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RimWorld => Mods => Unfinished => Topic started by: kaptain_kavern on November 05, 2016, 05:17:03 AM

Title: WIP[A17] Superior Crafting Revived
Post by: kaptain_kavern on November 05, 2016, 05:17:03 AM
I will make a proper "beta" release here for putting you into contributions for feedbacks ;P , but I wanted to let you know that I was working on updating Superior Crafting (https://ludeon.com/forums/index.php?topic=11741) by Abrexus to A15. No ETA for now it's a side side side side side project I'm working on, for several weeks, at a very low pace.

I had to cut down all .DLL related functions and it will surely be safer to rewrite the whole thing from scratch (in fact I may end up doing that) but here is a link to the github repo where I work on this : https://github.com/kaptain-kavern/Superior-Crafting-Revived (https://github.com/kaptain-kavern/Superior-Crafting-Revived)

This is the first "startable" version (without a shit load of red errors at starts) I managed. Now I need to slowly test and change/tweak cost and/or techlevel requirement and things like that. (I started with a A11 version of the mod)

Now I started this thread more to start to gather ideas/advices and such, rather than enforcing someone to test this in it's current state.

I was thinking/remembering that this mod was at the core of most mod packs I saw in the past and was wanting to bring this gem back to the community.


-={ Illustrated album with a quick overview of the mod }=-
(http://imgur.com/qdKqATD.jpg) (http://imgur.com/DXAmit9.jpg) (http://imgur.com/wPFvk6w.jpg) (http://imgur.com/4oLGdzk.jpg) (http://imgur.com/JH0VcQH.jpg) (http://imgur.com/nyOEudV.jpg) (https://imgur.com/a/2i4En)
-={ Production Tree}=-
(https://raw.githubusercontent.com/kaptain-kavern/Superior-Crafting-Revived/master/About/Production%20Diagram.png)


-={link to my devnotes}=- (https://hackmd.io/s/SkNcPHCll)
I've made up my mind : I will take the last Abrexus' version and slowly convert all of it in a new rewritten-from-scratch mod, using all CCL features in order to retain maximum compatibility.
I want it to become a "Core Crafting Mod" as a framework for other mods to "plug into"



And like Abrexus was saying :
(http://imgur.com/dqUBgJ6.jpg)
Title: Re: [A15] Superior Crafting Revived
Post by: Tammabanana on November 05, 2016, 08:56:08 AM
This looks super cool, and I'm going to keep it on my radar.

(But have exceeded my bandwidth already and am breakin' da experiment rules playtesting CK pack + Ancestors at the same time, soooo... radar for later.)
Title: Re: WIP[A15] Superior Crafting Revived
Post by: kaptain_kavern on November 07, 2016, 05:16:47 PM
I've made up my mind : I will take the last Abrexus' version and slowly convert all of it in a new rewritten-from-scratch mod, using all CCL features in order to retain maximum compatibility.
I want it to become a "Core Crafting Mod" as a framework for other mods to "plug into"
Title: Re: WIP[A15] Superior Crafting Revived
Post by: kaptain_kavern on November 09, 2016, 12:26:55 AM
Added screenshots and links to my devnotes in OP
Title: Re: WIP[A15] Superior Crafting Revived
Post by: demeggy on November 10, 2016, 12:41:00 PM
Woop, a decently indepth crafting system! DL's...
Title: Re: WIP[A15] Superior Crafting Revived
Post by: JadedApprentince on November 30, 2016, 07:00:55 PM
Quote from: demeggy on November 10, 2016, 12:41:00 PM
Woop, a decently indepth crafting system! DL's...
None of its really new, except for the Drug Lab.
This mod was all the rage back in A13 I believe, was really great for mid-game since you could basically craft synthread and hyperweave really early on if you focused on growing cotton and devidstrand, plus getting the plasteel needed. Also allowed for crafting medicine before you even could in the base game, so it was a real game changer.
I do agree though, it will need some serious work to remake everything, even the textures would be better with some tweaking.
Good luck to you kaptain!
Title: Re: WIP[A15] Superior Crafting Revived
Post by: kaptain_kavern on June 13, 2017, 10:58:23 PM
I've started again from scratch, taking advantage of the new XML patching possibilities  :P
Title: Re: WIP[A15] Superior Crafting Revived
Post by: BlackSmokeDMax on June 14, 2017, 01:01:15 AM
Quote from: kaptain_kavern on June 13, 2017, 10:58:23 PM
I've started again from scratch, taking advantage of the new XML patching possibilities  :P

I'm excited to see this!
Title: Re: WIP[A15] Superior Crafting Revived
Post by: Devon_v on June 19, 2017, 08:25:30 AM
Quote from: kaptain_kavern on June 13, 2017, 10:58:23 PM
I've started again from scratch, taking advantage of the new XML patching possibilities  :P
Probably for the best, as that will improve compatibility. You could also, I believe, redefine the existing resources names and graphics to make them the finished products, then add the raw resources as a precursor so that existing mods point to the correct items for recipes. Then you'd only need patches for stuff like Vegetable Garden which already have their own raw cotton and devilstrand, etc.
Title: Re: WIP[A17] Superior Crafting Revived
Post by: SpaceDorf on June 22, 2017, 09:13:51 AM
Looks Dwarfy :)
Title: Re: WIP[A17] Superior Crafting Revived
Post by: kaptain_kavern on June 23, 2017, 12:01:03 AM
So my core group of features are working and are playable barely playable. I haven't even started to patch think about the research part though.

I have no intention of re-inventing the wheel again, so I will focus on expanding vanilla crafting only (I will drop the medical items and the modded turrets)

I've reached the part where I'm starting to think about compatibility and how this mod will plug into other mods. And I think I will use already existing mods that are doing things Superior Crafting were doing. That way all I have to do is "just" patching some existing defs (versus rewriting everything)

As an example, I intend to use mods like Powerless (https://ludeon.com/forums/index.php?topic=32190#msg329348) (for early tech), Rainbeau's Fertile Fields (https://ludeon.com/forums/index.php?topic=33063.0) or Glass&Light (https://ludeon.com/forums/index.php?topic=14870.0) (for glass stuff). This will imply to have those mods installed and activated before SCR. This will make this mod half a mod pack in a way. This will also mean I intend to be very restrictive in the choice of those mods.

I really want to hear some suggestions regarding this precise idea if you're willing to ;)
Title: Re: WIP[A17] Superior Crafting Revived
Post by: Robloxsina66 on June 23, 2017, 01:02:46 AM
wheres the turrets?
Title: Re: WIP[A17] Superior Crafting Revived
Post by: kaptain_kavern on June 27, 2017, 11:30:13 AM
I'm still making progress.

Also got author permissions to use Powerless and Fertile Fields, thank you guys  8)
Title: Re: WIP[A17] Superior Crafting Revived
Post by: BlackSmokeDMax on June 27, 2017, 12:11:57 PM
Quote from: kaptain_kavern on June 27, 2017, 11:30:13 AM
I'm still making progress.

Also got author permissions to use Powerless and Fertile Fields, thank you guys  8)

Excellent. So, is the plan to get permission for and include all the mods in one mod/modpack, or to download/install all the mods separately?
Title: Re: WIP[A17] Superior Crafting Revived
Post by: kaptain_kavern on June 27, 2017, 11:06:11 PM
You will only have to set a few selected mods BEFORE mine in mod order, for it to use their defs. I will carefully choose them and limit them to just a few. This will be the "Core" mod in itself.  For now it should be Powerless, additional joy objects, Rainbow Fertile fields and Glass&Light.

Totally optional compatibility patches will follow. What I want to achieve is maximal mod compatibility, first. Hence why I intend to have just a few dependencies.
For the optional patches I think about VG and my TropiCKapp Rainforest first

Edit : to be more clear : Hopefully, it will become a very little mod pack (but user will have to manage dependencies by himself) with a lot of optional compatibility patches
Title: Re: WIP[A17] Superior Crafting Revived
Post by: SpaceDorf on June 28, 2017, 03:23:43 AM
Quote from: kaptain_kavern on June 27, 2017, 11:06:11 PM
You will only have to set a few selected mods BEFORE mine in mod order, for it to use their defs. I will carefully choose them and limit them to just a few. This will be the "Core" mod in itself.  For now it should be Powerless, additional joy objects, Rainbow Fertile fields and Glass&Light.

Totally optional compatibility patches will follow. What I want to achieve is maximal mod compatibility, first. Hence why I intend to have just a few dependencies.
For the optional patches I think about VG and my TropiCKapp Rainforest first

Edit : to be more clear : Hopefully, it will become a very little mod pack (but user will have to manage dependencies by himself) with a lot of optional compatibility patches

If you read Rainbeaus Fertile Field Description it is already compatible / unifying VG's and it's own Terraforming options into one.
Of course there is a lot more stuff in VG than that :)
Title: Re: WIP[A17] Superior Crafting Revived
Post by: kaptain_kavern on June 28, 2017, 10:49:41 PM
It was all planned  8)
I was happy when I discovered this. I had choose it anyway because I like how it make materials finite (you can't create dirt/sand/rocks endlessly from the same spot on the map) but let's say it's a good synergy :-D

But as you said there is way more things in VG ;-)
Title: Re: WIP[A17] Superior Crafting Revived
Post by: faltonico on June 29, 2017, 12:36:56 AM
Even though i didn't use the original one, I'm glad you are reviving this project, i have never been so comfortable with the "build from thin air to simplify the process" thingy in Rimworld. e.g. building one of the most advanced machines in the current society with just dug out steel and "components" with no specialized machines nor facilities (see solar (https://www.solarworld-usa.com/solar-101/making-solar-panels#Step_1:_Crystal_growing) panels (https://www.youtube.com/watch?v=BZKEkwOJ9Nw)).

If you are willing to look into my ideas, you can go beyond the current method of crafting and make the very own benches to use the materials they are composed with to include some sense of "progression" e.g: you could make, for instance, the manual sawmill need a saw for its construction, you would need to craft said saw first from metal bars (or metal plates) at an anvil.
In the end, the progression would be building all the infrastructure to create your benches and the need to "upgrade" all of them to their more efficient versions.
Makeshift kiln (made from mud brick) => electric smelter (made from bars or metal plates)
Manual sawmill (from wood and a saw) => electric sawmill (from plates and a better version of the saw)
Anvil => fueled smithy => electric smithy

Of course the older versions of the benches should be painstakingly slow to work with, to guarantee the need for an upgrade.

This would obviously mean more xml coding though xD

Regardless if you do pay attention to my nonsense or not, keep the good work! and i hope you can finish this sometime soon.
Title: Re: WIP[A17] Superior Crafting Revived
Post by: Robloxsina66 on November 04, 2017, 04:47:07 PM
is this still being worked on?
Title: Re: WIP[A17] Superior Crafting Revived
Post by: DaemonDeathAngel on November 06, 2017, 05:56:30 AM
I think Kaptain took a LOA, so probably not. Ive considered reviving it myself.
Title: Re: WIP[A17] Superior Crafting Revived
Post by: Robloxsina66 on November 06, 2017, 08:01:28 AM
oh alright
Title: Re: WIP[A17] Superior Crafting Revived
Post by: kaptain_kavern on November 06, 2017, 10:37:35 AM
Oh I'm still there, been going out and back in with every Alpha ;-D Just got back here for A18 in fact.

This one baby is kinda being worked on but at a very low pace.
2 major problems: I don't have the original author permission and as I'm progressing very low, I need to re-do things with each alphas
Title: Re: WIP[A17] Superior Crafting Revived
Post by: Robloxsina66 on November 06, 2017, 05:09:11 PM
the a17 and 18?
Title: Re: WIP[A17] Superior Crafting Revived
Post by: kaptain_kavern on November 06, 2017, 10:09:57 PM
I started this under A15 :D

I have no deadline in mind, it's kind of a side project, so next iteration will probably be A18
Title: Re: WIP[A17] Superior Crafting Revived
Post by: sulusdacor on January 20, 2018, 11:07:22 AM
https://www.dropbox.com/s/xghcz9cia0dxv0i/Superior-Crafting-Revived_b18.7z?dl=0
edit: the github version from a17 updated to b18
Title: Re: WIP[A17] Superior Crafting Revived
Post by: BlackSmokeDMax on January 20, 2018, 03:53:49 PM
Quote from: sulusdacor on January 20, 2018, 11:07:22 AM
https://www.dropbox.com/s/xghcz9cia0dxv0i/Superior-Crafting-Revived_b18.7z?dl=0

Is this kaptain's work you are updating, or are you updating the original mod from 5 or 6 (or is that 6 or 7) alphas ago? Or perhaps this is the version that is in HardcoreSK? Just wondering what to look for with this.
Title: Re: WIP[A17] Superior Crafting Revived
Post by: sulusdacor on January 20, 2018, 04:39:35 PM
this is the version that is posted in the first message of this topic a17 in the github, updated to b18
Title: Re: WIP[A17] Superior Crafting Revived
Post by: BlackSmokeDMax on January 21, 2018, 06:56:13 PM
Quote from: sulusdacor on January 20, 2018, 04:39:35 PM
this is the version that is posted in the first message of this topic a17 in the github, updated to b18

Thanks. Appreciate the info and the update!
Title: Re: WIP[A17] Superior Crafting Revived
Post by: sulusdacor on January 24, 2018, 06:39:27 AM
for anyone interested a "standalone": http://steamcommunity.com/sharedfiles/filedetails/?id=1279138912
(update of  the old version to b18 by pesky little rascal)
Title: Re: WIP[A17] Superior Crafting Revived
Post by: BlackSmokeDMax on January 24, 2018, 12:18:29 PM
Quote from: sulusdacor on January 24, 2018, 06:39:27 AM
for anyone interested a "standalone": http://steamcommunity.com/sharedfiles/filedetails/?id=1279138912
(update of  the old version to b18 by pesky little rascal)

Thanks for the tip, will take a look at that as well!