'd want more cloth for a comfy bed;)
Title: Re: [A15] True Mods 23.09.16 - 17 vanilla friendly mods/fixes (2 new ones! - armors)
Post by: Dingo on September 24, 2016, 07:15:48 AM
Actually I take my statement back. I like the progression curve more when you need to struggle for it, like you suggested.
Title: Re: [A15]True Mods 28.09.16 - 19 vanilla friendly mods/fixes -caltrops/exoskeletons!
Post by: TrueDestroyer on September 28, 2016, 09:34:41 AM
Hey, there's been a huge update, you might want to downlaod new versions of old mods fixing minor stuff, or test new ones like exoskeletons - totally need your feedback on that one - it's too big for me alone to test it thoroughly.
Title: Re: [A15]True Mods 28.09.16 - 19 vanilla friendly mods/fixes -caltrops/exoskeletons!
Post by: Serenity on September 28, 2016, 10:12:54 AM
The folder with the individual mods seems to be empty. Not sure if it's just me but it worked before.

The merged zip would be better if it contained individual top level folders for each mod. Then you can download one file and copy just the folders you want.
Title: Re: [A15]True Mods 28.09.16 - 19 vanilla friendly mods/fixes -caltrops/exoskeletons!
Post by: TrueDestroyer on September 28, 2016, 10:20:52 AM
Quote from: Serenity on September 28, 2016, 10:12:54 AM
The folder with the individual mods seems to be empty. Not sure if it's just me but it worked before.

The merged zip would be better if it contained individual top level folders for each mod. Then you can download one file and copy just the folders you want.
This folder with separate mods should work now, let me know if you still have issues.

I added the option you asked for, one zip with all mods but separate.
Title: Re: [A15]True Mods 28.09.16 - 19 vanilla friendly mods/fixes -caltrops/exoskeletons!
Post by: Serenity on September 28, 2016, 11:51:10 AM
Thanks :)
Title: Re: [A15]True Mods 28.09.16 - 19 vanilla friendly mods/fixes -caltrops/exoskeletons!
Post by: whatnow96 on September 28, 2016, 12:38:11 PM
Will this "mod pack" be on Steam anytime soon?
Title: Re: [A15]True Mods 28.09.16 - 19 vanilla friendly mods/fixes -caltrops/exoskeletons!
Post by: EldVarg on September 28, 2016, 03:17:52 PM
Nice balancing :).

I vote that your next mod will change the beauty values on different floors. Smooth rock 3 like now, Carpets should be 3 (up from 2), silver 4 (up from 3), and gold 6 (up from 4). Why else ever use other than smooth floors?
Title: Re: [A15]True Mods 28.09.16 - 19 vanilla friendly mods/fixes -caltrops/exoskeletons!
Post by: TrueDestroyer on September 28, 2016, 06:14:52 PM
Quote from: whatnow96 on September 28, 2016, 12:38:11 PM
Will this "mod pack" be on Steam anytime soon?
Not likely, I don't have Rimworld on steam and don't use steam. Well in future, maybe there will be something that I want badly and which I can only buy on steam.

Quote from: EldVarg on September 28, 2016, 03:17:52 PM
Nice balancing :).

I vote that your next mod will change the beauty values on different floors. Smooth rock 3 like now, Carpets should be 3 (up from 2), silver 4 (up from 3), and gold 6 (up from 4). Why else ever use other than smooth floors?

Nice idea! I used to think of it, but then in one of releases floor diversity to some extent was added.
I'll check this out and edit this post later, but as I remember it appears that there are differences - smooth rock uses lots of work and has more path cost than other floors, and silver floor increases immunity gain speed or sth - helps medical treatments. The floors used to be a lot less diverse a few alphas ago.

If  anyone has more ideas post them here:)

Edit: Okay I checked it out briefly, and yep, it's kind of boring and has potential for more variety - differnet costs, cleanlisness, beauty ratings, possibly flammability or some new floors like plasteel tile. And I'll add an orange carpet, my favourite color. Darn I'll have to repack the google drive again tomorrow:) maybe I really should get on github instead... Edit 2: Floors seem to be balanced though - also the cleanlisness mechanics.

Edit 2: I checked the floors, and beauty is an integer value, so I can't vary it by fractions. And adding or removing 1 or 2 somewhere would be against balance. What's more, all the stuff has different work to make, and some have different cleanlisness - so I'm not changing it now:)

You're welcome to post feedback on mods (especially balance in new ones) here! Also waiting for more mod ideas:) (currently only mods using existing game mechanics).
Title: Re: [A15]True Mods 28.09.16 - 19 vanilla friendly mods/fixes -caltrops/exoskeletons!
Post by: zenfiero on September 30, 2016, 07:26:40 AM
Hello! I am getting into your cool mods, and I noticed one small problem with the Nuclear Reactor mod version I downloaded from the individual packing. The "CompProperties_Breakdownable" lines have an excess </li> which prevented the mod for working for me. After removing them it worked just fine!

Thanks for your work!
Title: Re: [A15]True Mods 28.09.16 - 19 vanilla friendly mods/fixes -caltrops/exoskeletons!
Post by: TrueDestroyer on September 30, 2016, 11:48:46 AM
Quote from: zenfiero on September 30, 2016, 07:26:40 AM
Hello! I am getting into your cool mods, and I noticed one small problem with the Nuclear Reactor mod version I downloaded from the individual packing. The "CompProperties_Breakdownable" lines have an excess </li> which prevented the mod for working for me. After removing them it worked just fine!

Thanks for your work!

Thanks for all kind words, and for spotting the problem - I just uploaded fixed file:) It was a minor thing I fixed in "all in one" zip but forgot to fix in individual files:)
Title: Re: [A15]True Mods 28.09.16 - 19 vanilla friendly mods/fixes -caltrops/exoskeletons!
Post by: TrueDestroyer on October 02, 2016, 05:37:52 AM
Quote from: EldVarg on September 28, 2016, 03:17:52 PM
Nice balancing :).

I vote that your next mod will change the beauty values on different floors. Smooth rock 3 like now, Carpets should be 3 (up from 2), silver 4 (up from 3), and gold 6 (up from 4). Why else ever use other than smooth floors?

Update is here ;) Finally I added your floors:) And new storytellers, too:)
Title: Re: [A15]True Mods 02.10.16 - 21 vanilla friendly mods/fixes-new storytellers/floors
Post by: Thirite on October 04, 2016, 12:14:28 AM
I'm getting a pretty serious error with the exoskeleton mod. I made a light industrial exoskeleton in game, and when I load that savegame, I get an error in the .log, something about, "Not able to load Thing_Apparel_Industrial_LightExoskeleton, loading Apparel_Industrial_LightExoskeleton instead". Unfortunately I lost the exact details of the log, but when I try to save, it throws a huge wall of text error.

Edit: I managed to fix my save file by cleanly removing all references to exoskeletons from the file and deactivating the mod. I absolutely want to use the mod though.
Title: Re: [A15]True Mods 02.10.16 - 21 vanilla friendly mods/fixes-new storytellers/floors
Post by: TrueDestroyer on October 04, 2016, 06:37:53 AM
I'm sorry to hear that:/ I'm trying to reproduce this error. I can spawn exoskeletons and save the game , then load it, or close and open it and load it and it works without problems... I tested this just now with all my mods, and then with just the "exoskeletons and misc fixes". It works for me... I could really use a print screen of your error log when this error occures, this is beacuse "Not able to load Thing_Apparel_Industrial_LightExoskeleton, loading Apparel_Industrial_LightExoskeleton instead" does not appear to be a critical error, and I can only speculate, maybe there's something else with my mods that stops it from working? Maybe you use some other mod that heavily modifies apparel and they clash?
I haven't changed anything with this mod from version to version, it should be save compatible.
Title: Re: [A15]True Mods 02.10.16 - 21 vanilla friendly mods/fixes-new storytellers/floors
Post by: Thirite on October 04, 2016, 10:01:55 AM
Uh... so I think I fixed the problem with the old, unedited save. Apparently it had to do with RTMadSkills...? Disabling it changed nothing, but re-enabling to load after your mod seems to make it work again. I don't know.

Here's the pastebin (http://pastebin.com/UWDbh5PR) of the relevant parts of the log file, before I re-enabled RTMadSkills.
Title: Re: [A15]True Mods 02.10.16 - 21 vanilla friendly mods/fixes-new storytellers/floors
Post by: EldVarg on October 04, 2016, 10:19:22 AM
Wow thank you for the floors :)
Title: Re: [A15]True Mods 02.10.16 - 21 vanilla friendly mods/fixes-new storytellers/floors
Post by: TrueDestroyer on October 04, 2016, 03:12:17 PM
Quote from: Thirite on October 04, 2016, 10:01:55 AM
Uh... so I think I fixed the problem with the old, unedited save. Apparently it had to do with RTMadSkills...? Disabling it changed nothing, but re-enabling to load after your mod seems to make it work again. I don't know.

Here's the pastebin (http://pastebin.com/UWDbh5PR) of the relevant parts of the log file, before I re-enabled RTMadSkills.

Yeah, I read the log you posted, apaprently mad skills uses some apparel or modifies apparel stats, and the mod order may be significant there. It was probably the clash between these two mods.

Quote from: EldVarg on October 04, 2016, 10:19:22 AM
Wow thank you for the floors :)
No problem:)
Title: Re: [A15]True Mods 02.10.16 - 21 vanilla friendly mods/fixes-new storytellers/floors
Post by: Serenity on October 04, 2016, 03:16:14 PM
Thanks for the MadSkills tip. That affected me too.

Might be worth mentioning in the original post. Though after all that text it will be easy to overlook :)
Title: Re: [A15]True Mods 05.10.16 - 22 vanilla friendly mods/fixes - NEW art descriptions!
Post by: Justas love on October 05, 2016, 12:14:37 PM
You should probably make the research tree a little bit better, because even when i'm a neotletic tech i can build powered lamps without researching electrisity.
Title: Re: [A15]True Mods 02.10.16 - 21 vanilla friendly mods/fixes-new storytellers/floors
Post by: TrueDestroyer on October 05, 2016, 12:15:14 PM
Quote from: Serenity on October 04, 2016, 03:16:14 PM
Might be worth mentioning in the original post. Though after all that text it will be easy to overlook :)

I've put the info about the clash with this mod and recommended mod order on top:)
Also the new update is here, introducing Additional art descriptions and name generator options!
Check the first post for snapshot with examples of new descriptions.
Fixing typos took me a few days, but there still may be some I left out accidentaly, sorry!
I probably will pause mod development from now on I guess - or at least slow it down. Most of the content I wanted to fix or introduce is already here - in game, my mods, or someone else's mods - also I don't have as much free time now. Gotta focus on looking for a game design related job and finishing master degree in robotics.

Edit:
Quote from: Justas love on October 05, 2016, 12:14:37 PM
You should probably make the research tree a little bit better, because even when i'm a neotletic tech i can build powered lamps without researching electrisity.
I was gonna stop due to lack of feedback and other issues, and here you go, as I write this you post a mod Idea and I got "while you were writing, a new reply has been posted, you might want to reconsider your reply (...) "
So... We'll see about this tech tree:) ;)
Title: Re: [A15]True Mods 05.10.16 - 22 vanilla friendly mods/fixes - NEW art descriptions!
Post by: Justas love on October 05, 2016, 12:29:32 PM
oh ok, will bring some more ideas then :D
Title: Re: [A15]True Mods 05.10.16 - 22 vanilla friendly mods/fixes - NEW art descriptions!
Post by: TrueDestroyer on October 06, 2016, 06:12:11 AM
Quote from: Justas love on October 05, 2016, 12:14:37 PM
You should probably make the research tree a little bit better, because even when i'm a neotletic tech i can build powered lamps without researching electrisity.
I checked it out, and you need elecctricity to build lamps, so no fix needed there:)
(http://i64.tinypic.com/s2r13n.png)
Title: Re: [A15]True Mods 05.10.16 - 22 vanilla friendly mods/fixes - NEW art descriptions!
Post by: Zerohope on October 08, 2016, 01:07:39 AM
Hey i realy loved thechanges this mod gave me but only till a certain point. (a realy badb ug happned for me and some other people as it seems.)
When you build a multi analyzer in a building (dont know if it need to be next to a wall or not) and then build a powerconduit next to a wall with already existing power conduit the game goes in the full lsd color expirience.
Also as soon as you build the multi analyzer and safe the game your safe file is dead.
I realy like this mod and hope you can fix it so i can use it again.
Title: Re: [A15]True Mods 05.10.16 - 22 vanilla friendly mods/fixes - NEW art descriptions!
Post by: Canute on October 08, 2016, 09:13:31 AM
Blowgun:
Basicly a nice idea, but pratical a very inaccurate weapon.
You miss far to much as that at long range. And as combat weapon the poison effect isn't strong enough.
I suggest either to increase the poison effect, that you just need 2-3 hits to kill/knockout a target or increase the acc. for long range (but thats pretty unrealistic for a blowgun).
Not to speak about the creating, need a cobra corpse, most of the maps i placed don't got cobras, and to get Fert. cobra eggs or animals on a trader is like a jackpot.
Maybe use Neutroamine instead.

Nuclear reactor:
Both need Hi-Tech research + Multi-Analyser. I suggest to let the simple reactor don't need the Hi-Tech bench.
Uranium is hard to get anyway.
And the Adv. reactor shouldn't be bigger then the simple one, so you can replace them better.


Title: Re: [A15]True Mods 05.10.16 - 22 vanilla friendly mods/fixes - NEW art descriptions!
Post by: TrueDestroyer on October 08, 2016, 05:52:27 PM
Quote from: Zerohope on October 08, 2016, 01:07:39 AM
When you build a multi analyzer in a building (dont know if it need to be next to a wall or not) and then build a powerconduit next to a wall with already existing power conduit the game goes in the full lsd color expirience.
Also as soon as you build the multi analyzer and safe the game your safe file is dead.
I realy like this mod and hope you can fix it so i can use it again.
I'll look into it, if I won't be able to fix it, I'l recalculate the costs and involve AI persona core instead of components, trying to maintain similiar overall price if possible (I know AI persona cores are kinda rare, but so is gold, so possible replacement here).
Edit: Doing some circuits around, I had no problems with graphic effects, but  after saving the game indeed it cannot be loaded again, even after the mod is removed(!) seems to be some power ciruit issue - maybe related to components - or maybe I did sth with power circuits there, I'll check it out. I may be able to fix this in a way that would recover everyones' savegames. Or not... :( I disabled the access to the mod, removing it from all locations, and posted a warning on top of first post. I will work on it in next few days. Sorry everyone! I just wanted you to have varied experience... haven't tested it enough. I'm felling really sorry for all of you that ran a permadeath game with my mods...
Also, question for you, how did you know others have this issue? Did they post it somewhere else?


Edit2: As I suspected, it goes the same for vital monitors - managed to get the visual glitch there... These buildings were not ready for handling components, probably. Vitals monitor resources mod is disabled too, and warning is updated.

Quote from: Canute on October 08, 2016, 09:13:31 AM
Blowgun:
Basicly a nice idea, but pratical a very inaccurate weapon.
You miss far to much as that at long range. And as combat weapon the poison effect isn't strong enough.
I suggest either to increase the poison effect, that you just need 2-3 hits to kill/knockout a target or increase the acc. for long range (but thats pretty unrealistic for a blowgun).
Not to speak about the creating, need a cobra corpse, most of the maps i placed don't got cobras, and to get Fert. cobra eggs or animals on a trader is like a jackpot.
Maybe use Neutroamine instead.

Nuclear reactor:
Both need Hi-Tech research + Multi-Analyser. I suggest to let the simple reactor don't need the Hi-Tech bench.
Uranium is hard to get anyway.
And the Adv. reactor shouldn't be bigger then the simple one, so you can replace them better.

Blowgun - I'm happy i didn't make it overpowered. Imagine, 6-8 shots kill a thrumbo. Idea is that when one or two experienced shooters from a tribe gets near your colonists with a blowgun its a new kind of danger to deal with - armors don't help there, and even after succesful fight conciousness is low, and toxic buildup decays over several days, unlike regular injuries. Also blowguns can be looted from invaders, or bought from weapon traders, that you can order from tribal factions via console to come visit you for some silver, on top of that they require no bench or research to be crafted - that's why I decided to not make them easy to craft - you would never craft shortbows then. And you got a reason to fight cobras now! Also I know that it makes it easier to obtain them in some biomes than in others, but again, the same goes for wood, crops, and lots of stuff. I know that using Cobra corpse is kind of far fetched, as no other thing in game uses certain corpses as a resource, on the other hand I like that it uses an in-game machanic in a new way. In future I may make them drop poison glands or sth, that will also have other uses, or make a plant that yields poison for general purposes (mostly weapons I guess). I will however boost the accuracy, and possibly range so there's a reason to buy/make them, and fight with them. I felt like they were kind of pathetic sometimes, rarely switching to "surprisingly deadly" and your feedback seems to prove they could use some buff, so that this "surprisingly deadly" side shows more often - the vanilla game has stuff like invaders with triple rocket launchers, so I probably worry about the balance too much.

Nuclear reactors-  even geothermal plant requires high tech bench. I know that the lesser reactor is well - not good, but it is an uninterrupted source of energy that can be placed anywhere, and is not meant to be available before - well... high tech bench, giving you time to use some fueled reactors, solar panels and turbines, and to find out that you desperately need multi analyzer and resources to get better power sources. If you manage to get any uranium, it will last for months. It is small, and that's intended - thats one of its few pros. Like - nice small uninterrupted power source, but with some downsides, and requiring some work - so available in mid game.
Advanced is on the other hand so endgame and kind of overpowered when you can afford it, and late game finding room for such a structure may be problematic - I know it, and it's intended. Something for something. Also it's worth to replace regular versions with advanced for safety, and efficiency reasons, as there's a huge, and intended gap there - so it forces players to make hard decisions - it's the main point of these mods. Gives something good that vanilla game doesnt give, but has such variety of requirements, that you find questioning yourself if it's worth it, because it may be situational (blowguns aim, lack of uranium). And when used correctly, is powerful, bot not unbalanced (you may use 3 good shooters to try and take down a thrumbo in 5 sec with wooden weapons - (I will buff them slightly) or you can have a uninterrupted power source anywhere, with fuel for years).

Also, the priority is on fixing multi analysers for now.
Title: Re: [A15]True Mods 05.10.16 - 22 vanilla friendly mods/fixes - NEW art descriptions!
Post by: Serenity on October 08, 2016, 07:44:30 PM
Well, now I know what messed up my Boreal Forest game. These mods were one of the few that were new for that.

My error report is here:
https://ludeon.com/forums/index.php?topic=26536.0

I wasn't sure this was it though because others are having the same error with different mods
Title: Re: [A15]True Mods 05.10.16 - 22 vanilla friendly mods/fixes - NEW art descriptions!
Post by: Dingo on October 08, 2016, 10:28:20 PM
You're missing abstract bases in some files. For example: in Floors.xml - FloorBase, CarpetBase

Check your files to make sure you're not creating hidden errors etc. for your users, please. I like your mods and use some of them, so if you need help just add me or send a message.




Other than that, I suggest you swap the textures in your Diverse Floors adjustment. The new "prettier" textures are lower quality than the old ones, so you can just have the plain floors use your new textures and the new floors use the base game textures. At least that's how I modified it and I think it makes more sense (we're not all artists, I would know).

Title: Re: [A15]True Mods 05.10.16 - 22 vanilla friendly mods/fixes - NEW art descriptions!
Post by: Justas love on October 09, 2016, 02:40:15 AM
You should probably make a doublebed sleeping spot
Title: Re: [A15]True Mods 05.10.16 - 22 vanilla friendly mods/fixes - NEW art descriptions!
Post by: TrueDestroyer on October 09, 2016, 05:26:00 AM
Quote from: Justas love on October 09, 2016, 02:40:15 AM
You should probably make a doublebed sleeping spot
Totally! Nice idea!

Quote from: Dingo on October 08, 2016, 10:28:20 PM
You're missing abstract bases in some files. For example: in Floors.xml - FloorBase, CarpetBase

Check your files to make sure you're not creating hidden errors etc. for your users, please. I like your mods and use some of them, so if you need help just add me or send a message.




Other than that, I suggest you swap the textures in your Diverse Floors adjustment. The new "prettier" textures are lower quality than the old ones, so you can just have the plain floors use your new textures and the new floors use the base game textures. At least that's how I modified it and I think it makes more sense (we're not all artists, I would know).

OK, my bad - I read the note on it there: https://ludeon.com/forums/index.php?topic=19499.0
Will have to fix everything:)

About the floors - I never added any textures for this, these are vanilla textures for floors, you may check the mod contents, its only a small xml file - no textures there. So you're talking about vanilla textures (probably the "generic tile" texture:) I changed the gold tile color shade (but not the texture) to be more gold though.
Title: Re: [A15]True Mods 05.10.16 - 22 vanilla friendly mods/fixes - NEW art descriptions!
Post by: Dingo on October 09, 2016, 06:27:00 AM
Yeah, the generic tile texture is much worse than the nice wood texture. I'm mainly talking about wood, I think that's actually the only case where it matters.

In my campaign I edited your XML and swapped them around (basic wood floors use the generic texture & colour while the prettier floors use the original texture). Just easier on the eye IMO.
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: TrueDestroyer on October 09, 2016, 06:17:46 PM
Just letting you know, I'm pretty sure I eliminated the glitch with multi analyzer resource mod and vitals monitor resource mod. There's been an update to other stuff, and a new, double sleeping spot mod was introduced. Updated versions of everything are available for download. More info in the first post :)
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: EldVarg on October 09, 2016, 07:41:10 PM
I'm working on a mod with better textures on floors. Have done better gold, silver and steel floors. Some of the original floor textures look real and some are cartoonish. I try to make most of the look more real. But it's hard to make good looking gold without using light and shadows from any special direction (as that would look strange).



[attachment deleted by admin - too old]
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: EldVarg on October 09, 2016, 07:42:05 PM
And the gold and silver:

[attachment deleted by admin - too old]
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: TrueDestroyer on October 09, 2016, 08:34:58 PM
Oh gosh, I guess these vanilla floors must be pretty bad, as two of you try to nicely persuade me to do sth about these textures;) I'll think about changing the new 'wooden tile' into something that looks a bit nicer - some seamless wooden panels or sth.
To be honest, I'd modify only the new wooden tile, and leave jade and gold floor as it is. (I already adjusted gold tile color to be more gold-ish).
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: Dingo on October 10, 2016, 01:45:54 AM
Well the generic tile is just really ugly, and the point of Diverse Floors is to make prettier floors.. But that's enough about that.

I think your art mod might be causing extra bugs, did not do much research into it yet.

(http://i.imgur.com/1GGhmYq.png)
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: Thirite on October 10, 2016, 02:00:04 AM
Unfortunately I got the same error I did previously, even with MadSkills loaded after. Strangely enough the exact same error is happening when I craft FashionRimsta's military fatigues. I feel like there has to be an underlying problem that's causing this, not just mod incompatibility.
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: TrueDestroyer on October 10, 2016, 03:11:21 AM
Quote from: Dingo on October 10, 2016, 01:45:54 AM
Well the generic tile is just really ugly, and the point of Diverse Floors is to make prettier floors.. But that's enough about that.

I think your art mod might be causing extra bugs, did not do much research into it yet.

(http://i.imgur.com/1GGhmYq.png)

Yeah, it may appear that my 'new game fixes!' turn slowly into 'new game bugs!'.
But I got solution for this one (I hope).
This mod requires a fresh save, and should not be activated/deactivated during the playthrough.
Did you use a new world for this mod? Or did you open an existing save? I've seen it while activating mod in an existing save, but never got it with fresh colony started after mod activation. I should mention that this one is not save compatible and requires rather a new colony... Just changed the description.


Quote from: Thirite on October 10, 2016, 02:00:04 AM
Unfortunately I got the same error I did previously, even with MadSkills loaded after. Strangely enough the exact same error is happening when I craft FashionRimsta's military fatigues. I feel like there has to be an underlying problem that's causing this, not just mod incompatibility.

This is probably something with MadSkills then, if other mods have problems with it too. If you find any mods adding apparel with stat modifiers that somehow work with MadSkills, let me know, maybe I'll be able to copy the compatibility aspect to my mods:)
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: Dingo on October 10, 2016, 03:26:36 AM
I started a new save and this is the first time I got this bug after about 5 hours of playing. I don't use MadSkills but I do use Static Quality Plus which has a similar option, though I don't see how it can possibly be related to the art tags.
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: TrueDestroyer on October 10, 2016, 03:37:13 AM
Okay I just found this bug report (https://ludeon.com/forums/index.php?topic=25748.0) from before I even started creating art descriptions. The related issue there (https://ludeon.com/mantis/view.php?id=2657) states that it occurs when trying to create art about colonist interacting with traders, and it is a game bug not related to mods, and which can be reproduced in non modded vanlla game. This would make sense, as I was not trading much in the new saves, and personally in the new alpha I've never seen an art about my colonist trading with someone.
Totally no idea though why I haven't put the debug error text in google before and assumed this was mods fault xD
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: Justas love on October 10, 2016, 01:00:21 PM
maybe add stronger/stuffed conduits, same with coolers and vents. Maybe add wired fences (pretty much a sandbag with a diffrent texture). Reduce the power cost on the lights, or maybe add led lights. Make a Recycler, it recycles components, cloths from items: clothing, weapons and all sorts of things.
Also those steel floors look sick af dude!
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: mabor0shi on October 10, 2016, 06:03:20 PM
Quote from: Justas love on October 10, 2016, 01:00:21 PM
Maybe add wired fences (pretty much a sandbag with a diffrent texture). Make a Recycler, it recycles components, cloths from items: clothing, weapons and all sorts of things.
I second these. There is a mod with barbed wire or razor wire; but the texture was so ugly that I uninstalled it. As for the recycler, i think TrueDestroyer could make a balanced 1. there's already component assembly workbenches; adding a "recycling" bill with junk as ingredients is almost easy enuf for me to do. But I like the idea of a machine that u load somethings in, wait a day, then it spits out a component (or any goodies, it's the recyling & waiting that matters). There's a modding challenge for ya 8)
Query: caltrops damage feet? that would be unbalancing, no?
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: TrueDestroyer on October 10, 2016, 06:36:57 PM
Quote from: Justas love on October 10, 2016, 01:00:21 PM
maybe add stronger/stuffed conduits, same with coolers and vents. Maybe add wired fences (pretty much a sandbag with a diffrent texture). Reduce the power cost on the lights, or maybe add led lights. Make a Recycler, it recycles components, cloths from items: clothing, weapons and all sorts of things.
Also those steel floors look sick af dude!
For me the regular conduits look fine - you can reinforce them by puttin them in walls. Also when you choose to put them on the ground among your turrets, there's thrill and gamble, cause they're easily damaged and may cause half your killbox turrets to turn off quickly if you don't get the wire placement right, and I like that as it is. I'm also kind of worried now to touch anything related to conduits, due to recent bugs I caused involving these;) But I give you that, it deserves to be tested, this stronger conduit could simply cost more, or be made of plasteel. Darn. I will think about it.

About vents and coolers I'll take a look. There was a mod long time ago that added bigger, stronger, industrial coolers and I liked it a lot.
Having different vents, so you can use regular ones to vent stuff like living rooms, and reinforced vents to vent your killboxes, infestation farms and faraway geothermal plants walled up with granite may seem like a nice idea. It's just not a high priority mod for me now, as I rarely use vents anyways - walls transfer heat too, and if you need to vent a room badly, you can just remove some roof tiles for free (ofc if not under thick roof).

About these wired fences - I thought about it, and the idea evolved into caltrops. To differ them from sandbags, I think they should apply damage -  But then they would work like traps, and be hidden... I'm not sure you can make unhidden traps now, that's why I put it on hold. Wired fence should also provide almost 0 cover, unlike sandbags, and slow enemies down. It could totally be just caltrops with different graphics...(That's why I created caltrops).
I could ignore the "causes minor cuts and scratches part" and then I'm left with - provides 0 cover, and slows down. And there's a mod that adds buildable moats that do exactly that. (https://ludeon.com/forums/index.php?topic=9521.0) Edit: I probably found the mod you were talking about, the barbed wires created there were simply unpassable 0 cover objects. If I do it like this it will be unbalanced. They will have low cost, just some metal wires right? First impression - it feels kind of OP, I can imagine making labirynths out of it to force raiders choose an "unobstructed" path and dance around in front of your turrets with no cover. And you could shoot them like sitting ducks from behind sandbags each time, for free. Will analyze it further though.

About reducing cost on the lights - I thought about it, but there's a mod by Dingo, Reasonable lamps (https://ludeon.com/forums/index.php?topic=26077.0), and I felt like there's no need to just make something similiar now, however I admit that I would only modify the standing lamps, and leave the sun lamp as it is - cause people still manage to create large super efficient farms, so sun lamps are probably balanced.
I was thinking about new type of lamp that would be in the wall (in the power conduit) rather than a standing furniture object. There were mods adding wall mounted lamps and even ceiling lights in the past.
The recycler though...

Quote from: mabor0shi on October 10, 2016, 06:03:20 PM
Quote from: Justas love on October 10, 2016, 01:00:21 PM
Maybe add wired fences (pretty much a sandbag with a diffrent texture). Make a Recycler, it recycles components, cloths from items: clothing, weapons and all sorts of things.
I second these. There is a mod with barbed wire or razor wire; but the texture was so ugly that I uninstalled it. As for the recycler, i think TrueDestroyer could make a balanced 1. there's already component assembly workbenches; adding a "recycling" bill with junk as ingredients is almost easy enuf for me to do. But I like the idea of a machine that u load somethings in, wait a day, then it spits out a component (or any goodies, it's the recyling & waiting that matters). There's a modding challenge for ya 8)
Query: caltrops damage feet? that would be unbalancing, no?
You hit the spot, this recycler is like a challenge. And I like to utilise existing mechanics in a new way - this may not require anything more than xml modifications, but this may take time for me to learn and test.
Caltrops damage random bodyparts, because as far as I know one is not able to define what bodyparts should be damaged by damage type in xml structures, and it's random by default. I even posted in some suggestions thread asking if it could be implemented, and set in xml defs. If it was possible, they would deal less damage, spring off a bit less often, but in 95% of causes the damage would only go to feet and toes. But you asking this, made me curious and now I want to check this again, maybe I overlooked something, and it would be a nice update for caltrops to have it implemented.

To sum up - If I invent a creative way to implement any of the stuff you suggested, I will. And for some stuff I can already say that I likely will:)
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: Dingo on October 11, 2016, 03:02:56 AM
(http://i.imgur.com/VFWB0WP.png)

I call foul play, good sir.
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: TrueDestroyer on October 11, 2016, 06:56:02 AM
Quote from: Dingo on October 11, 2016, 03:02:56 AM
I call foul play, good sir.

Well I used some help on that particular mod xD What's more improtant, did you get the one about the fellowship of the ring yet?
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: Dingo on October 11, 2016, 07:57:23 AM
Yeah, it was 4th wall breaking af. :(
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: TrueDestroyer on October 11, 2016, 08:04:39 AM
Oh come on, regular art descriptions on the other hand are weird, sometimes in a creepy way. You got the two ones out of a dozens of others that are somewhat different and intentionally humorous - imagine that you just found a rare Pepe. Ever heard of easter eggs? This is my first mod out of around 20 that has them. I should probably note that these two may not be vanilla friendly to full extent though, because they contain these two lines. Edit: Just noted it in mod info in the first post.
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: Dingo on October 11, 2016, 08:16:21 AM
Haha I'm just kidding. It was kinda weird, though, I just like the bizarre and nonsensical descriptions of the base games. They have a lot of character.

Though this one cracked me up:

(http://i.imgur.com/EWUZ7gA.png)




Minor typo in RulePacks_Art_DescriptionRoot.xml: "[animal]s are lookin curiously at the scene"
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: TrueDestroyer on October 12, 2016, 05:26:49 AM
Quote from: Dingo on October 11, 2016, 08:16:21 AM
Haha I'm just kidding. It was kinda weird, though, I just like the bizarre and nonsensical descriptions of the base games. They have a lot of character.
(...)

Minor typo in RulePacks_Art_DescriptionRoot.xml: "[animal]s are lookin curiously at the scene"
It's ok:) thanks for finding the typo :) I thought this mod would be easy to make but fixing typos took several hours of work, and I didn't even manage to find them all:) Will fix it in next release.

And about this one art description, it's based on vanilla content only, so you could get it without my mod too:) erotic style was vanilla, whereas the 'cleric' and 'god' were pulled out of ingame namebase:)




I'll think about barbed wires and recycler, though I recently found skullywag's mod that lets you recycle apparel. Also, recycle what exactly? Used weapons to their original resources is only option I see now. There's nothing much else to recycle. Mechanoids can be disassembled, buildings can be deconstructed, steel slags can be smelted. Looking for ideas on that.
Title: Re: [A15]True Mods 10.10.16 - 23 vanilla friendly mods/fixes - FIXED THE BIG GLITCH!
Post by: mabor0shi on October 12, 2016, 09:15:53 PM
Quote from: TrueDestroyer on October 12, 2016, 05:26:49 AM
Will also think about barbed wires and recycler, though I recently found skullywag's mod that lets you recycle apparel.
Skullywag's Reclaim Fabric is good for making fabric out of damaged apparel. But not for recycling anything else. Anyway, I like the reinforced conduit. It just has more HP, not less likely to explode, right? And the sun lamps, realistically, would push heat. Probably it was overlooked. But maybe they dont because they r usually used in a greenhouse where heat is (often) desirable. Making them not give off heat could b part of balancing them, though i think they r nerfed enuf by huge power consumption alone. Keep up the good work, TD.
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: TrueDestroyer on October 15, 2016, 08:27:01 PM
There's been a new update: Fixing Neolithic tribes being able to build tool cabinets and billiard tables and much more advanced stuff from day one. Adding a log wall from older game versions. Adding a nice and versatile furnace to help you survive with something other than a fireplace. Also fixes to lamps, and a new small lamp. And last but not least, a plasteel reinforced power conduit - requires research, lategame. Just more hp and work to make. More info in the main post (snapshots included).

Fixed the first post layout to be more friendly.
If it turns out that there are no bugs and issues with new content, I'll probably take a break form releasing mods, and in the future release content on much slower pace than before.
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: Canute on October 16, 2016, 04:00:53 AM
QuoteArmored military exoskeleton enhancing strength and manipulation, but reducing movement speed.
But -10% Work speed, from the description it should be +10%.

Ind. exoskeletons got +45% work speed.


Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: TrueDestroyer on October 16, 2016, 04:57:29 AM
Military one increases your manipulation when wielding weapons, stabilising your aim and helps you with recoil and keeping weapon on target, designed to work with variety of weapons and simply slightly aiming them for you based on military software analyzing the situation- giving bonuses to accuracy. This bonus is not overpowered and rather small, but noticeable. Additionally to compensate that, it has better armor or hp than the other version. It's not designed to help you work though, and wearing these without using a gun the user is rather clumsy. The industrial version is great when it comes to do work related tasks, like construction or usage of complex items, with tools and micro manipulation, and carrying capacity bonus, but is not designed to stabilize your aim in combat situations (like the combat version), and you can notice a huge accuracy debuff on that one. The user has problems to hold and aim weapons properly, and there's no additional aid in pointing them at distant targets. I know it gives huge bonus to global workspeed, but honestly, wearing this all day you won't get much stuff done without planning anyway (huge movement speed debuff). So, it's all intended:)
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: Canute on October 16, 2016, 05:37:49 AM
Then just change the description, from manipulation into weapon handling :-)
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: Dingo on October 16, 2016, 05:55:55 AM
I tried to make improvements to your art description mod, fixing some grammar issues and making some sentences more sensible in terms of structure.

Attached a RulePackDefs zip to this post.

[attachment deleted by admin - too old]
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: TrueDestroyer on October 16, 2016, 09:10:01 AM
Quote from: Dingo on October 16, 2016, 05:55:55 AM
I tried to make improvements to your art description mod, fixing some grammar issues and making some sentences more sensible in terms of structure.

Attached a RulePackDefs zip to this post.

I''ve included your stuff, merging it with my code and double checking everything. Typos, lacks of articles, wrong word order - fixed. Most went through as you suggested it.
There are some changes that won't be put in place as you proposed, eg. I wont change 'everything is so [composition] and so [artstyle_adj], that (...)' to 'everything is so [composition] and so [artstyle_adj], that (...)' - It was that by default, but I changed it because there's a chance to roll "very static" and "very dynamic" on composition and it would look weird. Changed it to "and simultaneously so". Also the excess of new lines was used mostly to divide the vanilla content from new content.

Quote from: Canute on October 16, 2016, 05:37:49 AM
Then just change the description, from manipulation into weapon handling :-)
Done.

Both these, minor exoskeleton desc fix and art descriptions fixes by Dingo will be in a silent update - I'll simply upload these files fixed in several minutes.
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: Dingo on October 16, 2016, 09:12:14 AM
The so and so thing was changed because I actually had a piece of art that said "everything is circular and so *adjective*" which makes little grammatical sense. "Everything is so circular and *adjective*" makes perfect grammatical sense.
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: TrueDestroyer on October 16, 2016, 09:44:00 AM
Now it will be like "everything is circular and simultaneously so *adjective*, that it is hard to notice the main subject". Should sound a bit better I guess.

Edit on 17.10.2016: There has been a bug with furnace, I forgot to assign workgivers, download "Light and heat sources" again if you used it (single file, or merged pack with all mods - i updated it everywhere) to be able to cook meals. 100% Save compatible. Sorry, just noticed and fixed it.
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: Canute on October 19, 2016, 06:10:10 AM
The hvy industrial exo give +85 carry cap., the info on the pawn show 192 total carry cap.
But when he goint to gather mats to craft an appearal with 150 mats, he still runs 2 times. Same happen when he haul stuff to the stockpile.
Ok the hauling to the stockpile is gamemechanic, he allways just take that much to fill the existing field to the max. cap.
BUT, when you butcher something that give more then 75 meat, the pawn carry all the meat to the stockpile and split it on different field.
It is possible to adapt that feature ? Otherside the extra carry cap. is pretty pointless for healthy pawn.
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: TrueDestroyer on October 19, 2016, 07:15:23 AM
Quote from: Canute on October 19, 2016, 06:10:10 AM
The hvy industrial exo give +85 carry cap., the info on the pawn show 192 total carry cap.
But when he goint to gather mats to craft an appearal with 150 mats, he still runs 2 times. Same happen when he haul stuff to the stockpile.
Ok the hauling to the stockpile is gamemechanic, he allways just take that much to fill the existing field to the max. cap.
BUT, when you butcher something that give more then 75 meat, the pawn carry all the meat to the stockpile and split it on different field.
It is possible to adapt that feature ? Otherside the extra carry cap. is pretty pointless for healthy pawn.

I see it now. Note that when creature gives like 400 units of food, the butcher still can carry it, even without exoskeleton. This is, sadly, not adoptable as far as I can tell. I will change the ratios between work speed (+), carrying capacity (-) and movement speed decrease (faster movement), and maybe even cost and value on this one.
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: Dingo on October 19, 2016, 10:51:53 AM
Quote from: TrueDestroyer on October 16, 2016, 09:44:00 AM
Now it will be like "everything is circular and simultaneously so *adjective*, that it is hard to notice the main subject". Should sound a bit better I guess.

This is still not as good grammatically. You need "so" after "is" because that relates directly to "that" after the comma. That's just how the sentence is structured (I don't know the exact names of all of these sentence parts, because I'm not a native speaker, but I do know how it should sound).

So your correct structure would be: "Everything is so X, that Y" (X & Y = anything you want that can fit).

What you're constantly doing is: "Everything is X, that Y" (I don't even include the "so" before the adjective because it's still contained in X, and doesn't influence the overall sentence arch).

I can't remember if I've seen any blatant examples of fixable grammar other than this specific sentence, but I definitely fixed/changed them in my suggestion XML if I have.
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: TrueDestroyer on October 19, 2016, 11:21:36 AM
I thought I was right, but actually you might be right.
What about "everything is so *adjective* and *very dynamic/circular*, that it is hard to notice the main subject".
Notice the lack of "so" again. - I'm just doing all this cause I believe that "so very dynamic" is meh, while maybe its ok.

Also, new update is coming soon.
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: Dingo on October 19, 2016, 11:36:20 AM
That's because you don't need the second "so", I didn't include it either if I remember correctly. The first "so" applies to the rest of the phrase until you reach the comma, splicing the sentence structure. You also don't need "very" as it is generally not a high-quality way to describe things.

I think "everything is so [adjective] and [composition], that it is hard to notice the main subject" would be the most straight-forward, cleanest way to structure this specific phrase.
Title: Re: [A15]True Mods 15.10.16 -vanilla friendly mods -new: lights, conduits,research!
Post by: TrueDestroyer on October 19, 2016, 11:50:28 AM
Quote from: Dingo on October 19, 2016, 11:36:20 AM
You also don't need "very" as it is generally not a high-quality way to describe things.
yep I agree, but "very" before some words like "static" and "dynamic" is in the base game and I don't want to delete it...

Quote from: Dingo on October 19, 2016, 11:36:20 AM
I think "everything is so [adjective] and [composition], that it is hard to notice the main subject" would be the most straight-forward, cleanest way to structure this specific phrase.
Ok, I've put it like this in xml file, currently I'm preparing stuff for upload.
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: Dionizos13 on November 04, 2016, 10:57:59 AM
Quote from: TrueDestroyer on September 19, 2016, 12:21:04 PM
New update is here! Now with minor fixes.

Update: 19.10.2016
-Updated Fur sleeping spots with new graphics, also adding double sleeping bags. Mod is now known as Fur sleeping bags.
-Updated Additional art descriptions and name generator options - minor text fixes - again
-Updated Double sleeping spot - by adding another tiny mod to it, the single equipment rack. I did not want to make separate mod for it, and it fits there, making double of what was only single in vnailla, and vice versa.

Known issues:
RTMadSkills mod doesnt work with this mod (it probably has problems with mods that include stat modifying apparel)



I've been playing rimworld for around 2 years, I've been anticipating some changes and fixes yet they did not come, so I modded some stuff for myself. I decided to polish these mods and release them for everyone:).

I'm obsessed with game balance and mods being vanilla friendly - so that their content is indistinguishable from the original game content, and that's how I tried to make my mods.

The mods vary from minor recipe fixes or other single xml modifications promoting realism and immersion, to new in game objects like neolithic weapons (slings, throwing stones, blowpipes with poison darts), to functioninal buildings like nuclear generators.

Download links at the bottom - download the ones you want separately from google drive folder folder, or simply use the other link to download one .zip file with all of the mods as one.




One pack with all my mods merged:
This contains all my immersive vanilla friendly modifications.

Great work, but after true mod instalation something totaly mess up with translation. I played using Polish language after true mod i had tons of errors about "def linked translations error". I attache first lines from log: https://scr.hu/wRA0om
Polish fonts was totaly mass up in all rimworld (also in menu).
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: TrueDestroyer on November 08, 2016, 08:13:50 AM
It's probably about art descriptions mod, you should play without it, sorry. Not sure how other mods will behave if you use translated version.
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: Kapun on November 13, 2016, 06:52:04 AM
I have a bug: colonists can't haul more then 75 items even if the have a huge haul capacity (due to exoskeletons and boinics).
Changing mod order doesnt help. Does anyone else has this bug? Maybe a conflict with another mod is causing this?
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: TrueDestroyer on November 13, 2016, 09:16:03 AM
Nah, it's just vanilla game, and I rearranged the bonuses some time ago to compensate for this (less capacity buff, more workspeed buff).
It will add up though if your colonist can somehow (due to some disability) haul less than 75. Also, notice how butchers can haul hundreds of meat at once regardless, even in unmodded game. This is just base game issues.
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: Kapun on November 13, 2016, 10:21:14 AM
Quote from: TrueDestroyer on November 13, 2016, 09:16:03 AM
Nah, it's just vanilla game, and I rearranged the bonuses some time ago to compensate for this (less capacity buff, more workspeed buff).
It will add up though if your colonist can somehow (due to some disability) haul less than 75. Also, notice how butchers can haul hundreds of meat at once regardless, even in unmodded game. This is just base game issues.

So there is NO WAY to make colonists (not buchers) take more then 75 stuff in one run? If you could somehow do it, it would also be great for other mods like EPOE.
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: Kapun on November 13, 2016, 12:07:30 PM
I think that heavy industrial exoskeleton (HIE) should be rebalanced: instead of global work speed buff it should have bonuses to specific work types (like mining, plant cutting etc.)- HIE is meant to make a human physically stronger, but not smarter. As it stands now its increasing research speed too, which is wierd. So it should probaly have a huge bonuses to physicall tasks:mining, plant cutting, crafting, stonecutting, constructing, medium bonus to smithing, growing, cleaning. And probaly a penality to surgery (and treating) (both speed and quality) and sculptoring as HIE is probably too heavy and bulky for delicate tasks. Then, a huge damage bonus for blunt weapons(and fists) and a medium one for sharp melee weapons (blunt weapons more rely on user's strenth then sharp ones) but a penality to hit chance and melee cooldown (its heavy and bulky and not desined for combat). And you should probaly reduce movement speed penality as its realy huge (4-3 times slower then normal is way too much (in my opinion anyway). Its a spacer age exoskeleton! It can support its won weight. It shouldnt be so slow!
TrueDestroyer, please say, what do you think about the idea? Everyone else-any comment is welcome!
P.S. TrueDestroyer, your mods are totaly great! Everyone, sorry for my bad English.
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: TrueDestroyer on November 13, 2016, 06:01:55 PM
Actually, this thing with separate speeds for different worktypes is a great idea - i just put the generic workspeed to avoid tons of different coefficients listed in description, but it could use some tweaking and I see now it can be exploited towards researching at excessive speed, which was mostly unintended. I'll fix it as yo suggested in the next update, but this one will be probably for A16, if ever:)
Also, It's not a spacer armor like powered armor - it's industrial level technology, and uses only steel and components to be crafted:)! (You found a bug - yes, it was spacer, fixed now, check bottom of the post:d)
To compensate this, the speed debuff is huge, and if you leave a regular colonist in it for several days his mood will suffer, and it's intended. This promotes static jobs like drilling or crafting (or research, which was not 100% intended). It should not be a regular suit, but more like occassional "tool" - therefore it is optional, and one can have situations where they are a must have (like having a dedicated miner or crafter, tons of mining drills on map etc), or just plain useless through the entire playthrough (you would just sell these to traders then all the time).
The speed debuff has also another role - you can say outright which pawn has the armor by the way they move and behave, same with the enemies wearing those - in regular raids they will intentionally be left behind, so one raid may result in several attacking waves of enemies, and you may reconsider your tactics agains these heavily armored enemies.

I've always felt that the movement debuff is huge, but when I see the cost to craft one I just fear, that reducing this debuff will make it a default choice suit for every pawn in every colony, whereas it's a harsh game, and I wouldn't like to make it too easy. I'll look at it again. I could rise the research points and steel cost to make one, while lowering the debuff by 25-30%. I tested it, and then this exoskeleton becomes kind of boring. So I decided that big speed debuff will be a characteristic feature for this one, and low cost will encourage people to think of clever applications for maximum productivity (not 100% intended for research grinding though XD).
I tested different cost/workspeed/movement speed ratios but this one gives this kind of thoughts (I hope):
"oh it's a work enhancing exoskeleton made with just steel and little components! Ah but I see it's not spacer tech so when it comes to movement it will basically almost incapacitate my colonist if he wears it, what should I do... Maybe I should just wait till a raider drops one, or till I could research Powered Armors? Or maybe my jogger guy with bionic legs will handle one just fine? Shall I research it now? I also have this pawn that is superior only with mining and he works around one area all the time, not moving around that much, as he sleeps by the drill... Oh man I wish I could just have powered armors, but I guess It'll take some more years till I'll be able to craft one. This flawed industrial technology must suffice for now."

So it's not spacer and it is supposed to be "meh" in some cases, and players should prefer Powered Armors over this. (It's actually around 5-6 times cheaper than Powered Armor if I recall correctly).
I still feel like it may be useful in some cases (to be scavenged from raider corpses and sold, while diversyfying raids, to be used when mining with drills or mass manufacturing; I wish 'or hauling tons of stuff at once' would be there, but game simply won't allow this at this state).

Thanks for feedback!:) I'm glad you enjoy my mods:)

EDIT: OMG I just checked it just to be sure, and well - Heavy exoskeletons were supposed to be industrial level research, not spacer. I'm updating it now, sorry. This will be a silent update:) changing one line in ResearchProjectDefs\Exoskeletons.xml , line 24 "Spacer" to "Industrial".
Thanks for pointing this out! I though that you mixed something up and it turns out I messed up.

Edit: It's updated now:) Haha so I guess it's balanced as intended now?:)
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: scumbag on November 24, 2016, 12:05:06 AM
Holy shit, obligatory bump. This is a front page quality thread and mods. So much data. ;) I'm glad I'm of those people who genuinely enjoy modding games until they're broken and spending 6 hours getting them to working properly, or I'd never have made it to the 7th (8th?) page of "Releases".

Keep up the good work! :D
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: lllMWNlll on November 24, 2016, 06:24:27 AM
This mod is awesome. I alredy have medieval tech, industrial tech and spacer tech. Now i got Neolithic stuff, my game experience will be unique now. :D

Thx for the modpack!
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: Rock5 on November 24, 2016, 06:58:17 AM
Staves are not really worth it or needed. A single piece of wood does 8 damage with 2.20s cooldown. Although if staves are quality items then a good crafter could make one that is better and worth it.
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: Adalah217 on December 21, 2016, 10:38:57 PM
Was curious how many of these tweaks work for A16. Can't live without sleeping bags! Thanks!
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: kautsar211086 on January 18, 2017, 02:15:38 AM
A16 please.. I really want to play with your mods on A16..
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: EldVarg on January 18, 2017, 08:27:23 PM
Wish TrueDestroyer would come back!
"Last Active: 2016-12-27, 14:30:35"
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: TrueDestroyer on January 21, 2017, 02:42:40 PM
Thanks for all kind words here, and on my youtube channel, I don't really deserve it:) Just took a quick look here on this thread, and wow:) I'm really overwhelmed by how you all miss my mods:)  Sorry to keep you waiting, I had some work (exams, university projects - I study robotics), also there were other issues that made me stop playing some months ago, as it didn't feel right to continue doing so with the choices I made...

Let's just say that now I see that to give it all up was not a good option either, as it didn't fix a single thing, and I can't forget about this darn game and the honest work that Tynan puts into it, and the community here and on reddit. Now I know that instead I need to change something, one simple thing and everything will be in place, also untill I do it I don't deserve any of your kind words.

Uh, long story short, I'm getting A16 (and a in game name!) as soon as I finish my exams. I totally want to see A16, and support Rimworld as it deserves it. I'm really sorry for not doing this earlier. This means that my updated mods will probably appear on steam workshop too! (need to get steam account first xD).
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: Iasus on January 21, 2017, 03:38:08 PM
Great to hear, man.   Love your mods. 

Best of luck with your exams - work hard and nail them, then come back to us and we'll be really pleased to see your mods updated.

Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: kautsar211086 on January 22, 2017, 02:46:02 AM
Quote from: TrueDestroyer on January 21, 2017, 02:42:40 PM
Thanks for all kind words here, and on my youtube channel, I don't really deserve it:) Just took a quick look here on this thread, and wow:) I'm really overwhelmed by how you all miss my mods:)  Sorry to keep you waiting, I had some work (exams, university projects - I study robotics), also there were other issues that made me stop playing some months ago, as it didn't feel right to continue doing so with the choices I made...

Let's just say that now I see that to give it all up was not a good option either, as it didn't fix a single thing, and I can't forget about this darn game and the honest work that Tynan puts into it, and the community here and on reddit. Now I know that instead I need to change something, one simple thing and everything will be in place, also untill I do it I don't deserve any of your kind words.

Uh, long story short, I'm getting A16 (and a in game name!) as soon as I finish my exams. I totally want to see A16, and support Rimworld as it deserves it. I'm really sorry for not doing this earlier. This means that my updated mods will probably appear on steam workshop too! (need to get steam account first xD).

wow! great to see you here.. I am actually who talk with you in your youtube channel. I HOPE I can see your mods in my game soon, and good luck for your exams. see you soon! :)
Title: Re: [A15]True Mods 19.10.16 -vanilla friendly mods -new: some fixes and minor mods!
Post by: Thundercraft on June 14, 2017, 08:39:47 AM
Taking note of the license mentioned in the OP, I've updated Ship Engine Size Adjustment so it will work with A17. See attachments below.

I desired to also upload it to Steam Workshop, since there seems to be a number of Steam RimWorld players who never bother to look on the official forums for mods (or who may feel daunted at the prospect of manually installing to the /mods/ folder). But, I did not.

However, I did make a derivative that is basically a complete rewrite to work with notFood's "MFO" or Mod Friendly Overrides (https://steamcommunity.com/linkfilter/?url=https://ludeon.com/forums/index.php?topic=22763.msg287823#msg287823). Again, see the attachments below. Also, I released this one on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=946585188) (with credit to True Destroyer). This method is more mod-friendly and is both easy to update and (probably) future-proofed for future RimWorld releases. However, this MFO version absolutely requires MFO to work. Also, unfortunately, it currently only works for A16... at least until MFO gets updated to A17.

[attachment deleted by admin due to age]