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RimWorld => Releases => Mods => Outdated => Topic started by: Telefonmast on December 29, 2016, 11:07:56 AM

Title: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on December 29, 2016, 11:07:56 AM
(https://i.imgur.com/0WznwfP.png)

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Initializing...-
Loading...--
Gathering data...---

//>Transmission Begin<\\
Welcome back Commander.

We have information about Tiberium spreading through space.
Humanity was fighting with the strange substance for centuries on the long-forgotten planet earth.
Apparently the Scrin have started an invasive mission on using new planets to harvest their so called "Ichor" – and this Rimworld is in high risk of being the next target – so be prepared.

A Tiberium transport vessel has been shattered in space, spreading Tiberium rocks in all directions.
Observations prove the risk of infestation on this planet.

Your current objectives:
Get control over a colony and keep it alive.-
Protect it from any Tiberium dangers.-
If present - isolate any Tiberium occurrence ASAP.-
Learn about the strange substance.-
Use it to your advantage.-

Save this Rimworld and get the mineral under control.
We are counting on you.
//>Transmission End<\\


TiberiumRim
Hello and welcome to Tiberium Rim – A Command & Conquer mod for RimWorld.
This mod's focus is to add the whole of the Tiberium universe into RimWorld.
This mod is going to be the Tiberium "core" part, Factions and Scrin will be a seperate mod for player customization.

Description:
The table of contents can be found  here!  (https://docs.google.com/document/d/1Oq8S7Gd3jzfmk3tSUwS7onUTIhKMATF-AkeRLJxhA9k/edit?usp=sharing)

TiberiumRim is a mod which adds the infamous Tiberium from Command & Conquer to your RimWorld!
This mod is - supposed to be - under constant development to add all of those lovely nice features that the C&C lore has to offer.
So far we got some basics down and it will be only reworked and improved from here on.

I hope you enjoy and be sure to report bugs asap!

Available languages:
-English
-German
-Korean

Author/Mod Team
Telefonmast(Author, XML coding, Artist)
Nephlite (https://ludeon.com/forums/index.php?action=profile;u=67609)(New Artist)
Nephlite does amazing art, welcome to the team!

Be sure to check our wiki (http://tiberiumrim.wikia.com/wiki/TiberiumRim_Wiki) if you need more information about the mod!
If you get any ideas visit our suggestion page! (https://goo.gl/forms/WjA70HXJ3c4pd1up1)

Download
(http://i.imgur.com/KZMvuFA.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=868415092)

(http://button.moddb.com/rating/medium/mods/31952.png) (http://coginator.com/6ta)
(http://button.moddb.com/popularity/medium/mods/31952.png)

Support us and our work!
(https://i.imgur.com/A8ZyG0F.png) (https://www.paypal.me/Telefonmast)
(https://i.imgur.com/zQ2ORIx.png) (https://www.patreon.com/Telefonmast)

Join the Discord!
(https://i.imgur.com/9RevOZN.png) (https://discord.gg/emkJQJH)

How to install:
- Install HugsLib from either Steam or the forums.
- Download TiberiumRim on steam or from this forum/Moddb.
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- As simple as that.

Get the new Factions addon here!
(http://i.imgur.com/ENJyX9n.png) (https://ludeon.com/forums/index.php?topic=34428.0)
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: jag648 on December 29, 2016, 11:21:49 AM
Does it require a new save?
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: witchyspoon on December 29, 2016, 11:22:54 AM
this is awesomesauce! nicely done!
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Telefonmast on December 29, 2016, 11:24:32 AM
Quote from: jag648 on December 29, 2016, 11:21:49 AM
Does it require a new save?

No need to worry about any losses.
But please report back if any issues are found.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Zakhad on December 29, 2016, 11:28:50 AM
Does it come with hellmarch? - This looks pretty badass dude, welldone! congratz on the mod release.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Helixien on December 29, 2016, 11:31:03 AM
DAMN! Thats amazing! I just bought C&C 3 on Steam and now this? Great work!
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Telefonmast on December 29, 2016, 11:36:06 AM
Quote from: iWilliBlecha on December 29, 2016, 11:31:03 AM
DAMN! Thats amazing! I just bought C&C 3 on Steam and now this? Great work!

How convenient! Hope you enjoy C&C 3, it's a great game!
This mod is pretty much oriented to that game.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: eisvogel88 on December 29, 2016, 11:51:10 AM
nice mod !!!!  :) :) :)
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Helixien on December 29, 2016, 11:52:06 AM
Maybe, you should add like a new pawn texture for when people get infected? Would be pretty cool! Also, does it damage walls and doors?
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Telefonmast on December 29, 2016, 11:54:14 AM
Quote from: iWilliBlecha on December 29, 2016, 11:52:06 AM
Maybe, you should add like a new pawn texture for when people get infected? Would be pretty cool! Also, does it damage walls and doors?

That might be tricky to do, and no, it doesn't do anything to solid objects. It only kills plants to spread.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Telefonmast on December 29, 2016, 12:18:01 PM
Quote from: Mattx0x on December 29, 2016, 12:10:38 PM
I have a few things i'd like to see though like the crystals don't cover the entire map but instead 75% and when 4 are next to one another in a square their sprite changes to reflect a larger crystal. Otherwise nice work!

Crystals being so aggressive is part of the mod, it adds to the danger and need to control it asap.
Sprites could get updated until 2.0, gonna look into that!

Thanks for the suggestions.
Future suggestions can be applied here (https://github.com/Profugo-Barbatus/TiberiumRim/issues) aswell.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: faltonico on December 29, 2016, 12:28:13 PM
This is what Rimworld is lacking, some real bad outherwordly events, not just constant trolling to make the game "harder".
Congratulations on the release!
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Profugo Barbatus on December 29, 2016, 12:30:06 PM
Quote from: Mattx0x on December 29, 2016, 12:10:38 PM
I saw this pop up on Github a few days ago along with Revamped, both ambitious projects, it's good to see them getting posted here showing good progress. I want to try, and this at least contains itself from not being a complete overhaul.

This was intentional. So far I've coded everything with consideration in part towards mod compatibility. I've no intention to make Tiberium Rim a one-stop shop of everything you'll ever need from a mod. Its got a goal, and the idea is to let it play alongside any other mods you have, to allow you to craft your own experience, as rimworld modding should be :P

Quote from: Zakhad on December 29, 2016, 11:28:50 AM
Does it come with hellmarch?

Hey, if the guy who does the music mod's interested, I'd be down for it. Dunno if it's got the same... Tone, as the rest of the rimworld soundtrack though :P

Quote from: faltonico on December 29, 2016, 12:28:13 PM
This is what Rimworld is lacking, some real bad outherwordly events, not just constant trolling to make the game "harder".
Congratulations on the release!


Thanks! Tiberium events *can* absolutely decimate a map, but only if you let them. They'll spread until you stop them, and the more there is across the map, the more you can take to use for your own needs. Its a dangerous resource solution, is what it is :P.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: poolday on December 29, 2016, 12:43:08 PM
Wow man you brought me so many good memories!! Thanks for the mod I'm downloading it now!
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Telefonmast on December 29, 2016, 12:49:09 PM
Quote from: Mattx0x on December 29, 2016, 12:39:56 PM
My concerns with the spread were based on the notion that in a game where too many mods are running and/or your pawns are too busy to deal with it could lead to it being too hard.

This of course can make it harder for players, but honestly, they installed that amount of mods to begin with so it is not our job to adjust our mod to such possibilities. Not wanting to sound careless, but in the end, Tiberium is supposed to be dangerous, and there is ways to treat it and take care of it. - Making Tiberium less dangerous is not the aim. 
Besides.
This release just started, so we will see what feedback we get, if there is any balance issues and what we could change.
So far there is no real evidence of Tiberium being a pain in the ass that ruins gameplay.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: FoxButt on December 29, 2016, 01:32:04 PM
If I download this, can I play it in an already made world?
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Akrakorn on December 29, 2016, 01:40:21 PM
Does this affect the world map? If one "hex" map gets infected by Tiberium, will the adjacent hexes eventually also get infected?
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Profugo Barbatus on December 29, 2016, 01:51:56 PM
It should be safe to load into an existing save. Its recommended to always make a save beforehand, just in case, but it shouldn't conflict with anything that I know of.

As for spread, at this time, it doesn't affect world map hexes, so adjacent cells will be safe, at least, until new Tiberium is deposited.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: System.Linq on December 29, 2016, 02:35:43 PM
Very neat mod!
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Ramsis on December 29, 2016, 03:10:14 PM
If I could favorite a thread with my GODLY ADMIN POWERS I so would; I've been chatting up Profugo and boy howdy this thread brings me a whooooole lot of joy. I love Tiberium everything, I love all things GDI/NOD, just really jumping up and down excited for this mod.

Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Telefonmast on December 29, 2016, 03:22:39 PM
Quote from: Ramsis on December 29, 2016, 03:10:14 PM
If I could favorite a thread with my GODLY ADMIN POWERS I so would; I've been chatting up Profugo and boy howdy this thread brings me a whooooole lot of joy. I love Tiberium everything, I love all things GDI/NOD, just really jumping up and down excited for this mod.

Well damn. I'm so glad you enjoy this!
I also love the whole Tiberium thing - that's the reason I started this mod project.
I see so few Tiberium related mods for other games than Command & Conquer, and I absolutely love RimWorld, so I just had to give it a go.
That's how TiberiumRim was born.

Hopefully 2.0 will bring you even more joy with the factions we plan to add!
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Elixiar on December 29, 2016, 03:59:37 PM
This looks INSANE.

First chance I get I am installing this.

A few little suggestions: have some kind of mini electric effect on the crystals. (Very rate big looks cool when there is many crystals)

Have it spread on the globe. (If that's even possible)
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: drakulux on December 29, 2016, 04:19:49 PM
Hey great mod and will be eventually trying it out. I like the idea that pawns at least on the colonist bar have things like crystal sticking out of their head/body to show infection. There is a mod that hides hats in the colonist bar and could be good inspiration for maybe doing some alpha textures that just replaces hats on the colonist bar with an infected "head" look. If hats could be isolated then possibly clothing layers as well so instead you could create a texture layer to overlay over the clothing like the arm is infected. Just throwing anything that may help spark an idea.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Telefonmast on December 29, 2016, 04:33:12 PM
Quote from: Elixiar on December 29, 2016, 03:59:37 PM
A few little suggestions: have some kind of mini electric effect on the crystals. (Very rate big looks cool when there is many crystals)

Have it spread on the globe. (If that's even possible)

Thank you for the feedback!
Those suggestions are nice, probably gonna add that, though "electric effect" doesn't fit to Tiberium, maybe some fog-like effect which I thought about might be an idea instead.
And global spread is a good idea as well, maybe it could add a total annihilation to a planet by a special event. But that might be overkill. Thanks for the suggestions, but we would rather prefer it when you would post those on our GitHub as we have a better overview of the ideas there!

Quote from: drakulux on December 29, 2016, 04:19:49 PM
I like the idea that pawns at least on the colonist bar have things like crystal sticking out of their head/body to show infection.

Thank you aswell! That would be a nice detail, to know exactly what pawn is infected.
Might be added.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Lerin on December 29, 2016, 04:40:02 PM
Hey
First look - amazing.
My suggestion:
Super rare type of tiberium was harvested and planted in my special room - but it grown uber slow, ans how to obtain this special rare mineral ? - way is easy and little gore and brutal.. Close our prisoners in same room, let them let sick until they wont dead and bodies will be transformed into nice tiberium crystal.

Working only with humanoidal dna - animals shouldnt be killed in this way
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Napple on December 29, 2016, 04:45:45 PM
Will there be Tiberium mutants.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: jag648 on December 29, 2016, 04:47:11 PM
Breaks the refinery.
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Lerin on December 29, 2016, 04:56:18 PM
In my modded game i use prisoners too:
-converting to fertilizer
-regulary hurting and training medicine
-sacrifacing in name of false gods (COT)
-cattle for my canibals

So why not new shiny sword from converted body =)
Title: Re: [A16] TiberiumRim (1.0) It Comes From Space
Post by: Telefonmast on December 29, 2016, 04:57:56 PM
Quote from: jag648 on December 29, 2016, 04:47:11 PM
Breaks the refinery.

Thank you for pointing that out, fixed.
Title: Re: [A16] TiberiumRim (1.0.1) It Comes From Space
Post by: Profugo Barbatus on December 29, 2016, 05:02:09 PM
Hotfix for Refinery conflict now live - Save friendly, go ahead and redownload. Apologies gents, but at least it wasn't anything save breaking.

Quote from: Napple on December 29, 2016, 04:45:45 PM
Will there be Tiberium mutants.
There's already plans for Visceroids and potentially Tiberium Hounds. The forgotten, no solid plans as of yet.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Nanao-kun on December 29, 2016, 06:18:53 PM
It would be pretty funny to see this crossed over with the Cults mod to worship Kane and get Tiberium related blessings.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Grishnerf on December 29, 2016, 06:21:28 PM
this mod + realistic darkness + call of cthulu =  :o
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Akrakorn on December 29, 2016, 06:23:32 PM
How do you destroy tiberium fields/prevent them from spreading?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 29, 2016, 06:30:53 PM
Quote from: Nanao-kun on December 29, 2016, 06:18:53 PM
It would be pretty funny to see this crossed over with the Cults mod to worship Kane and get Tiberium related blessings.
Sounds like a neat idea, might be implemented in the 2.0 Factions update!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 29, 2016, 06:31:52 PM
Quote from: Akrakorn on December 29, 2016, 06:23:32 PM
How do you destroy tiberium fields/prevent them from spreading?

Either cut the plants or build around a field.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: NEPH on December 29, 2016, 07:43:24 PM
What a nice mod!
If you agree, I can contribute some design.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: NEPH on December 29, 2016, 08:56:54 PM
This is an sample. (C&C3 style obelisk front)

http://imgur.com/a/lwqIR
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Geth on December 29, 2016, 09:56:31 PM
Suggestion: If pawns die in the tiberium, they should have a chance to come back as mutants.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: SteelRev on December 29, 2016, 10:05:59 PM
Main post doesn't really give a good description.  What do you use the mineral for?  Is the refinery a power source?  Can you make tiberium walls or weapons?  Statues?  I think the screens look awesome btw.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 30, 2016, 01:54:57 AM
Quote from: nephlite on December 29, 2016, 08:56:54 PM
This is an sample. (C&C3 style obelisk front)

http://imgur.com/a/lwqIR

That looks nice! Though there already is a back/front/side view of an Obelisk I've made.


Quote from: SteelRev on December 29, 2016, 10:05:59 PM
What do you use the mineral for?  Is the refinery a power source?  Can you make tiberium walls or weapons?  Statues?  I think the screens look awesome btw.
Green Tiberium is refined to steel,
blue Tiberium is refined to plasteel,
red Tiberium is refined to gold.
No the refinery does only refine the variants into its corresponding resources.
No Tiberium buildings so far like walls, nor weapons - would be listed. Statues have been thought about on my part.
And glad you like it.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Primal Lord on December 30, 2016, 02:06:18 AM
Quote
Green Tiberium is refined to steel,
blue Tiberium is refined to plasteel,
red Tiberium is refined to gold.

Unless you added gold specific or heavy gold cost things in your mod, wouldn't it make more sense for gold and plasteel to switch spots or replace gold with uranium? Correct me if i'm wrong, but gold's really only useful for selling purposes (including sculptures), making royal beds, and making ship computer cores, while plasteel is useful for defenses, weapons, and used in far more construction jobs then gold. This is a pretty cool looking mod regardless, and after making a few suits and helmets those rocks might make some pretty good defenses against raiders if controlled properly. Thanks for all of your work on this mod :)!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 30, 2016, 02:20:28 AM
Quote from: Primal Lord on December 30, 2016, 02:06:18 AM
wouldn't it make more sense for gold and plasteel to switch spots or replace gold with uranium?
Red Tiberium is hella rare, so it gotta have some value to it where I thought gold would be pretty fitting, blue tiberium is not the most common, and better than the green variant, from steel to plasteel.

That's how I thought about the whole thing, but if you think it's not balanced we are open to make changes!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Lerin on December 30, 2016, 02:24:03 AM
Something is wrong.
After update, every pawn who arrive on my map, wear a protection suit.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: NEPH on December 30, 2016, 03:31:26 AM
Obelisk sample work is over.
If you like my art style and need help, please contact me by e-mail.

(http://i.imgur.com/UPULiX7.png)(http://i.imgur.com/Opy0G9W.png)(http://i.imgur.com/iajQA2G.png)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Lerin on December 30, 2016, 03:45:30 AM
@nephlite

Nice work
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: alsoandanswer on December 30, 2016, 04:11:35 AM
nice mod
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 30, 2016, 04:17:21 AM
Quote from: nephlite on December 30, 2016, 03:31:26 AM
Obelisk sample work is over.
If you like my art style and need help, please contact me by e-mail.

Well holy damn, compared to that my samples are shit!
I will surely consider contacting you.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 30, 2016, 04:22:38 AM
Quote from: Lerin on December 30, 2016, 02:24:03 AM
Every pawn who arrive on my map, wear a protection suit.
I'm sorry about, but it is because of the commonality we have set, and since RimWorld has so few outfits to choose from it picks the protection suit quite commonly - So in a way it is meant to be like that. But also it would need a fix in the next few updates.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Thyme on December 30, 2016, 05:27:32 AM
I like how this release got 4 pages of replies yet. Speaks for the C&C community. Also, the Obelisk samples are amazing! Definitly will try this mod out after I update to A16.

Minor suggestion: Can you make the crystals contain more than one resource? So that the majority of green is steel with little plasteel, blue mainly plasteel with some steel and maybe gold inlays, red being gold and uranium. So the composition shifts among the colors instead of one color per resource. Extra points if you give the actual resource output a random element.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 30, 2016, 05:39:04 AM
Quote from: Thyme on December 30, 2016, 05:27:32 AM
Can you make the crystals contain more than one resource?

That was actually the original idea I had, but we changed it again due to it being too many items at once. But I will see about that.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Snownova on December 30, 2016, 05:57:35 AM
Will this mod be uploaded on steam?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 30, 2016, 07:23:47 AM
Quote from: Snownova on December 30, 2016, 05:57:35 AM
Will this mod be uploaded on steam?

No - but this is for the players, we don't want you to lose your saves once we make a save-unfriendly updat. In steam you don't get warned when a mod gets updated, so if it messes with saves, it will mess with your saves without you knowing. We want to prevent that - Maybe it will be uploaded there once no major updates are done.
We hope you can understand our concern.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Profugo Barbatus on December 30, 2016, 07:52:50 AM
Quote from: nephlite on December 30, 2016, 07:34:38 AM
I think, this mod need endcontents for control or destroy device for all of Tiberium center objects.
(blossom, shard, anyway)

Control equipment is planned, don't you worry.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Elixiar on December 30, 2016, 08:11:23 AM
Refine liquid Tiberium into grenades and mortars?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 30, 2016, 08:23:46 AM
Quote from: Elixiar on December 30, 2016, 08:11:23 AM
Refine liquid Tiberium into grenades and mortars?
Weapons and buildings (liquid Tiberium system) are planned for the 2.0 factions update.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Darkfirephoenix on December 30, 2016, 10:11:00 AM
Maybe some way to prevent the Tiberium from creeping up to your base/require constant monitoring?
How about "Sonic towers" that prevent spread of Tiberium in a area/destroy Tiberium "growths" in their area (GDI used this tech to keep the Tiberium away from/clean areas)

Further suggestion: How about Tiberium "drugs"?
NOD experimented on multiple applications for Tiberium and came up with different uses: Weapons (Tiberium grenades/rockets), power supply (Liquid Tiberium) and enhancing drugs.
These drugs could come in multiple "qualities" with higher "quality" ones having less side effects (but will still negatively affect health... maybe even mutations?)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 30, 2016, 10:25:16 AM
Quote from: Darkfirephoenix on December 30, 2016, 10:11:00 AM
How about "Sonic towers" that prevent spread of Tiberium in a area/destroy Tiberium "growths" in their area (GDI used this tech to keep the Tiberium away from/clean areas)

Further suggestion: How about Tiberium "drugs"?

This is all known to us, and we plan on adding GDI/NOD structures, items, whatnot, in the next major update.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: FoxButt on December 30, 2016, 12:41:59 PM
Alright. What'd I break?
https://gist.github.com/bfdeb1e9af118efdc275de229c91fe9f
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: jinh86 on December 30, 2016, 01:34:58 PM
Thanks a lot for this mod, I'm loving it and looking forward to the next major update 8)

I need to share this crazy idea that I had of mixing this mod and the tropical forest one...and of course double tiberium fell at 2 minutes distance close to my base. Thanks god I put a wall in time xD

http://i.imgur.com/cK0Uq2H
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 30, 2016, 02:06:18 PM
Quote from: FoxButt on December 30, 2016, 12:41:59 PM
Alright. What'd I break?
https://gist.github.com/bfdeb1e9af118efdc275de229c91fe9f

Alright, looks like you got a bunch of textures missing, actually it looks like you got all textures from this mod missing - i can't know why but how about you redownload the mod from the git again and tell me what happens then.-
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: bizarre_chicken on December 30, 2016, 09:06:24 PM
Just had a guy get Tiberium Poisoning in his neck. He had Tiberium protection gear all over - He'd already lost a hand to the stuff after getting the suit.

With that in mind, what's the point of the tiberium suits? If I have to sacrifice a pawn every time I wanted to gather tib I wouldn't bother.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Facepunch on December 31, 2016, 12:17:44 AM
Would I be able to enjoy this mod if, say, I was more or less clueless about Tiberium? Never played C&C, I only know that Tiberium tends to be bad for organic things.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 31, 2016, 12:34:53 AM
Quote from: bizarre_chicken on December 30, 2016, 09:06:24 PM
Just had a guy get Tiberium Poisoning in his neck. He had Tiberium protection gear all over.
That should not happen. Like not at all.
I'm gonna look into that.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 31, 2016, 12:42:05 AM
Quote from: Facepunch on December 31, 2016, 12:17:44 AM
Would I be able to enjoy this mod if, say, I was more or less clueless about Tiberium?
No real need to have played a command & conquer for it, in c&c it's mostly a credit resource - in this mod we focus a lot more on the lore and I also made items with descriptions telling more about Tiberium.
It would be silly making a mod that players couldn't enjoy. And the fact that you know it's dangerous to life is a good start ;P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: jinh86 on December 31, 2016, 05:01:41 AM
It happens to me too that the suit doesn't protect. I use the EPOE so that may be an issue? Even the bionic parts get sick, but there is a cheat there:

- Surgery to remove the tiberium sick part (let's say, an ear)
- Surgery to place it back again and it won't have the sickness.

Hope this will help :)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 31, 2016, 05:20:23 AM
Quote from: jinh86 on December 31, 2016, 05:01:41 AM
Even the bionic parts get sick, but there is a cheat there:

- Surgery to remove the tiberium sick part (let's say, an ear)
- Surgery to place it back again and it won't have the sickness
Bionic parts shouldn't get infected.
Haven't thought about that -
And in the vanilla game you don't get an ear or whatever body part from removing it - so you got lucky with the mod you got there ;P
Also I will try the mod with EPOE and see if that causes the suit issue.
I'm sorry for the inconvenience - suppose some mod conflicts with ours.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Commander Blackwatch on December 31, 2016, 06:32:46 AM
The Masterpiece mod
C&C crystal comes true thank you for making this mod

I have Question you have a plan to add some weapons , armors or security building
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 31, 2016, 06:38:10 AM
Quote from: Blackwatch27 on December 31, 2016, 06:32:46 AM
I have Question you have a plan to add some weapons , armors or security building

Yep, this is only 1.0 as you can see, 2.0 will have GDI/NOD factions, clothing, weapons, buildings, defenses and so on.
This is just the basic start so far.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 31, 2016, 07:02:33 AM
TO EVERYONE HAVING ISSUES WITH THE PROTECTION SUIT!!

It is just a simple mistake of the Git, you can fix it easily:

1. Go To: \RimWorld\Mods\TiberiumRim-1.0.1
2. Open: \Source\Rimworld Project\Rimworld Project\bin\Debug
3. Copy "Rimworld Project.dll"
4. Go Back to the TiberiumRim-1.0.1 folder
5. Open "Assemblies"
6. Paste in the "Rimworld Project.dll" you copied
7. Let it overwrite if it asks you.

This should fix it.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: bizarre_chicken on December 31, 2016, 10:31:21 AM
Legend.

Was it a conflict with EPOE in the end?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 31, 2016, 10:34:17 AM
Quote from: bizarre_chicken on December 31, 2016, 10:31:21 AM
Legend.

Was it a conflict with EPOE in the end?

Nope, just a "bug" I suppose.
It didn't update the Assemblies .dll automatically.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: carpediembr on December 31, 2016, 12:16:50 PM
What about a whole map in the World that is filled with certain Tiberium so you can send a caravan to mine it?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: shirlierox on December 31, 2016, 12:28:00 PM
Ooh nice mod I just need you to add a harvester now so I can run over raiders haha.

I was a bit confused about getting infected.  If I get somebody infected do I have to just amputate the part to cure them.

If so that's brutal and amazing.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on December 31, 2016, 12:48:55 PM
Quote from: shirlierox on December 31, 2016, 12:28:00 PM
Ooh nice mod I just need you to add a harvester now so I can run over raiders haha.

I was a bit confused about getting infected.  If I get somebody infected do I have to just amputate the part to cure them.

If so that's brutal and amazing.
Not sure if there ever will be Harvesters, it's an idea though.
And yes, you amputate body parts to cure the infected ;P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: lacrimi512 on December 31, 2016, 02:50:40 PM
I did the Rimworld Project.dll fix thing and it didn't help. So, i wait for 2.0?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Darkfirephoenix on December 31, 2016, 07:19:32 PM
Quote from: Telefonmast on December 31, 2016, 12:48:55 PM
Quote from: shirlierox on December 31, 2016, 12:28:00 PM
Ooh nice mod I just need you to add a harvester now so I can run over raiders haha.

I was a bit confused about getting infected.  If I get somebody infected do I have to just amputate the part to cure them.

If so that's brutal and amazing.
Not sure if there ever will be Harvesters, it's an idea though.
And yes, you amputate body parts to cure the infected ;P
I think that there should be a way to treat Tiberium "infection" with some research in a later version.

Ppl often came into contact with Tiberium and got "infected" but survived without any amputations/with fast medical care, at least in areas where they could get medical help (I think GDI massively invested into stopping Tiberium spread and "curing" of infections).

NOD on the other hand invested in enhancing ppl via Tiberium and even researched for ways to make Tiberium not deadly for humans (this was more or less a side product I imagine/the creation of Mutants)

Yes I know that the next version gonna have jada jada. Just throwing some ideas out that you MIGHT have missed  ;)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on January 01, 2017, 07:45:08 AM
QuoteI think that there should be a way to treat Tiberium "infection" with some research in a later version.
That will be a feature.

QuoteJust throwing some ideas out that you MIGHT have missed  ;)
Thank you but I have thought about alot already ;P
So no worries, there will be enough features and things to do in coming versions.

Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: NEPH on January 01, 2017, 08:54:13 AM
some new artworks for next version.

(http://i.imgur.com/J4ZMcRP.png)
(http://i.imgur.com/qrmm1WF.png)(http://i.imgur.com/SkEdzks.png)(http://i.imgur.com/WBQOAIL.png)
(http://i.imgur.com/5dZ6CCj.png)(http://i.imgur.com/axN8Kb4.png)(http://i.imgur.com/ktMC9og.png)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Nanao-kun on January 01, 2017, 12:17:44 PM
Those are some nice sprites.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Encrtia on January 02, 2017, 10:20:57 AM
Ok, I need to know if it's possible, or I highly recommend adding this in:

A way to actually "Kill" the spawning Crystal/Tree. Every time I wall around the areas, the raiders decide to poke holes in the walls just for the lulz, then my guys decide to start repairing walls in the middle of a Tiberium field without me even knowing, get poisoned; then repeat EVERY single time ANYTHING raids me. Quite irksome :p

So yeah; I would like a way to invest my resources/time/etc. into neutralizing the tree/mother-crystal itself. I'm not sure if that's in your plans, but I'd really like to enjoy this mod with that 1 minor addition if possible. Otherwise, too hardcore for me :P



Edit: How can I kill it now? With dev if need be? Making my map unplayable sadly =/
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Profugo Barbatus on January 02, 2017, 10:40:57 AM
Quote from: Encrtia on January 02, 2017, 10:20:57 AM
Ok, I need to know if it's possible, or I highly recommend adding this in:

A way to actually "Kill" the spawning Crystal/Tree. Every time I wall around the areas, the raiders decide to poke holes in the walls just for the lulz, then my guys decide to start repairing walls in the middle of a Tiberium field without me even knowing, get poisoned; then repeat EVERY single time ANYTHING raids me. Quite irksome :p

So yeah; I would like a way to invest my resources/time/etc. into neutralizing the tree/mother-crystal itself. I'm not sure if that's in your plans, but I'd really like to enjoy this mod with that 1 minor addition if possible. Otherwise, too hardcore for me :P

We're still considering whether to allow complete destruction of them. Its easier to nerf something that's hard, than it is to make something easier more difficult, so we're waiting on that until most forms of spread control are implemented.

Quote from: lacrimi512 on December 31, 2016, 02:50:40 PM
I did the Rimworld Project.dll fix thing and it didn't help. So, i wait for 2.0?

So sorry about that. We'll have a 1.1 release within the coming days that'll drop the new textures and some patches and misc fixes, including the fix for the DLL. Just to be certain, what was the exact issue you were having?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Encrtia on January 02, 2017, 10:46:35 AM
I can see your angle, but in my opinion - it's necessary unless you can cap the amount of random Tiberium Spawning Events that occur. Because otherwise there'd be an exponential amount of Tiberium Spawners on the map, oddly on 1 tiny hexagon of a giant planet too... :p

Anyway; can I do any cheat around for now to remove them?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on January 02, 2017, 10:51:32 AM
Quote from: Encrtia on January 02, 2017, 10:46:35 AM
Anyway; can I do any cheat around for now to remove them?

Sadly no, they are like the Geyser, an indestructable object - which will only cause an error if you try to remove it with the dev-options.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: lacrimi512 on January 02, 2017, 10:59:58 AM
Actually, The DLL did work (somehow, not all the trade caravans and the raids came with the suit), but then, i have this issue with the Visceroid thing on the debug log, and I can't use the Prepare carefully mod.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on January 02, 2017, 11:03:45 AM
Quote from: lacrimi512 on January 02, 2017, 10:59:58 AM
Actually, The DLL did work (somehow, not all the trade caravans and the raids came with the suit), but then, i have this issue with the Visceroid thing on the debug log, and I can't use the Prepare carefully mod.

Caravans and raids are not supposed to have the suit frequently.
Could you explain the debug log issue a bit more detailed? So we know what exactly is wrong.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Encrtia on January 02, 2017, 11:11:35 AM
Crack. Guess a new game it is. Ta
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Profugo Barbatus on January 02, 2017, 11:26:31 AM
Quote from: Encrtia on January 02, 2017, 11:11:35 AM
Crack. Guess a new game it is. Ta

Don't trash that save just yet. You might have convinced me. I think I was looking too far ahead, not considering what might be fun right this second.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: lacrimi512 on January 02, 2017, 11:35:16 AM
This

[attachment deleted by admin due to age]
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: lacrimi512 on January 02, 2017, 11:36:18 AM
I'm sorry, I'm new, so, I don't know how to upload images : (
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Profugo Barbatus on January 02, 2017, 12:17:18 PM
Quote from: lacrimi512 on January 02, 2017, 11:35:16 AM
This

Unable to reproduce with Tiberium Rim v1.0.1 and Prepare Carefully 0.16.1.4. Its convinced that some textures it needs to render the visceroid in the prepare carefully menu doesn't exist, but they do in the copy right off the github release page. Try deleting the mod from your mods folder, redownloading it off git, and reinstalling the mod. You'll have to swap the .dll again though.

Or you can wait until Friday (Or maybe sooner) for v1.1, your call.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Nanao-kun on January 03, 2017, 01:05:58 AM
I haven't experimented too much with this mod yet, but is there any way to prevent green tiberium from strangling the blue tiberium fields besides blocking the blue from the green before it gets too close?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: BlackSmokeDMax on January 03, 2017, 03:12:14 AM
Posting to keep an eye as this progresses. Very impressive thus far!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Helixien on January 03, 2017, 03:18:25 AM
I just want to say I had an amazing time with this so far :D  First time my colony actually died again in a long time!

Little thing however, if you guys plan to add factions etc, please make them modular ala Call of Cthulhu so we can choose what we want in our game. Would be helpful for people like me who really just want the Tiberium but nothing else really. Just something I would like you guys to consider!

Other than that, looking forward to what 1.1 brings, looks amazing! :3
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: PiggyBacon on January 03, 2017, 04:33:15 AM
For some reason I can't find the research bench for the tiberium. I can build it if I activate godmode but I can't find the research tab for it. Everything else is there just not the bench.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Telefonmast on January 03, 2017, 06:30:41 AM
Quote from: PiggyBacon on January 03, 2017, 04:33:15 AM
For some reason I can't find the research bench for the tiberium. I can build it if I activate godmode but I can't find the research tab for it.

You need the Micro-Electronics reaearch.

Quote from: iWilliBlecha on January 03, 2017, 03:18:25 AM
I just want to say I had an amazing time with this so far :D  First time my colony actually died again in a long time!

Little thing however, if you guys plan to add factions etc, please make them modular ala Call of Cthulhu so we can choose what we want in our game.

Great that you enjoy this mod!
And that's something I personally considered, but, with 2.0, Tiberium changes, and it will need the factions' buildings to be controllable.
The whole thing builds upon previous additions.
And everything can change with every new thing we add.
So modular modding might not be a possibility here.

Quote from: Nanao-kun on January 03, 2017, 01:05:58 AM
I haven't experimented too much with this mod yet, but is there any way to prevent green tiberium from strangling the blue tiberium fields besides blocking the blue from the green before it gets too close?

Nope, you gotta seperate those manually so far.

Title: Re: [A16] TiberiumRim - It Comes From Space v1.0
Post by: Helixien on January 03, 2017, 07:04:35 AM
Quote from: Telefonmast on January 03, 2017, 06:30:41 AM
And that's something I personally considered, but, with 2.0, Tiberium changes, and it will need the factions' buildings to be controllable.
The whole thing builds upon previous additions.
And everything can change with every new thing we add.
So modular modding might not be a possibility here.

Damn, seems like I wont use this mod for long. You see, and I am just giving you my opinion here, I dont like it when mods try to add to much in one package. The idea of Tiberium? GREAT! The suit? Yes, needed! Research stations? Yes, as long as the textures are vanilla like.

But than there comes factions (like I dont have enough on my planet already) etc, etc, etc. and I dont want to much added from another game. Now I know a lot of people will like it and I am not saying you shouldnt make it the way you want, but there are sure also people like me who like to add something from another game, without actually adding everything from another game (if that makes sense?)

So, what I would ask you then is to maybe make a core for your mod with the minimum of content or make a seperat, basic version just with Tiberium and thats it. I know I may sound entitled, but so often mods.

Also, I noticed that everyone (raid, wanderer, visitors) spawn with a protection suit after the first tiberium appears. You should change that since I dont think everyone on a Rimworld instantly has these suits. Just my 5 cents^^
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Profugo Barbatus on January 03, 2017, 01:22:56 PM
TiberiumRim 1.1 Update!

Patch Notes:


Just download the update from the main post. Should be save game friendly
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Profugo Barbatus on January 03, 2017, 01:35:59 PM
Quote from: iWilliBlecha on January 03, 2017, 07:04:35 AM
Damn, seems like I wont use this mod for long. You see, and I am just giving you my opinion here, I dont like it when mods try to add to much in one package. The idea of Tiberium? GREAT! The suit? Yes, needed! Research stations? Yes, as long as the textures are vanilla like.

But than there comes factions (like I dont have enough on my planet already) etc, etc, etc. and I dont want to much added from another game. Now I know a lot of people will like it and I am not saying you shouldnt make it the way you want, but there are sure also people like me who like to add something from another game, without actually adding everything from another game (if that makes sense?)

So, what I would ask you then is to maybe make a core for your mod with the minimum of content or make a seperat, basic version just with Tiberium and thats it. I know I may sound entitled, but so often mods.

Don't worry, 2.0 is more of an internal number we've had. The plan is that you can run just the Crystals without the Faction pack. We've already set a plan into motion in regards to making that feasible, so far as managing difficulty. I think you'll like what I've got in the works for it.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: faltonico on January 03, 2017, 03:11:37 PM
I messed around with the mod in god mode, and i didn't find a way to craft the protection suit... ¿is that on purpose or i'm already blind and didn't notice where it was?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 03, 2017, 04:09:09 PM
Quote from: faltonico on January 03, 2017, 03:11:37 PM
I messed around with the mod in god mode, and i didn't find a way to craft the protection suit... ¿is that on purpose or i'm already blind and didn't notice where it was?

You make it at the Tailoring Bench :P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Encrtia on January 03, 2017, 07:04:42 PM
Quote from: Profugo Barbatus on January 02, 2017, 11:26:31 AM
Quote from: Encrtia on January 02, 2017, 11:11:35 AM
Crack. Guess a new game it is. Ta

Don't trash that save just yet. You might have convinced me. I think I was looking too far ahead, not considering what might be fun right this second.

Oh darn...I just read that...

Quote from: Profugo Barbatus on January 03, 2017, 01:22:56 PM
TiberiumRim 1.1 Update!

Patch Notes:


  • Myriad of New Textures: Lots of stuff has gotten an art pass, and your fields of glowing death should be just a touch nicer to look at now.
  • Emergency Containment Protocol: Tiberium spawning entities (Craters, Monoliths, etc) are now extremely tough, but can be killed. Fight back!
  • Tiberium Evolution: The Crystals have become just a little more durable, and are now immune to natural Blight events. Gonna have to rely on your pawns to keep it under control now.
  • Suit Up: Tiberium protection suits should be less common among people now.

Just download the update from the main post. Should be save game friendly

Oh mega darn... baahahhhrarharh.

Well, looks like I'm back in :P A new save, sadly, but worth it. Can't wait for anything else you add to this mod! How you decide to control Tiberium in the future, I'm very curious about now! "it will need the factions' buildings to be controllable."
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Nanao-kun on January 03, 2017, 07:05:26 PM
What kinds of containment measures are you planning Telefonmast? I think a placeable object that prevents tiberium growth within a certain radius would be pretty useful. I've seen tiberium occasionally sneak past doors as pawns move through them.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: faltonico on January 03, 2017, 08:16:19 PM
Quote from: Telefonmast on January 03, 2017, 04:09:09 PM
Quote from: faltonico on January 03, 2017, 03:11:37 PM
I messed around with the mod in god mode, and i didn't find a way to craft the protection suit... ¿is that on purpose or i'm already blind and didn't notice where it was?

You make it at the Tailoring Bench :P
Well, i hadn't noticed i was blind xD
Thanks for your reply!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 04, 2017, 12:29:22 PM
So we have got some more art for 2.0 .-
Here is a little sneak peek:
(https://i.imgur.com/z280dLO.jpg)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Nanao-kun on January 04, 2017, 02:25:09 PM
Liquid Tiberium refineries and Liquid Tiberium Power Plants?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Rezalex on January 04, 2017, 02:47:35 PM
So maybe I'm just really stupid and can't find it, but the tiberium research bench doesn't seem to be build-able for me. All tiberium research requires it, so it isn't something I have to research is it?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 04, 2017, 03:06:10 PM
Quote from: Rezalex on January 04, 2017, 02:47:35 PM
So maybe I'm just really stupid and can't find it, but the tiberium research bench doesn't seem to be build-able for me. All tiberium research requires it, so it isn't something I have to research is it?

You need the micro electronics research.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: ramirez333 on January 04, 2017, 04:10:14 PM
does this work with the sk modpack or are you ever thinking of making it compatible?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 05, 2017, 05:34:46 AM
Hey, I'm a new player to RimWorld and only got 20 hours or so in. I love the C&C universe, and was wondering if this is OK to use for beginners too or if it is too hard.

How to make it enjoyable but not too difficult? :) Thanks and keep up the good work!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 05, 2017, 07:26:41 AM
I haven't tried TiberRium yet (still working to escape that planet), but what I can say about RimWorld in general: Losing is fun (http://dwarffortresswiki.org/index.php/v0.34:Losing)*. So you will lose some colonies. You will learn and eventually get better.
*RimWorld got a lot of inspiration from Dwarf Fortress

tl;dr
Try it. You will see ;) Adjust the difficulty as needed.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 05, 2017, 07:55:25 AM
Quote from: ramirez333 on January 04, 2017, 04:10:14 PM
does this work with the sk modpack or are you ever thinking of making it compatible?

Our mod should be compatible with other mods, we don't do changes that could break other mods - it's rather other mods being incompatible.
But you can always try it yourself and report back!
Don't forget to backup your save first just in case.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: dinokilla7 on January 05, 2017, 10:36:36 AM
So, I've been playing this mod for a while. Because I'm a fan of C&C and love the idea of Tiberium just being a problem. But I just have a few questions.
While playing I noticed even when wearing Tiberium protection suits and helmets my colonists STILL get infected by tiberium, is this supposed to happen or is it just a bug? Because theres no other way to harvest tiberium.
Also, is there any way to get rid of tiberium sources? Because I have 7-8 trees and shards just around the map and its really annoying to have to build a wall around each source as the only way to stop it from being a nuisance and covering half the map.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 05, 2017, 10:54:51 AM
Quote from: dinokilla7 on January 05, 2017, 10:36:36 AM
So, I've been playing this mod for a while. Because I'm a fan of C&C and love the idea of Tiberium just being a problem. But I just have a few questions.
While playing I noticed even when wearing Tiberium protection suits and helmets my colonists STILL get infected by tiberium, is this supposed to happen or is it just a bug? Because theres no other way to harvest tiberium.
Also, is there any way to get rid of tiberium sources? Because I have 7-8 trees and shards just around the map and its really annoying to have to build a wall around each source as the only way to stop it from being a nuisance and covering half the map.

The bug is fixed, and you can break Tiberium producers in our latest version 1.1 of TiberiumRim, just download it from the main post and replace with the existing mod, should be save friendly!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Zakhad on January 05, 2017, 12:01:58 PM
Quote from: ramirez333 on January 04, 2017, 04:10:14 PM
does this work with the sk modpack or are you ever thinking of making it compatible?

Tbf It'll probably get a compatibility patch, on skyark's end mods like these tend to fit in with the style of hardcore sk.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 06, 2017, 11:20:32 AM
Loving the mod so far, had a few tiberium accidents (toes, fingers a hand and a foot got infected) but I also have one little thing for you to keep in mind for the upcoming updates. I'm playing on an extremely cold mountainous ice sheet (Outside temp ranges from -60 to -130) and there are no trees or plants anywhere because its so cold. That means that when there is a tiberium shard/field/tree it only spreads tiberium right next to it.

Now I'm still not sure if the tiberium NEEDS corpses/trees/plants to spread. But if it is already in it maybe change the spread mechanics a bit so that it changes the ground next to it into tiberium ground. (Like the moisture pump changes mud/shallow water/swamp into dirt)

Besides that, loving it so far!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: NEPH on January 06, 2017, 11:44:04 AM
Quote from: Bodog999 on January 06, 2017, 11:20:32 AM
I'm playing on an extremely cold mountainous ice sheet (Outside temp ranges from -60 to -130) and there are no trees or plants anywhere because its so cold. That means that when there is a tiberium shard/field/tree it only spreads tiberium right next to it.

As I know, Tiberium does not grow well in cold places.
Whether intended or not,I think this part is rather well done.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 06, 2017, 12:45:21 PM
Quote from: Bodog999 on January 06, 2017, 11:20:32 AM

Now I'm still not sure if the tiberium NEEDS corpses/trees/plants to spread. But if it is already in it maybe change the spread mechanics a bit so that it changes the ground next to it into tiberium ground. (Like the moisture pump changes mud/shallow water/swamp into dirt)

Besides that, loving it so far!

It does not *need* anything to grow, it just spreads via plant mechanics that we changed to not care about anything - the reason why the ground doesn't get changed is because it gets spawned there by a spawn mechanism and not our spread mechanism which also "corrupts" ground.
Lore-wise Tiberium actually doesn't grow well in cold regions, that's why in the Tiberium universe there is no Tiberium on the polar caps.
So we also made Tiberium sensitive to cold temperatures.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 06, 2017, 01:21:44 PM
Ahhh, that makes sense. Thats why I never saw an ice map in the Tiberium War series. Thats good to know for my knowledge. So going/crashing to/in a cold region already gives you an advantage over the Tiberium crystals.

Thanks for the info.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Darkfirephoenix on January 06, 2017, 02:14:52 PM
Quote from: Bodog999 on January 06, 2017, 01:21:44 PM
Ahhh, that makes sense. Thats why I never saw an ice map in the Tiberium War series. Thats good to know for my knowledge. So going/crashing to/in a cold region already gives you an advantage over the Tiberium crystals.

Thanks for the info.
That would mean if you land on a planet and Tiberium starts to spread you could always make a run for the ice areas and settle there. At least until you have techs that allow you to hinder/remove Tiberium.
(Hmmm is that why the GDI had one of their biggest research bases as far up north as possible? How was it called again? Hammerfest or so?)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Akrakorn on January 06, 2017, 04:09:54 PM
Quote from: Darkfirephoenix on January 06, 2017, 02:14:52 PM
Quote from: Bodog999 on January 06, 2017, 01:21:44 PM
Ahhh, that makes sense. Thats why I never saw an ice map in the Tiberium War series. Thats good to know for my knowledge. So going/crashing to/in a cold region already gives you an advantage over the Tiberium crystals.

Thanks for the info.
That would mean if you land on a planet and Tiberium starts to spread you could always make a run for the ice areas and settle there. At least until you have techs that allow you to hinder/remove Tiberium.
(Hmmm is that why the GDI had one of their biggest research bases as far up north as possible? How was it called again? Hammerfest or so?)

Running for the northern part of the map with whatever supplies you could scavenge from your Tiberium-infested ex-colony sounds like a lot of fun.

Is the idea of Tiberium affecting the world map and infecting adjacent hexes something feasible or too good to be true?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 06, 2017, 04:23:58 PM
Quote from: Akrakorn on January 06, 2017, 04:09:54 PM
Is the idea of Tiberium affecting the world map and infecting adjacent hexes something feasible or too good to be true?

Added to suggestions.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 06, 2017, 04:37:36 PM
Quote from: Akrakorn on January 06, 2017, 04:09:54 PM
Quote from: Darkfirephoenix on January 06, 2017, 02:14:52 PM
Quote from: Bodog999 on January 06, 2017, 01:21:44 PM
Ahhh, that makes sense. Thats why I never saw an ice map in the Tiberium War series. Thats good to know for my knowledge. So going/crashing to/in a cold region already gives you an advantage over the Tiberium crystals.

Thanks for the info.
That would mean if you land on a planet and Tiberium starts to spread you could always make a run for the ice areas and settle there. At least until you have techs that allow you to hinder/remove Tiberium.
(Hmmm is that why the GDI had one of their biggest research bases as far up north as possible? How was it called again? Hammerfest or so?)

Running for the northern part of the map with whatever supplies you could scavenge from your Tiberium-infested ex-colony sounds like a lot of fun.

Is the idea of Tiberium affecting the world map and infecting adjacent hexes something feasible or too good to be true?

Or you happen to already be in a cold icy area and just slowly see the world turn into one giant crystalline husk.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 07, 2017, 05:40:43 AM
Hammerfest was one of several icy maps in Tiberian Sun. I think the final Nod mission also was in that region. That was even before EA decided to "evolve" Tiberium into a crystal, which should be less affected by temperature than plants.
Anyway, I like the idea of the mechanics as described here, I gotta hurry up with my launch.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: NEPH on January 07, 2017, 09:14:03 AM
here is some new artworks

(http://i.imgur.com/pK2S7Nl.png)(http://i.imgur.com/9LAl8Cs.png)(http://i.imgur.com/j8t4JCp.png)

(http://i.imgur.com/tsYYAPZ.png)(http://i.imgur.com/caLVfV2.png)


(http://i.imgur.com/tTWHEMh.png)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Treason5240 on January 07, 2017, 09:38:39 AM
Sooo..is tiberium supposed to be able to convert water and deep water?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 07, 2017, 10:00:54 AM
Bloody hell those sprites look amazing! Cant wait till v2.0! :D
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 07, 2017, 10:26:58 AM
Quote from: Treason5240 on January 07, 2017, 09:38:39 AM
Sooo..is tiberium supposed to be able to convert water and deep water?

Yep, that's how we have made it so far, it corrupts every surface you can walk on. Deep water should not be affected though.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Lerin on January 07, 2017, 10:31:38 AM
That sprites...
This person should work for Tynan and redesign most of images
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Odd62 on January 07, 2017, 10:43:22 AM
Good jobs mates, as a C&C fan I'll try that very soon.
Oh, by the way, I warned C&C community of your works ! They really enjoy your work ! Keep it up !
I saw a post before talking about that the Tiberium can't grow in an icy area, It's more like the type of soil have a impact of the Tiberium expansion rate.
I hope you'll add other stuffs life TCN or tiberium veins, ...

Telefonmast, could I send a MP ? I would like talk with you about a mod project I have in mind.
Sorry for my crancky english ^^:
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 07, 2017, 11:00:46 AM
Quote from: Odd62 on January 07, 2017, 10:43:22 AM
Good jobs mates, as a C&C fan I'll try that very soon.
Oh, by the way, I warned C&C community of your works ! They really enjoy your work ! Keep it up !
I saw a post before talking about that the Tiberium can't grow in an icy area, It's more like the Tiberium can't grow in a sterile soil.
I hope you'll add other stuffs life TCN or tiberium veins, ...

Telefonmast, could I send a MP ? I would like talk with you about a mod project I have in mind.
Sorry for my crancky english ^^:

Thank you for spreading the word!
And so far we actually made Tiberium in a way that it spreads on absolutely anything - except for cold being the only thing keeping it from spreading - so it is quite agressive, which made sense to us.

Tiberium veins could be interesting - but I'm still thinking of something without making it just another field that looks different.
TCN... a thing from C&C 4 , the game that should be burned while being skinned alive, as I have just seen. Maybe.

And you can surely contact me! I have no issues with that.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Darkfirephoenix on January 07, 2017, 12:47:05 PM
Quote from: Telefonmast on January 07, 2017, 11:00:46 AM
TCN... a thing from C&C 4 , the game that should be burned while being skinned alive, as I have just seen. Maybe.
C&C 4? Never heard of it! The (Tiberium) C&C ended with the addon to C&C 3 (Kanes Wrath).  :P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 07, 2017, 12:55:56 PM
Personally I enjoyed C&C 4, yes it wasnt the greatest C&C (Most people will say its the worst probably) but I quite liked having a mobile HQ and some of the units were amazing *cough*Mastodon*cough*. C&C 4 could've been better and a good ending to the C&C series if a certain company didnt fuck it up so hard.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Darkfirephoenix on January 07, 2017, 02:13:38 PM
Quote from: Bodog999 on January 07, 2017, 12:55:56 PM
Personally I enjoyed C&C 4, yes it wasnt the greatest C&C (Most people will say its the worst probably) but I quite liked having a mobile HQ and some of the units were amazing *cough*Mastodon*cough*. C&C 4 could've been better and a good ending to the C&C series if a certain company didnt fuck it up so hard.
Well tbh I had nothing against C&C 4 besides that stupid leveling system (why the hell do I have to level to be able to build all units?!) and... the "story"/"acting" (*cough* wife of the commander *cough*).
Gameplay was ok (besides the leveling) and the "technology" was sound (what techs GDI and NOD put onto the field).

But I still prefer "classic" C&C style with basebuilding

Quote from: Telefonmast on January 07, 2017, 11:00:46 AM
TCN... a thing from C&C 4 , the game that should be burned while being skinned alive, as I have just seen. Maybe.
Thinking about what the TCN is it would be a REALLY late game thing and eat a ton of research time and materials. Hmmm... You would have to build a/the "HUB" unit AND a "node" for it to work. But after building the first "HUB" you could build "nodes" in other colonies (other places on the planet) in reach of the "HUB".

Though having Tiberium spread and work around the planet sounds like a lot of work.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Treason5240 on January 07, 2017, 02:22:20 PM
For all the events that spawn tiberium generators, I was sending pawns to try and quickly wall them off.

However, I just saw that tiberium doesn't grow into tiles where a chunk of rock or slag is sitting.

Huh..why didn't I think of this sooner?




Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Odd62 on January 07, 2017, 02:26:00 PM
C&C4's gameplay was a recycled project form another project called C&C Arena, a "Sole Suvivor" like. Moreover, GDs wanted to dynamize the gameplay because most of online matches from the previous games was too static.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Profugo Barbatus on January 07, 2017, 02:46:56 PM
Quote from: Treason5240 on January 07, 2017, 02:22:20 PM
For all the events that spawn tiberium generators, I was sending pawns to try and quickly wall them off.

However, I just saw that tiberium doesn't grow into tiles where a chunk of rock or slag is sitting.

Huh..why didn't I think of this sooner?

Thanks for the heads up, I'll be fixing that :P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Treason5240 on January 07, 2017, 02:58:34 PM
Quote from: Profugo Barbatus on January 07, 2017, 02:46:56 PM
Quote from: Treason5240 on January 07, 2017, 02:22:20 PM
For all the events that spawn tiberium generators, I was sending pawns to try and quickly wall them off.

However, I just saw that tiberium doesn't grow into tiles where a chunk of rock or slag is sitting.

Huh..why didn't I think of this sooner?

Thanks for the heads up, I'll be fixing that :P

Dammit.. ;)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Darkfirephoenix on January 07, 2017, 03:21:12 PM
Quote from: Profugo Barbatus on January 07, 2017, 02:46:56 PM
Quote from: Treason5240 on January 07, 2017, 02:22:20 PM
For all the events that spawn tiberium generators, I was sending pawns to try and quickly wall them off.

However, I just saw that tiberium doesn't grow into tiles where a chunk of rock or slag is sitting.

Huh..why didn't I think of this sooner?

Thanks for the heads up, I'll be fixing that :P
I don't think it needs fixing as the ground under it changes and still spreads beyond it, it just doesn't spawn crystals. Same with sandbags for example, I learned that the hard way once it nearly closed the last way outta my base
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: re1wind on January 07, 2017, 04:25:15 PM
I'm experiencing a strange bug, at least i hope it is one, where pawns with high quality protective masks and suits are getting tiberium infections. I'm assuming the protection is absolute because i haven't read anything suggesting partial protection based on apparel quality or deterioration. Could be that other apparel and/or implants are interfering with the tiberium protection.

Also, based on the large block of text below this, i strongly suggest changing the tiberium sickness to something that more closely follows the toxic buildup (because it not only is more accurate, but everything cnc3 changes is simply wrong): tiberium toxicity can build up in several in-game hours, but takes weeks to clear, with the protective suits significantly slowing down the rate of toxic buildup. I do not recall "tiberium radiation" ever being used, and the tiberium plant or crystals was actually toxic to terrestrial life, causing mutations and all kinds of not understood things.

Tiberium crystals: "yo earthlings, we're just going to terraform your planet and mutate the flora and fauna into something that suits something else much better while offering these (green) crystals rich in rare minerals and metals to hide that fact. Just ignore the fact that we're highly toxic, imagine the riches you could acquire from harvesting and spreading tiberium!"

Everything in the C&C universe after tiberian sun & its expansion firestorm is effectively[/url=https://en.wikipedia.org/wiki/Design_by_committee]designed by EA's corporate comittee[/url], and should hence be ignored.  For all intents and purposes, you could consider cnc3 a high-quality fan-made expansion that throws out most of the lore, mechanics, concepts, etc. in favour of things that are more likely to be accepted by everyone.

I'm not saying that cnc3 isn't fun as a form of entertainment, i'm saying that the reasoning, atmosphere, purpose, and intention of various aspects of the cnc universe took a nose-dive into the dark depthy realm of design by committee and ergo can, and should, be ignored.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 07, 2017, 05:01:11 PM
First off, the tiberium suit bug is a known bug. I think its because the things it covers is for gunfire and not for tiberium.

Secondly I would like, like you said, see the tiberium infection things changed into a whole body state like the toxic buildup instead of having it infect one random body part. Some parts (Like neck, head, torso) cant be amputated and your colonist will die in the next few days. And I cant imagine someone checking out tiberium by sticking their head into it first. Plus if they stand on the tiberium, logically, for me atleast, the lower body would have a much higher chance of being infected than the upper body unless the crystall is around the same height as the person hugging it.

Thidly, I'd love to talk about the C&C tiberium series' lore but I played it when I was a kid and dont remember much of it. So apologies in advance if I say something incorrect about tiberium or the series.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Profugo Barbatus on January 07, 2017, 05:02:57 PM
Quote from: re1wind on January 07, 2017, 04:25:15 PM
Everything in the C&C universe after tiberian sun & its expansion firestorm is effectively[/url=https://en.wikipedia.org/wiki/Design_by_committee]designed by EA's corporate comittee[/url], and should hence be ignored.  For all intents and purposes, you could consider cnc3 a high-quality fan-made expansion that throws out most of the lore, mechanics, concepts, etc. in favour of things that are more likely to be accepted by everyone.

I'm not saying that cnc3 isn't fun as a form of entertainment, i'm saying that the reasoning, atmosphere, purpose, and intention of various aspects of the cnc universe took a nose-dive into the dark depthy realm of design by committee and ergo can, and should, be ignored.

While this might be your opinion, It is not the opinion of the mod team, nor is it the universal opinion of the community that so far is playing the mod. I personally hold that Firestorm was the Peak of the C&C games, but I did also enjoy C&C3. I never actually played C&C4, but I'm perfectly willing to take some of the ideas from it, and manipulate them to our own ends. Just because the latter stuff was 'designed by committee', doesn't mean there aren't some ideas we can use from it.

In this case, Crystallization of limbs was both a more immediate danger, and a simpler thing to represent and express. I don't know why your talking about Radiation, as our crystals aren't radioactive. They cause contact infection. Lore wise, Tiberium infects flesh on contact. It might not be perfect, but its a satisfying, and reasonable gameplay mechanic.. Saying that " everything C&C3 changes is simply wrong" isn't a grounded fact, or a compelling reason to change said mechanic.

Ultimately, This isn't a C&C game. This is Rimworld, with some C&C elements transposed via this mod. We'll be using elements of lore from C&C3 and C&C4 where appropriate, because 3 and 4 covered more aspects of the ongoing wars, and covered aspects of Tiberium control, a matter that this mod is focused on.

Quote from: re1wind on January 07, 2017, 04:25:15 PM
I'm experiencing a strange bug, at least i hope it is one, where pawns with high quality protective masks and suits are getting tiberium infections. I'm assuming the protection is absolute because i haven't read anything suggesting partial protection based on apparel quality or deterioration. Could be that other apparel and/or implants are interfering with the tiberium protection.

Are you running the latest version of the mod? There was a mistake in distribution of V1.0.1 that caused Tiberium protective gear to not work right. Its fixed in V1.1.

For people curious about the protection mechanics, it works as follows.

The game picks a random part on the pawn to try and infect. Then it gets the list of clothing on the pawn that covers that part. If any of the clothing is Tiberium resistant (Denoted by having TBP in the thingdef, for any modders who want to make their clothing defend against Tiberium), then it doesn't infect the part, regardless of damage to the item, or quality. Otherwise, it finds the item with the highest sharp protection value. If that value is over 59%, the Tiberium fails to puncture the clothing, and the pawn isn't infected. So Armor vests and Power armor will protect against infection to the parts they cover (Vanilla power armor doesn't cover hands or feet). If the value is below 59%, then it rolls for infection, with lower armor values increasing the chance of infection.

So even without Tiberium suits, clothing does provide protective value.

Quote from: Bodog999 on January 07, 2017, 05:01:11 PM
And I cant imagine someone checking out tiberium by sticking their head into it first. Plus if they stand on the tiberium, logically, for me atleast, the lower body would have a much higher chance of being infected than the upper body unless the crystall is around the same height as the person hugging it.

Having height factor in to the decision of which part to infect is something I'll look into.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Helixien on January 07, 2017, 05:08:15 PM
Quote from: Bodog999 on January 07, 2017, 12:55:56 PM
Personally I enjoyed C&C 4, yes it wasnt the greatest C&C (Most people will say its the worst probably) but I quite liked having a mobile HQ and some of the units were amazing *cough*Mastodon*cough*. C&C 4 could've been better and a good ending to the C&C series if a certain company didnt fuck it up so hard.

The concept of C&C 4 was a nice idea, just the execution was done horrible!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 07, 2017, 05:21:48 PM
Quote from: Bodog999 on January 07, 2017, 05:01:11 PM
Thidly, I'd love to talk about the C&C tiberium series' lore but I played it when I was a kid and dont remember much of it. So apologies in advance if I say something incorrect about tiberium or the series.

About the lore. There should be no worries as I take deep looks into the beginning and end of everything Tiberium related - as much as this is a mod for another game, it is about Tiberium, so it is presented and worked out in the best and most lore-friendly ways possible.
Everything we do is based on what Tiberium lore has given us - except for new story elements fitting to RimWorld. And new explanations, for example the red Tiberium, or as I called it "Rutila" from the latin word "rutilant" which means "glowing red" -
I put a lot of passion into designing this mod and getting a good and fitting experience for the RimWorld universe into this; as well as adding new elements to the C&C universe which make sense for me, with so far only being the red Tiberium name and "study" on it.
I am a huge C&C fan and the Tiberium lore absolutely fascinates me, so I do care a lot about the product we are making.
You have to also consider that this is in an early stage, 1.1 is not the final TiberiumRim-Core version, it will have many changes over time, with more details coming as we get to work on them, such as Tiberium hurting objects it comes close to.

So far we made a simple working Tiberium based mod, with the Tiberium spreading, killing and being able to be used in an easy way.

We do appreciate suggestions - but keep it as that, suggestions.
If you think we forgot to add something - tell us. Our GitHub issues are open to everyone.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 07, 2017, 09:58:50 PM
Maybe a little thing for after v2.0 but would it be possible to get the base defences of the GDI and NOD factions as turrets? Like the GDI anti infantry tower and the NOD's triple anti infantry hub? AFAIK you guys are already working on the Obelisk of Light.

On another note, can we expect stuff from the C&C:KW expansion aswell?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Darkfirephoenix on January 08, 2017, 03:32:51 AM
Just read a bit more about Tiberium "infection" and here is some nasty stuff: It can also infect the lungs if you inhale small particles of it.
So you not only need clothing that protects you from TOUCHING it but also some kind of filter-mask so you don't breathe it in.

BUT Tiberium won't just emit particles into the air, you either have to damage existing crystals (harvesting/processing/destroying) or stand near a thing that emits Tiberium particles on its own (Tiberium tree)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 08, 2017, 04:17:57 AM
Quote from: Helixien on January 07, 2017, 05:08:15 PM
The concept of C&C 4 was a nice idea, just the execution was done horrible!
One of the central things of CnC was base building. I'm glad EA did not develop a game where they abandoned that!

TiberianSun is my reference point in the Tiberium universe. CnC3 was a lot of fun, especially the unpatched version with the OP harvesters, but it can't compete. It feels more like a spin-off because it's so different. You would do me, and I guess many others, a favour, when you would consider compatibility with TibSun for added features. <- 2 Cents
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 08, 2017, 06:23:21 AM
Quote from: Bodog999 on January 07, 2017, 09:58:50 PM
Maybe a little thing for after v2.0 but would it be possible to get the base defences of the GDI and NOD factions as turrets?
Yes there will be enough defense buildings from the factions - if not all defense buildings.

Quote from: Darkfirephoenix on January 08, 2017, 03:32:51 AM
Just read a bit more about Tiberium "infection" and here is some nasty stuff: It can also infect the lungs if you inhale small particles of it.

I did read about Tiberium, there is barely anything I do not know - as long as I haven't forgotten it.
But this goes back to what I previously mentioned - so please read the posts made by the devs, they might just tell you everything you want to know.

It's all possible, those are just small details that not even C&C games implemented in their games.
So we haven't worked on those for the sake of taking priorities.

Quote from: Thyme on January 08, 2017, 04:17:57 AM
TiberianSun is my reference point in the Tiberium universe. CnC3 was a lot of fun, especially the unpatched version with the OP harvesters, but it can't compete. It feels more like a spin-off because it's so different. You would do me, and I guess many others, a favour, when you would consider compatibility with TibSun for added features.

First of all, that's just an opinion.
I for example never really got to play any of the older games to an full extent, because my childhood was C&C3 so the older games kinda went past me - so for me, my reference points are Tiberium Wars and Kane's Wrath.
With all the bits and pieces, may it be details, lore or whatnot added from older games aswell.

And I don't understand your meaning of "compatability" in this context, is it that you want us to base this off of Tiberian Sun instead of other games?
If so, we cannot grant it, as this mod is about the Tiberium universe as a whole - not just about one game that did it right - and no personal opinions about certain corporations should interfere in this.

As I always like to preach it:
Please suggest what you would like to see!
In as much detail as possible.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 08, 2017, 08:36:27 AM
Yes, it was intended as my opinion and a suggestion, knowing that it's your mod and that you put in it what you like (you posted this like 5 posts above). I did/do not want to dictate how you guys should make your mod and thought that's clear the way I wrote it. Sorry for the confusion, I just like it when short thoughts get only few lines. As for the "compatibility", that might have been a bad choice of words. TibSun plays a major role for most CnC fans so I asked to give it enough weight.

PS: If you want to play Tiberian Sun and Firestorm, it's free to download for a few years now. It even works on my Windows 8.1 ;)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 08, 2017, 09:02:58 AM
Quote from: Thyme on January 08, 2017, 08:36:27 AM
Yes, it was intended as my opinion and a suggestion, knowing that it's your mod and that you put in it what you like (you posted this like 5 posts above). I did/do not want to dictate how you guys should make your mod and thought that's clear the way I wrote it. Sorry for the confusion, I just like it when short thoughts get only few lines. As for the "compatibility", that might have been a bad choice of words. TibSun plays a major role for most CnC fans so I asked to give it enough weight.

PS: If you want to play Tiberian Sun and Firestorm, it's free to download for a few years now. It even works on my Windows 8.1 ;)

I was a bit tired while writing that response - so I apologize for sounding rather rude.
And as mentioned, we try to make it a nice Tiberium experience - so if you have any exact ideas of what you want to see from Tiberian Sun in our mod, it would be nice if you would also suggest those ideas more directly.
Weighting is a bit wrong to say as we look at the *whole* of Tiberium as already mentioned - and if that certain idea is from that certain game and we like it, there will be no real opinion over that game.

Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Boogeyman on January 09, 2017, 12:37:11 PM
Great mod. A few thoughts.
- There needs to be a way to reclaim soil. If not, you effectively have a timer on your map.
- Animals should avoid the tiberium. Currently they randomly wander into it, which can be annoying if you forget to set your zones whenever you get new animals.
- The tiberium suit is great, but it is rather boring to have everyone in the same outfit, which also covers them completely.
- Currently you have to manually harvest tiberium since you can't set growing zone on it.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 09, 2017, 02:16:51 PM
Animals shouldn't avoid Tiberium. Visceroids need to come from somewhere. ;) <--add this *hint: suggestion :P

That's something that CnC3 doesn't have. TiberianSun has whole missions dedicated to Tiberium Fauna. Nasty stuff.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 09, 2017, 02:17:59 PM
Quote from: Boogeyman on January 09, 2017, 12:37:11 PM
Great mod. A few thoughts.
- There needs to be a way to reclaim soil. If not, you effectively have a timer on your map.
- Animals should avoid the tiberium. Currently they randomly wander into it, which can be annoying if you forget to set your zones whenever you get new animals.
- The tiberium suit is great, but it is rather boring to have everyone in the same outfit, which also covers them completely.
- Currently you have to manually harvest tiberium since you can't set growing zone on it.

-There will be a way to stop tiberium from growing - not sure about the corrupted soil yet.
-Animals don't know about the dangers of Tiberium - there should be no reason for them to avoid it, as inconvenient as it might be.
-Well you don't have to make all your colonists wear it - it's not for looks, but to be practical and protect some of your colonists, or all if you care that much. Though I understand what you mean.
-You shouldn't be able to grow Tiberium, so no growing zones for that - though you can select multiple crystals with the harvest tool.

Quote from: Thyme on January 09, 2017, 02:16:51 PM
Animals shouldn't avoid Tiberium. Visceroids need to come from somewhere. ;) <--add this *hint: suggestion :P

Don't worry - it's all been planned long ago ;P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 09, 2017, 03:28:30 PM
I think he meant to be able to auto-harvest Tiberium with some sort of growing zones. Like the tree farms where you make a huge growing zone, forbid planting and all the fully grown trees will be designated for cutting automatically.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Boogeyman on January 09, 2017, 04:02:59 PM
Quote from: Thyme on January 09, 2017, 03:28:30 PM
I think he meant to be able to auto-harvest Tiberium with some sort of growing zones. Like the tree farms where you make a huge growing zone, forbid planting and all the fully grown trees will be designated for cutting automatically.

This. Not growing, but automated harvest designation.

Quote from: Telefonmast on January 09, 2017, 02:17:59 PM
-Animals don't know about the dangers of Tiberium - there should be no reason for them to avoid it, as inconvenient as it might be.
Quote from: Thyme on January 09, 2017, 02:16:51 PM
Animals shouldn't avoid Tiberium. Visceroids need to come from somewhere.

Ok. Maybe you could train smarter animals not to go into tiberium? Don't know how moddable that it though.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: NEPH on January 10, 2017, 12:03:11 AM
(http://i.imgur.com/B817PCk.png)

I'm working artworks for tiberium environment 1.2 and Nod faction pack.
This is a sample design, can change if in-game implementation is not possible.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Nanao-kun on January 10, 2017, 01:07:15 AM
That's amazing.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 10, 2017, 01:52:39 AM
Gorgeous.

Now, seeing that, I had sort of a memory flash. Concrete was immune to Tiberium growth in TiberianSun (even to placement, when a unit/structure containing it was destroyed). Tiberium Veins (the brown ones used for chemical weapons) were growing everywhere except water. I figure, making only artificial flooring immune to it would be too tricky tho.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 10, 2017, 03:40:57 AM
Holy mechanoids and all the death that comes with it. Those sprites look absolutely AMAZING! Avatar, Flame Tank, Buggy. Bloody hell mate, I need a scraper for my screen now :D
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Darkfirephoenix on January 10, 2017, 05:01:08 AM
Quote from: Thyme on January 10, 2017, 01:52:39 AM
Gorgeous.

Now, seeing that, I had sort of a memory flash. Concrete was immune to Tiberium growth in TiberianSun (even to placement, when a unit/structure containing it was destroyed). Tiberium Veins (the brown ones used for chemical weapons) were growing everywhere except water. I figure, making only artificial flooring immune to it would be too tricky tho.
Tiberium "grows" in the ground and artificial/more dense ground can hinder its growth. The veins are something different as they grow ON/OVER the ground.

That said: Tiberium Veins and their uses would be a nice thing to have
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: nachtfalter on January 10, 2017, 10:37:49 AM
Oh gawd I got a nostalgia boner.
Takes me back to the old days when I was blown away playing Tiberium Conflict in MSDOS X)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 10, 2017, 11:13:05 AM
A quick FYI, Tiberium grows at the same rate in the cold environments as in the hot ones, but is slowed down in cold environments due to the snow layer. I noticed this when raiders came and I set them alight. The snow around the tiberium melted and allowed the tiberium to spread, once snow came along the spread was halted.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 10, 2017, 11:34:29 AM
Quote from: Bodog999 on January 10, 2017, 11:13:05 AM
A quick FYI, Tiberium grows at the same rate in the cold environments as in the hot ones, but is slowed down in cold environments due to the snow layer. I noticed this when raiders came and I set them alight. The snow around the tiberium melted and allowed the tiberium to spread, once snow came along the spread was halted.

I honestly don't think that is bad - since cold environments have frequent snow it should always keep it from spreading, but once a warmth comes/the ground is free from snow, you have it spreading further.
Besides - this is, as I always mention, still in development. 1.0 brought the most simple basics.
That's why we have you play it to give us suggestions/improvement ideas.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 10, 2017, 04:16:50 PM
Yeah, currently the snow is the only thing from keeping my map from turning into a tiberium wasteland. While thats good and all I am curious to see how quickly the green, blue and red tiberium spread. Cuz I cant be asked sending over a little team to take out the Crystals :P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 10, 2017, 05:48:46 PM
Quote from: Bodog999 on January 10, 2017, 04:16:50 PM
[...] I am curious to see how quickly the green, blue and red tiberium spread. Cuz I cant be asked sending over a little team to take out the Crystals :P

Green Tiberium spreads in a 3 tile radius and grows mature in one day.
Blue Tiberium spreads in a 2 tile radius and takes 6 days to mature.
Red Tiberium only spreads within 1 tile, and grows mature in 15 days.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Odd62 on January 11, 2017, 06:00:31 AM
I don't know if it was already said : does the blue one and the red one are highly explosive ?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 11, 2017, 08:34:22 AM
Those new arts look amazing! Can't wait for 1.2!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: the_nisse on January 11, 2017, 09:18:07 AM
This looks awesome! :D

Is it possible that you could post it in the steam workshop as well? :)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 11, 2017, 09:27:10 AM
Quote from: Odd62 on January 11, 2017, 06:00:31 AM
I don't know if it was already said : does the blue one and the red one are highly explosive ?

Not yet - but it is planned.

Quote from: the_nisse on January 11, 2017, 09:18:07 AM
This looks awesome! :D

Is it possible that you could post it in the steam workshop as well? :)

Thank you!
And yes, the steam version will release with version 1.2 of this mod.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: GrungierTag29 on January 11, 2017, 09:39:09 AM
Mod truly amazing, cant wait for 1.2.

BTW, any ETA on 1.2 release? :>
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Jin Hai on January 11, 2017, 11:49:57 AM
Keep getting an error on install. Putting it in the mod directory but it asks if I'd like to replace a png in my AppData and is constantly "busied" (can't click on anything). http://prntscr.com/duc0k2
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 11, 2017, 01:01:21 PM
I've fiddled around a bit with the tiberium in my map, as soon as the snow disappears it grows rapidly. (No complaint, I love it :D) Two quick questions, do the ion storms appear naturally already? And can tiberium crystals appear in a roofed cave or mountain? So far I've not seen a tiberium deposit appear in a roofed area.

And a little suggestion. If possible, try to make the tiberium spread underground aswell. Maybe with a scanner of some sort you can track it and with specialized tools you can get rid of it. I'd add more to the current crystals than "Oh its here, lets block it off and we're fine." And you have to try and destroy it otherwise its going to get out of hand quite quickly. Again, just a suggestion. Not sure if Rimworld allows things to be placed above the bedrock and below the ground.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 11, 2017, 03:10:38 PM
Quote from: Bodog999 on January 11, 2017, 01:01:21 PM
Two quick questions, do the ion storms appear naturally already? And can tiberium crystals appear in a roofed cave or mountain? So far I've not seen a tiberium deposit appear in a roofed area.

And a little suggestion. If possible, try to make the tiberium spread underground aswell. Maybe with a scanner of some sort you can track it and with specialized tools you can get rid of it. I'd add more to the current crystals than "Oh its here, lets block it off and we're fine." And you have to try and destroy it otherwise its going to get out of hand quite quickly. Again, just a suggestion. Not sure if Rimworld allows things to be placed above the bedrock and below the ground.

Ion storms can appear, just very very rarely. They don't have anything special to them anyway.

Roofed areas are safe as the tiberium events are all based on an "asteroid"  that avoids roofed areas (mountains for example).

That idea is already in ny mind, having underground deposits that grow just like the surface tiberium - it's possible but it might come later on.

Tiberium right now is pretty simple - that's just how our project worked so far.
Of course there is *way* more than what we did so far to the glorious crystals, but you gotta understand that it takes work - and we just wanted an asap release.

But 1.2 will be fun - no more walls, rocks, objects and items are safe from it.
Prepare for the latest high tech :>
And be sure not to run out of power ;P

It's in your hands to keep your map as a Blue Zone, Yellow Zone or let it wither away into a Red Zone.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 11, 2017, 03:15:14 PM
Quote from: Jin Hai on January 11, 2017, 11:49:57 AM
Keep getting an error on install. Putting it in the mod directory but it asks if I'd like to replace a png in my AppData and is constantly "busied" (can't click on anything). http://prntscr.com/duc0k2

That is weird.
Also normally mods don't belong into the AppData path - but I suppose you got some sort of mod pack so that might be the issue.

But try to delete the already existing folder and paste in the new one.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Odd62 on January 11, 2017, 03:18:31 PM
Quote from: Telefonmast on January 11, 2017, 03:10:38 PM
Ion storms can appear, just very very rarely. They don't have anything special to them anyway.
The Ion Storm simply act like a solar flare

Quote from: Telefonmast on January 11, 2017, 03:10:38 PM
And be sure not to run out of power ;P
There's no Ichor generator in 1.2 ?  ???
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Jin Hai on January 11, 2017, 07:31:40 PM
Quote from: Telefonmast on January 11, 2017, 03:15:14 PM
That is weird. Also normally mods don't belong into the AppData path - but I suppose you got some sort of mod pack so that might be the issue. But try to delete the already existing folder and paste in the new one.

With a bit of fiddling I was able to install the mod in pieces, and found the specific file I've been getting the issue with.
TiberiumRim-1.1.0\Assets\ObeliskOfLight_Back.png
There are two of the same files with the exact same name in the .zip. One "Back", the other "back". Dunno if anyone else has been having an issue with this, but was very confused for a while at the least, lol.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 12, 2017, 12:19:24 PM
Will there be laser fences and power plants? :D
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 12, 2017, 01:05:01 PM
Forget about laser fences. Firestorm walls! Impenetrable by all means.* Fend off raiders, traders, drop pods, joining wanderers, incoming mortar sheels, ...
Let's you hide day and night. Warning: Does not come with free electricity!

I would just fill my killbox with it. Who needs loot anyway.
*except subterranean stuff. but let's be honest, doesn't exist in RimWorld
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: NEPH on January 12, 2017, 10:02:14 PM
(http://i.imgur.com/a7NUQT6.png)

Many types of tiberium fiends or mutate animals artwork
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: megatech2795 on January 12, 2017, 10:09:07 PM
man that looks AWESOME! I am following the development of this mod and CAN'T WAIT for the new release! You guys are awesome!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Goo Poni on January 12, 2017, 10:27:12 PM
Can creatures have innate ranged attacks? Tiberium hounds would flick tiberium from the growths on their back at personnel and vehicles. They'd also be friendly to those that helped them if they came under fire. Taming tiberium hounds and nurturing their growths for a supply of tiberium, like most animals and wools or milk could be interesting. Not to mention being able to remotely project tiberium infections at enemies. Further growing on the idea, maybe tiberium could be a permanent affliction on them, prone to succumbing to it if it can't be tended to, becoming seeds for the spread of tiberium. Or perhaps influencing the growth with surgery, create blue or red hounds with difficult surgery.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 13, 2017, 04:02:16 AM
Quote from: NEPH on January 12, 2017, 10:02:14 PM
(http://i.imgur.com/a7NUQT6.png)

Many types of tiberium fiends or mutate animals artwork
Awesome!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 13, 2017, 08:20:43 AM
Quote from: megatech2795 on January 12, 2017, 10:09:07 PM
man that looks AWESOME! I am following the development of this mod and CAN'T WAIT for the new release! You guys are awesome!

I'm glad you like it!
We're giving our best to give you frequent updates.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: carpediembr on January 13, 2017, 06:35:46 PM
Is there a way to destroy the Tiberium Fields?

Just started using the mod and my new colony is surrounded by them

(http://i.imgur.com/ISn1oZw.jpg)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: SigmaPrometheus on January 13, 2017, 07:04:37 PM
Quote from: carpediembr on January 13, 2017, 06:35:46 PM
Is there a way to destroy the Tiberium Fields?

Just started using the mod and my new colony is surrounded by them

(http://i.imgur.com/ISn1oZw.jpg)

You are surely using version 1.0 of the mod. (That of the yellow suits). It is necessary to download it again, since in version 1.1 it is when the fields can be destroyed. If it is not, sincerely, it is also advisable to put a wall around it, contain for now perfectly the growth
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: NEPH on January 13, 2017, 10:15:11 PM
(http://i.imgur.com/Kxe7hxg.png)

So called 'Tiberium terror' is the ultimate form of feral evolution by Tiberium.
It is similar to Scrin, and only Trumbo species can reach this stage.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 14, 2017, 03:18:58 AM
Quote from: carpediembr on January 13, 2017, 06:35:46 PM
Is there a way to destroy the Tiberium Fields?

Just started using the mod and my new colony is surrounded by them

Did you start on the "Tiberium Conflict" scenario?
Because it spawns multiple fields on startup.

Quote from: SigmaPrometheus on January 13, 2017, 07:04:37 PM

You are surely using version 1.0 of the mod. (That of the yellow suits). It is necessary to download it again, since in version 1.1 it is when the fields can be destroyed. If it is not, sincerely, it is also advisable to put a wall around it, contain for now perfectly the growth

Actually I see no yellow suit there so their mod version seems up to date.
But yes.
In 1.1 Tiberium producers are desctructable.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 14, 2017, 12:05:06 PM
What about a tiberium harvester/robot that sows/harvests tiberium on the map? :P That'd be so cool to research!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 14, 2017, 12:53:58 PM
Quote from: Birdy on January 14, 2017, 12:05:06 PM
What about a tiberium harvester/robot that sows/harvests tiberium on the map? :P That'd be so cool to research!

(https://i.imgur.com/1Mbg7UW.png)

The art already exists - so wait until 2.0 ;P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 14, 2017, 02:09:26 PM
Oh wow, haha. Sweet!! Thank you and the team so much. :D Love this game and mod.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Darkfirephoenix on January 14, 2017, 03:41:15 PM
The only question regarding the "harvesters":
Will they drive to a enemy siege site just to harvest Tiberium, instead of harvesting the Tiberium in your base/right outside of it?  ;)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 14, 2017, 04:08:12 PM
Quote from: Darkfirephoenix on January 14, 2017, 03:41:15 PM
The only question regarding the "harvesters":
Will they drive to a enemy siege site just to harvest Tiberium, instead of harvesting the Tiberium in your base/right outside of it?  ;)

So far we simply got the idea - no working harvester.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: dethbeginsagain on January 14, 2017, 09:21:40 PM
i cant wait to see this mod fully develop, i always loved the command and conquer series, due to this this mod made me think, holy crap man! this is going to be fun! tried mod, got spammed with green fields everywhere and was starting as a tribal, *smiled* then simply let my guys try and keep a distance from those darn crystals after containing them, always got pissed though when one of the attackers destroy the walls directly near the dalm fields. Couldn't contain them so i had to always build further out. *sighs* but that was what i enjoyed about the mod, something new and enjoyable! Hope to see some new progress from you guys.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: TerrorThomasCao on January 15, 2017, 01:53:49 AM
Looked around but I couldn't find anything, so can someone tell me how to use the Tiberium Plants?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 15, 2017, 04:41:54 AM
Quote from: TerrorThomasCao on January 15, 2017, 01:53:49 AM
Looked around but I couldn't find anything, so can someone tell me how to use the Tiberium Plants?

Tiberium plants can be harvested once they are mature.
The resource you get from that can be refined at the tiberium refinery that you need to research first.
To get that you need the microelectronics research which allows you to build the Tiberium research building.
With that you can research the other Tiberium research project. Which are both necessary for the Refinery.

To harvest tiberium without fear you can craft Tiberium Suits at any tailoring bench after the "Tiberium Research" research project.

Hope this helps.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Goo Poni on January 15, 2017, 04:52:21 AM
Out of curiosity, is it planned for all  tiberium to start off as the green Tiberium Riparius and then slowly over time mature into Tiberium Aboreus  (blue type) and then to the final unnamed red crystals?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 15, 2017, 05:19:15 AM
Quote from: Goo Poni on January 15, 2017, 04:52:21 AM
Out of curiosity, is it planned for all  tiberium to start off as the green Tiberium Riparius and then slowly over time mature into Tiberium Aboreus  (blue type) and then to the final unnamed red crystals?

I have thought about such a feature, but not for all Tiberium types.
Though it sounds interesting to put it like that.
So just wait and see~

Also Aboreus is very similar to green tiberium ;P Vinifera is the blue type.
And I went a bit further and thought of calling the red type "Rutila" from latin 'rutilant' meaning "glowing red".
Not sure what others think of that though.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: YoruOokami on January 15, 2017, 05:31:21 AM
Damn, This sounds awesome! cant wait to use this, definitely installing for my next playthrough. Tiberium sun/C&C 3 were one half of the games I played in my childhood, so keep up the great work, Looking forward to seeing this done :)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Goo Poni on January 15, 2017, 06:01:40 AM
My bad, I had even gone and paid a visit to the wiki cos I vaguely remembered Tiberium having different mouse over tool tips back in TibSun and I couldn't remember the names. Literally tabbed from the wiki to my post and in that time, got the name of the blue stuff wrong. :l

Had just remembered that green eventually turns blue and then reforms into the huge blue crystals which act like blossom trees so I thought I'd ask on it.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Prismaa on January 15, 2017, 02:35:06 PM
I only recently discovered this mod, can't wait for next release, I take it there is no ETA for it yet?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: SigmaPrometheus on January 15, 2017, 03:45:25 PM
There will be a damn event with the ... vein hole?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 15, 2017, 03:49:30 PM
Quote from: Prismaa on January 15, 2017, 02:35:06 PM
I only recently discovered this mod, can't wait for next release, I take it there is no ETA for it yet?

1.2 should come as soon as possible.
Sadly it seems to take more time than expected.
Hopefully it releases within the next few days.

Quote from: SigmaPrometheus on January 15, 2017, 03:45:25 PM
There will be a damn event with the ... vein hole?

Maybe ;>
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 17, 2017, 01:59:04 PM
Is there any way we can help? :D
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Profugo Barbatus on January 17, 2017, 09:33:30 PM
Quote from: Birdy on January 17, 2017, 01:59:04 PM
Is there any way we can help? :D

Haha, unless you wanna help me with my schoolwork, not quite. Progress is still going, just might take a bit longer than anticipated.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: creeper857 on January 18, 2017, 05:30:44 PM
Wow the rimworld modding scene starts to get more and more great mods
First i have seen combat realism, then that mars colony mod and now a mod inspired by one of the greatest RTS games ever.

Also a quick question:
What command and conquer game does red tiberium come from?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: YoruOokami on January 18, 2017, 10:31:50 PM
Quote from: creeper857 on January 18, 2017, 05:30:44 PM
Also a quick question:
What command and conquer game does red tiberium come from?

Fairly sure its visible in Tiberian sun in one of the (nod?) missions, Cabal's base has a field of it in Firestorm and in C&C4 I'm pretty sure you can see a few shards in the floating sonic rings.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Azzarrel on January 20, 2017, 07:41:23 AM
so just to be clear ... once one of my pawn got an tiberium infection i eihter have to remove the infected body part or he will die in several hours ?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 20, 2017, 08:17:30 AM
Quote from: Azzarrel on January 20, 2017, 07:41:23 AM
so just to be clear ... once one of my pawn got an tiberium infection i eihter have to remove the infected body part or he will die in several hours ?

Basically. Yes.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Canute on January 20, 2017, 09:07:14 AM
Just bad when the infection is in the brain,heart or liver.

I think you should add a cure as one of the last researches.

And after i finaly got 10 uranium to craft the research table, 90% of the map is green.
Thats why i think the last research should be a possible cure to stop the tiberium grow.
Maybe some kind of soil contain anti-tiberium toxic to place as floor.
Crafted from "bag of dirt" (Veg. garden) + Neutoanime.

This mod is the horror for hospitality, no caravan or visitors made it out of the map.
Not sure if this is possible, but the mod should force visitors to wear tiberium prot. stuff.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Xentor on January 20, 2017, 09:55:16 AM
You can stop tiberium by use of Climadevices. (It grows not in Sub 0 Temperature)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: TerrorThomasCao on January 20, 2017, 10:32:26 AM
Why does no one just build a wall around the source of Tiberium? I have a few tiberium farms by using walls and airlocks to get in Farm and get out. AND if there is an outbreak, a restrict all my colonists to the area and put plant cutting as priority one, the worse tiberium  infection I've gotten is a middle toe and a muffalo's heart so he dead.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 20, 2017, 10:35:24 AM
Quote from: TerrorThomasCao on January 20, 2017, 10:32:26 AM
Why does no one just build a wall around the source of Tiberium? I have a few tiberium farms by using walls and airlocks to get in Farm and get out. AND if there is an outbreak, a restrict all my colonists to the area and put plant cutting as priority one, the worse tiberium  infection I've gotten is a middle toe and a muffalo's heart so he dead.

Don't rely too much on walls in 1.2 ;P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Xentor on January 20, 2017, 10:54:06 AM
Ah make it not to hard. I think it is a bit unfair if it can destroy walls. (when there is no other shielding method).
The Green Tiberium grows bye the way a little bit fast. (Faster than a door opens and closes)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Xentor on January 20, 2017, 10:55:32 AM
PS: Walls yet yet now not even a secured way. because NPc`s and Animals tend to destroy them, because they think they belong to your bas.e So you have very fast (on harder difficulties) broken Tiberiumseals.... when you watch not with attention.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Canute on January 20, 2017, 10:56:26 AM
When tiberium can eat walls like currently floors, how do you want survive with just 4 pawns on a medium/large map ?
You are cruel !! :-)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 20, 2017, 11:24:18 AM
You will be able to turn wall/item damage on and off.
Also there will be a little new building to help y'all out :>
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 20, 2017, 12:49:23 PM
As long as I can have a cute harvester. :D
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: bizarre_chicken on January 20, 2017, 01:52:03 PM
It'd be nice to be have pawns avoid tiberium automatically unless they were wearing full protection gear. Too many times something's popped up and idiot colonists have been rubbing their faces on the shiny green crystals.
Also, at the moment I think it spreads far too quickly, the map becomes a wasteland within a year. Considering that in C&C the earth is overtaken with Tiberium in about a hundred years, maybe reduce the growth rate a bit for balance? Or perhaps slow the growth rate as it grows further from the source - i.e tiberium harvested from near a blossom tree grows back quickly, but further away would take longer to spread / grow back.

Quote from: Birdy on January 20, 2017, 12:49:23 PM
As long as I can have a cute harvester. :D

Seconded, we need the beetlevans!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Azzarrel on January 20, 2017, 03:00:51 PM
Quote from: Telefonmast on January 20, 2017, 10:35:24 AM
Quote from: TerrorThomasCao on January 20, 2017, 10:32:26 AM
Why does no one just build a wall around the source of Tiberium? I have a few tiberium farms by using walls and airlocks to get in Farm and get out. AND if there is an outbreak, a restrict all my colonists to the area and put plant cutting as priority one, the worse tiberium  infection I've gotten is a middle toe and a muffalo's heart so he dead.

Don't rely too much on walls in 1.2 ;P

will you change the tiberium infection, so there is any chance to do something against it.
I like the tiberium, but I started with a tribe and I can do very little without sacrificing my pawns like ... well ... pawns to contain it, while the rest is building walls in a hurry. (srsly, as soon as i harvested one green crystal, 2 new pop up)
If the tiberium can go through walls now, you take everything I have left to resist this :'(
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 21, 2017, 06:12:10 AM
Quote from: Azzarrel on January 20, 2017, 03:00:51 PM
will you change the tiberium infection, so there is any chance to do something against it.
I like the tiberium, but I started with a tribe and I can do very little without sacrificing my pawns like ... well ... pawns to contain it, while the rest is building walls in a hurry. (srsly, as soon as i harvested one green crystal, 2 new pop up)
If the tiberium can go through walls now, you take everything I have left to resist this :'(

There will be a building to prevent tiberium growth, infections still are quite.. dangerous, and will be for a while.
TiberiumRim is a rather hardcore mod for Tribal gameplay since it relies on high tech.

This could be an idea to have Tribals and low-tech colonies to be "Forgotten" and become one with Tiberium for some kind of balance.
But do not expect that to be done anytime soon, I will think about it tho.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 21, 2017, 09:40:14 AM
Is there like a roadmap for this mod for 1.2/2.0? :D
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Canute on January 21, 2017, 10:09:41 AM
QuoteThis could be an idea to have Tribals and low-tech colonies to be "Forgotten" and become one with Tiberium for some kind of balance.
But do not expect that to be done anytime soon, I will think about it tho.
Maybe in combinatoin with ancestor spirit or the Cult from Call of Chuthulu.
You can either ask your ancestors as tribe to cure a tiberium poisoning of a pawn.
Or for the cults, give the timberium deity an offer to cure a pawn, and later with better standing to that deity sacrifice a prisoner to made a pawn immun to tiberium and maybe move speed boni on tiberium.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 21, 2017, 11:54:22 AM
Quote from: Birdy on January 21, 2017, 09:40:14 AM
Is there like a roadmap for this mod for 1.2/2.0? :D

We got this great mindmap (https://www.mindmeister.com/de/809180205?t=3k4Bgw5OmV) here.
:>
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Bodog999 on January 21, 2017, 12:00:45 PM
Thats a very nice mindmap, loving what you guys are working on :D
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 21, 2017, 02:33:51 PM
Quote from: Bodog999 on January 21, 2017, 12:00:45 PM
Thats a very nice mindmap, loving what you guys are working on :D

I started working on a Wiki (http://tiberiumrim.wikia.com/wiki/TiberiumRim_Wiki) instead now.
Easier to have an overview with, and helps players in need.
Not sure if it's possible but I think others can contribute, so if anyone got time it would be nice to have some help there :>
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 22, 2017, 08:20:49 AM
Quote from: Telefonmast on January 21, 2017, 11:54:22 AM
Quote from: Birdy on January 21, 2017, 09:40:14 AM
Is there like a roadmap for this mod for 1.2/2.0? :D

We got this great mindmap (https://www.mindmeister.com/de/809180205?t=3k4Bgw5OmV) here.
:>

Looks like a lot of cool ideas! My heart broke when I saw a red flag at 'Harvester' and 'Tiberium Harvesting' though. ;(

Harvesters are our friends.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 22, 2017, 09:17:23 AM
Quote from: Birdy on January 22, 2017, 08:20:49 AM

Looks like a lot of cool ideas! My heart broke when I saw a red flag at 'Harvester' and 'Tiberium Harvesting' though. ;(

Harvesters are our friends.
Don't worry, they will be done some time later, the mindmap is out of date anyway.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 22, 2017, 11:03:51 AM
I started a new game with TiberiumRim two days ago. It's a tundra run, with the temperature ranging from -20°C to -50°C, not only because I read in this thread that tiberium grows exuberantly and only snow/walls can stop it. It worked fine for the first year, with already six (!) tiberium spawners on the map. Unfortunately, I activated climate cycle, which gave me +15°C in summer. All snow is molten and green tiberium growth was set free. Having no intention to let that contaminate the whole map, I walled them in with devgodmode. It feels a bit too much and too early. (Just got the high-tech research up and lack plasteel for multi-analyser). I know you're working on different mechanics to control tiberium, but I'm only three months in and lack the technology level either way. My 2 Cents, might have overreacted tho.

Part of that surely was the uncertaincy how much I could do without the risk of infection. Is it safe to haul the harvested crystals or to refine them without protection suit? Would be nice to get a little more info ingame ;)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 22, 2017, 02:57:30 PM
Quote from: Thyme on January 22, 2017, 11:03:51 AM
Part of that surely was the uncertaincy how much I could do without the risk of infection. Is it safe to haul the harvested crystals or to refine them without protection suit? Would be nice to get a little more info ingame ;)

I will make Tiberium events less common if that is the case.
And yes, Tiberium items don't do anything. You are safe to handle them without protection.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 22, 2017, 03:35:43 PM
I'll take a wild guess and say that that many spawners (and more to come) is OP in terms of resource production. By the way, on my tundra map there are no trees, but the gas cloud ignores that and places a blossom tree nevertheless.
And I got a question: Why are there two types of spawners events, blossom trees and crystals/meteors? It seems redundant to me, or are you trying to fit in both TiberianSun and Tiberium Wars?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 22, 2017, 03:44:59 PM
Quote from: Thyme on January 22, 2017, 03:35:43 PM
I'll take a wild guess and say that that many spawners (and more to come) is OP in terms of resource production. By the way, on my tundra map there are no trees, but the gas cloud ignores that and places a blossom tree nevertheless.
And I got a question: Why are there two types of spawners events, blossom trees and crystals/meteors? It seems redundant to me, or are you trying to fit in both TiberianSun and Tiberium Wars?

it spawned a Blossom Tree because all events are based of the same functon, if chance is met spawn this object anywhere on the map that isn't roofed.
So there is no actual "tree infection".

And it is to bring variety into the mod. I think it's nice compared to just one spawner.
The mod's goal is to add the whole Tiberium universe to RimWorld, as detailed as possible.
So prepare for more "redundant" details ;P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: milon on January 22, 2017, 04:40:52 PM
Subscribed
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 22, 2017, 05:33:00 PM
Hmm, okay. Just checked the wiki, wasn't riparius, vinifera, rutila the names for the spawner in TibSun? btw, will I also get uranium out of any colour?

The only detail I care about is the Firestorm defense system!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 22, 2017, 05:47:51 PM
Quote from: Thyme on January 22, 2017, 05:33:00 PM
Hmm, okay. Just checked the wiki, wasn't riparius, vinifera, rutila the names for the spawner in TibSun? btw, will I also get uranium out of any colour?

The only detail I care about is the Firestorm defense system!

Riparius is the scientific lore name of the green Tiberium crystal, Vinifera of the blue crystals and Rutila is made up by me. There is very little lore on red Tiberium so i made my own ;P
Originally we wanted multiple item drops from refining, but we changed that. Maybe we can add that again.

Wait until the faction release for things like firestorm defense :P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 24, 2017, 12:19:59 PM
I'm not too great at Rimworld yet (only 50 hours in or so), so I might be doing it wrong. Feels the tiberium spawns quite fast. Is it mandatory to play on colder maps for now? :P Fighting time here haha
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Canute on January 24, 2017, 01:16:42 PM
The one and only expierence with tiberium so far, was on boreal forest.
I choose the forest because i know tiberium will be a challenge (like tropical forest from CK mod) but i didn't know it for sure.

Since i didn't know much about tiberium so far, except it is toxic i just left it alone, and soon i got surounded by green tib.
I ended up with my base fortress with a big front yard, and keep the tiberium outside because i notice fast, walls can stop it.
But when it stills enter my base, i build concrete over it and then placed soil (from veg. garden) over it to decont. the ground.
Hauler bots did the main hauling outside, they are immun to tiberium, until i managed it to gather uranium to build the Tib. research bench, and was shortly later able to build suits.

But i got enough from tiberium, i build alot Pod launcher, moved all my people, some tents and important stuff to a new location, build a temp. base until i reach the friendly AI to leave the planet.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 24, 2017, 02:31:00 PM
Quote from: Canute on January 24, 2017, 01:16:42 PM
The one and only expierence with tiberium so far, was on boreal forest.
I choose the forest because i know tiberium will be a challenge (like tropical forest from CK mod) but i didn't know it for sure.

[...]

But i got enough from tiberium, i build alot Pod launcher, moved all my people, some tents and important stuff to a new location, build a temp. base until i reach the friendly AI to leave the planet.

That's quite a nice story involving this mod!
Tho using immune robots is a little cheat ;P
But I ain't judging you, so far Tiberium is a pain and will only get worse later on (no more walls keeping you safe), so I need to find a way of balancing it so not everyone is completely fucked by Tiberium within the first month in the game.

I hope you enjoyed playing with this mod!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 24, 2017, 04:51:21 PM
So using harvesters (as soon as they'll be implemented) will be considered cheating as well? :p
btw, if you do that, will you make them run on fuel? You gotta make them run on electricity or chemfuel. Refueling happens automatically at the refinery or if it runs dry, manually, with hauling chemfuel or a battery to it.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: TerrorThomasCao on January 24, 2017, 10:08:06 PM
Wait, walls aren't going to keep us safe soon? Welp I'm fucked, I have ten different spawners walled in right now and just opening the doors is a death sentence, but i got a blue spawn right in my base so I'm using that as a farm. Finally, I'm really waiting for factions, I have about 10 different types of factions right now and I'd love more types of them.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 25, 2017, 07:39:32 AM
Didn't walls in Tiberian Sun/Firestorm block Tiberium? Or do I remember wrong? Perhaps have special TS walls (concrete? :D) block further spread somewhat, or other means to mitigate it reliably?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Canute on January 25, 2017, 08:13:47 AM
People, just lets wait for the next release and look what Telefonmast got made.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 25, 2017, 08:27:32 AM
Walls, buildings, concrete, cliffs all stopped tiberium growth in TiberianSun. Not sure about hard soil (the one where subterranean couldn't dig in). Telefonmast already wrote that there'll be other means of controlling tiberium.

Sonic emitters? Seven hells, yeah!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 25, 2017, 09:40:01 AM
Quote from: Canute on January 25, 2017, 08:13:47 AM
People, just lets wait for the next release and look what Telefonmast got made.


Thank you. We appreciate ideas, but it's all been made up long ago already. I guess I will have to migrate my ideas google docs from the unfinished post to this post...
Here it is! (https://goo.gl/forms/WjA70HXJ3c4pd1up1) - Feel free to submit ALL of your lovely ideas you have there.

Quote from: Thyme on January 25, 2017, 08:27:32 AM
Walls, buildings, concrete, cliffs all stopped tiberium growth in TiberianSun. Not sure about hard soil (the one where subterranean couldn't dig in). Telefonmast already wrote that there'll be other means of controlling tiberium.

Sonic emitters? Seven hells, yeah!

Well this mod is *not* Tiberian Sun.
However, it is the whole of the Tiberium universe combined, in as much detail as possible. So we won't focus on what one single game did, but how we interpret the lore and and change it to our liking.
For me Tiberium is aggressive, it should have as little ways of resistance as possible. No silly concrete walls and especially not a cliff, that shit would grow a bridge over it first if necessary.

Tiberian Sun most likely used those mechanics just so players don't get annoyed by their base being overgrown.
Have you seen Red Zones? There is not a single buildings standing without a crystal growing on it - because Tiberium does *not* really care about what material is close to it.

About the Sonic Emitter - not anytime before 2.0. We have a different solution as a common Tiberium resistance building for 1.2.

Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: TerrorThomasCao on January 25, 2017, 10:09:51 AM
Looking forward to it, currently I just build walls or send out a kill squad to shoot at it for a day and destroy it :P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Sefin on January 25, 2017, 10:17:22 AM
How does one spread tiberium.  I tried getting a colonist infected and dying in an area I wanted it.  Didn't work though.

Is it possible to spread that way?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 25, 2017, 10:27:57 AM
Quote from: Sefin on January 25, 2017, 10:17:22 AM
How does one spread tiberium.  I tried getting a colonist infected and dying in an area I wanted it.  Didn't work though.

Is it possible to spread that way?

There is no way of manually spreading it so far.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 25, 2017, 03:41:32 PM
Quote from: Telefonmast on January 25, 2017, 09:40:01 AM
[...] Well this mod is *not* Tiberian Sun. [...]
Yes, yes, I know that. Was answering Birdys question about stuff blocking Tiberium back in TibSun. You won't stop me spreading my ideas, if you consider them is up to you. Now, can we stop reminding each other of that all the time and take it for granted ;)

Well, actually it's the other way around, TW changed it to a more dangerous form (tho not on the battlefield). Vines could destroy buildings!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: SigmaPrometheus on January 25, 2017, 11:48:34 PM
There will be an event of fall of ship scrim from which we will get the tacit and we will be able to unlock a new technological tree? After all, thanks to the tacit it is possible that the engineers of the gdi and nod can capture their structures in tiberium war 3 ... I do not know what else to say, the scrin will be humanoids that you can indoctrinate over time in some future or drones cyborgs?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Xentor on January 26, 2017, 04:13:58 PM
I fear slowly you make it a bit to big.
It looks a bit like same time you progress the mod, you move the wanted content for 1.2 more away with the same speed.
You should more do it in "steps" and not all at all in one jump.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 26, 2017, 04:17:43 PM
Quote from: Xentor on January 26, 2017, 04:13:58 PM
I fear slowly you make it a bit to big.
It looks a bit like same time you progress the mod, you move the wanted content for 1.2 more away with the same speed.
You should more do it in "steps" and not all at all in one jump.
We are not really working on anything big for 1.2.
We just took a "break" as some of us are busy with life and can't work on the project 24/7.
That's why the new update takes so long.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 28, 2017, 07:01:57 AM
In Tundra the tiberium is growth is fairly doable to deal with so far with proper planning! Still struggling to keep up, but having a blast. :D Definitely my favorite mod thus far.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 28, 2017, 09:33:58 AM
I'm now fourish years in with my ice sheet colony. Summer temperature this year is -50°C (instead of +10°C second sommer). Damn climate cycle. I'm about to finish the tiberium refinery research, but won't need to do any refining for a while. The reason being simply that between -100°C and -40°C no human raids will spawn so I got plenty of downed mechas laying around. I guess ice sheet is not representative.
Exited for the real content!

PS: Concept for tiberium farmTM: Wall in a small area around any tiberium spawner, roof it to prevent snow blocking the growth. Work with zones (preferably red and blue ;)) so that only your PPE guy walks in. And of course, set a growing zone (forbid growing) to auto-harvest ripe crystals. Air locks might be a good idea. Note: Will probably not work in 1.2
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Regar on January 29, 2017, 05:03:44 AM
Suggestion ... (maybe someone mentioned this already)

As this mod adds to the difficulty of the game, maybe you want to add a random event that helps players out a bit.

Since there is Tiberium in this world there should also be someone that has an interest in it. (maybe GDI & NOD?)
so basicly a random event that sends a (many) harvester drone(s) to harvest a good chunk of the tiberium.

btw i just startet my first game with this mod maybe this event is already in the mod.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 29, 2017, 09:21:18 AM
Quote from: Regar on January 29, 2017, 05:03:44 AM
Since there is Tiberium in this world there should also be someone that has an interest in it. (maybe GDI & NOD?)
so basicly a random event that sends a (many) harvester drone(s) to harvest a good chunk of the tiberium.

We don't have factions, neither harvester yet.
And I think tiberium being so dangerous is perfect the way it is, since there barely is anything that can help from the outside. It's pretty much in your hands how everything ends up.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: MechanoidHiveMind on January 29, 2017, 03:50:50 PM
Will there be a Mutant Race of some sorts which will try and attack us Late-Game?
Or will there be a Tiberium infusion like in Tiberium Wars (nod research) or types of abandoned Structures(maybe barracks,refinery,tech lab,power plant,)that will be overgrown with  tiberium.
Anyway I'm Excited for the new update  ;D ;D ;D
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: TerrorThomasCao on January 29, 2017, 05:51:03 PM
I didn't play the game so I have no idea what's to come but it sounds amazing so far. But it's definitely nothing to mess around with,  I'm going to post a picture of what happened to my base.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on January 30, 2017, 06:06:23 PM
Quote from: TerrorThomasCao on January 29, 2017, 05:51:03 PM
I didn't play the game so I have no idea what's to come but it sounds amazing so far. But it's definitely nothing to mess around with,  I'm going to post a picture of what happened to my base.

I hope you'll enjoy the mod, feel free to report back any issues!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: TerrorThomasCao on January 30, 2017, 08:45:38 PM
When you're busy and say "I'll deal with it later" to a Tiberium notification and end up going to sleep before finishing your game and totally forget about it.

EDIT: My screenshot's too big :(, let's just say I've got a giant bubble of tiberium with a diameter of 30 and I had to wall it up using the surrounding mountains
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on January 31, 2017, 02:34:32 AM
Make sure to save your screen as .jpg or a similar format that doesn't need much storage. My screens have around 50kB if I don't cut anything (@1920x1080).
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 31, 2017, 07:04:19 AM
Will there be a powerplant or something that creates energy in 1.2, or will it be in later updates? :D
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Profugo Barbatus on January 31, 2017, 12:04:46 PM
Quote from: Birdy on January 31, 2017, 07:04:19 AM
Will there be a powerplant or something that creates energy in 1.2, or will it be in later updates? :D

Later updates. 1.2's been feature locked because we keep wanting to add new features, and there's more good ideas going on than I have free time to code them for XD.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on January 31, 2017, 12:18:43 PM
Fair enough! Thanks for your hard work.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: TolSatha on February 02, 2017, 08:23:07 PM
Absolutely love this mod, can't wait for the next patch.

One thing I find strange tho is how it's spreading over water, turning it into Tiberium Soil. From what I've read in this thread this seems to be intentional behavior. I feel this makes Tiberium very exploitable - in a single day you can dry water that would take several seasons with moisture pumps, and afterwards just cut down all the Tiberium and pave the ground to get rid of it - all without even needing any resources or energy for the pumps to do it.

From my limited understanding of Tiberium lore, it should infect and mutate algae, resulting in some form of toxic surface goo. Shallow water would still be shallow water (retaining it's movement debuff), just infested with Tiberium algae (with an additional debuff?). This would make much more sense then it simply drying out water completely, and could have interesting gameplay mechanics - it seems intuitive that Tiberium would spread faster over water then on the ground, and walking thru it would be probably be deadly (since your skin is completely in contact with water, and thus Tiberium).

It's possible you've already thought of this for a future patch, or maybe there's an issue that I'm overlooking?

Another exploit is allowing Tiberium to spread and cover the exits of the map, and then waiting for / calling in a trade caravan. In most cases they all drop dead before they leave the map, spilling all the loot on the ground. Obviously this also makes sieges mostly a non-issue as well - they get a few artillery shots off before they fall over.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Profugo Barbatus on February 03, 2017, 11:05:38 AM
Quote from: TolSatha on February 02, 2017, 08:23:07 PM
Absolutely love this mod, can't wait for the next patch.

One thing I find strange tho is how it's spreading over water, turning it into Tiberium Soil. From what I've read in this thread this seems to be intentional behavior. I feel this makes Tiberium very exploitable - in a single day you can dry water that would take several seasons with moisture pumps, and afterwards just cut down all the Tiberium and pave the ground to get rid of it - all without even needing any resources or energy for the pumps to do it.

From my limited understanding of Tiberium lore, it should infect and mutate algae, resulting in some form of toxic surface goo. Shallow water would still be shallow water (retaining it's movement debuff), just infested with Tiberium algae (with an additional debuff?). This would make much more sense then it simply drying out water completely, and could have interesting gameplay mechanics - it seems intuitive that Tiberium would spread faster over water then on the ground, and walking thru it would be probably be deadly (since your skin is completely in contact with water, and thus Tiberium).

It's possible you've already thought of this for a future patch, or maybe there's an issue that I'm overlooking?

Another exploit is allowing Tiberium to spread and cover the exits of the map, and then waiting for / calling in a trade caravan. In most cases they all drop dead before they leave the map, spilling all the loot on the ground. Obviously this also makes sieges mostly a non-issue as well - they get a few artillery shots off before they fall over.

We are still debating exactly how we want to handle Tiberium with water. Likely, we will introduce an algae component, but no work on it has been done yet.

While there's not a huge amount we can do about vanilla siege behavior, the Faction update will face you off with people equipped to deal with Tiberium, and should make that more dangerous as a result. As for Caravans biting it and spilling loot, Tiberium is going to be much more aggressive in 1.2 and caravans will become much less of a loot pinata.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on February 03, 2017, 01:26:41 PM
Even more difficult? :O Oh boy
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Thyme on February 03, 2017, 04:55:26 PM
I finally set up a tiberium farm (in year 6! had no pressure because of mechas spawning resources and ice sheet being snowy most of the time). I can't multi-select tiberium via double click. It also seems not to count as harvestable plant (like wild berry bushes) because fluffy's colony manager fails to auto-harvest it. Can't set a growing zone, so I have to do that manually. Minor issues so far.
I thought an airlock will be enough to prevent the tiberium from growing out of the perimeter, but it is not. When an item blocks the door (=is open), tiberium seeds can infect the tiles behind it, marble floor or not. Knowing that green tiberium can spread over a distance of 3 tiles, I just put 4 doors in a row (they can't be corrupted it seems) and set two of them to stay open. Containing works, if a little messy. Keeping colonists out with zones works great, however, I just had a husky enter the farm (=forbidden area). Stupid moon moon was apparently wandering and not doing work. Not sure if zone restrictions are ignored in that case, but I guess that's nothing you could fix. Anyway, the dog got an infection in the body. Can't amputate that ...
Almost forgot: Oddly, havesting tiberium counts as plant cutting, not as harvest. Hope you like the feedback, will take a while untill I start refining (need to disassemble all those mechas)
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Goldenpotatoes on February 03, 2017, 06:03:39 PM
I got hit with 3 different tiberium-related events in a short span near the start of this colony, so instead of actually dealing with it, I decided to just wall off the entire valley it affected and hoped it'd go away eventually.

(http://i.imgur.com/JsbnL1w.png)

I now have a tiberium graveyard of various debris ranging from crashed ships, cargo pods, to unfortunate escape pods. On the bright side, I got a pretty steady supply of steel now.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: PotatoeTater on February 03, 2017, 06:23:44 PM
Quote from: Goldenpotatoes on February 03, 2017, 06:03:39 PM
I got hit with 3 different tiberium-related events in a short span near the start of this colony, so instead of actually dealing with it, I decided to just wall off the entire valley it affected and hoped it'd go away eventually.

(http://i.imgur.com/JsbnL1w.png)

I now have a tiberium graveyard of various debris ranging from crashed ships, cargo pods, to unfortunate escape pods. On the bright side, I got a pretty steady supply of steel now.

Literally how the top corner of my map looks. I just walled in the entire mountain range and it's one big field. I have an airlock on my mountain base with tib gear for those that want to venture out.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: bdole92 on February 03, 2017, 08:11:18 PM
Any chance of adding it to the steam workshop?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on February 03, 2017, 08:30:54 PM
Quote from: bdole92 on February 03, 2017, 08:11:18 PM
Any chance of adding it to the steam workshop?

Will be done soon with the TiberiumRim 1.2 update.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Defection on February 04, 2017, 08:47:04 AM
Is there maybe a chance to add some kind of cure for tiberim sickness?? Something  expensive to make and that takes a lot of time to heal?
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: TolSatha on February 04, 2017, 06:54:44 PM
Quote from: Telefonmast on February 03, 2017, 08:30:54 PM
Will be done soon with the TiberiumRim 1.2 update.

Just a thought on this - it might be better if you did smaller, more frequent updates.
People love this mod so much that waiting for an update becomes excruciating  ;D
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Profugo Barbatus on February 06, 2017, 03:44:54 PM
Quote from: TolSatha on February 04, 2017, 06:54:44 PM
Quote from: Telefonmast on February 03, 2017, 08:30:54 PM
Will be done soon with the TiberiumRim 1.2 update.

Just a thought on this - it might be better if you did smaller, more frequent updates.
People love this mod so much that waiting for an update becomes excruciating  ;D

The bigger issue behind it is that I'm a student. There's only X number of hours for coding in a day, and my class schedule is very busy this semester. As much as I'd love to be able to go so far as to be writing this mod full-time, there's only so much I can do :P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: TerrorThomasCao on February 06, 2017, 06:57:11 PM
It's okay, I'm a student too and I definitely understand. Just do what you can! :P
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: lordofmadness666 on February 11, 2017, 11:06:27 AM
Are there any plans to add the Forgotten? Preferably after you have zones down, but I love love love those freaky tiberium mutants. (Also, maybe add a rare possibility that a colonist becomes a mutant from tib poisoning instead of dying, like 1/20 or so).
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on February 12, 2017, 10:35:59 AM
Quote from: lordofmadness666 on February 11, 2017, 11:06:27 AM
Are there any plans to add the Forgotten? Preferably after you have zones down, but I love love love those freaky tiberium mutants. (Also, maybe add a rare possibility that a colonist becomes a mutant from tib poisoning instead of dying, like 1/20 or so).

Apologies for the late response.
Yes, The Forgotten should become part of this sooner or later.
My idea was to add them as a player faction for people playing as a tribe and thus having no such fany sonic technology to protect themselves with. It will be a risky path to choose but should be supposed to allow anyone to join in on a symbiosis with Tiberium.
Though this is just an idea, so no fixed promises.
Also it would most likely be part of the faction pack mod that is still in it's very early stage.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: lordofmadness666 on February 13, 2017, 11:27:26 AM
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYY!
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on February 16, 2017, 05:00:27 AM
Where can I download 1.2? :O
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on February 16, 2017, 07:20:41 AM
Quote from: Birdy on February 16, 2017, 05:00:27 AM
Where can I download 1.2? :O

Here and on Steam in a few hours.
Just a bit more patience :>
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Birdy on February 17, 2017, 01:17:21 PM
Lies! :D
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: GrungierTag29 on February 17, 2017, 01:20:02 PM
Still waiting for a few hours :<
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on February 17, 2017, 03:15:01 PM
Quote from: GrungierTag29 on February 17, 2017, 01:20:02 PM
Still waiting for a few hours :<
Delays are quite a thing here at the Tiberium Corperation.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Regar on February 19, 2017, 07:52:47 AM
about the delay :
isnt it a feature of tiberium to be unpredictable sometimes ?  ;)

a lil question about performance :

first a got a bunch of mods active so this may not concern you at all BUT
i noticed quite the performance impact of possibly this mod.
to be more precise: in my pc it starts to lag with tiberium around 12 colonists on 300x300 map
later i tried with out tiberium and 3 minor mods (like diverse batteries) and it doesnt lag so far with 20 ppl on a 275x275 map

this are just 2 tries ... it could be not connected to Tiberium AT ALL.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on February 19, 2017, 12:33:42 PM
Quote from: Regar on February 19, 2017, 07:52:47 AM
about the delay :
isnt it a feature of tiberium to be unpredictable sometimes ?  ;)

a lil question about performance :

first a got a bunch of mods active so this may not concern you at all BUT
i noticed quite the performance impact of possibly this mod.
to be more precise: in my pc it starts to lag with tiberium around 12 colonists on 300x300 map
later i tried with out tiberium and 3 minor mods (like diverse batteries) and it doesnt lag so far with 20 ppl on a 275x275 map

this are just 2 tries ... it could be not connected to Tiberium AT ALL.

1.2 should *hopefully* be out within the next week.

And about the lag - it could be because of all the crystals but we try to manage performance as good as possible.
But I cannot know for sure and also wouldn't know a direct way to fix this. An idea would be to allow players to set how many tiberium crystals there may be on the map, so I will look into that.
But I hope that the lag isn't too bad though.
Title: Re: [A16] TiberiumRim - It Comes From Space v1.1
Post by: Telefonmast on February 20, 2017, 01:09:49 AM
TiberiumRim 1.2 Update – Destroy the world.

After many delays due to private reasons and a lot of work done, we can finally announce version 1.2 of TiberiumRim!
We added a few new mechanics and reworked a few issues, added new items/buildings and made a texture overhaul.
For instance Tiberium is now more agressive, damaging buildings/items and thus having nothing to stop it... but look! It's the Sonic Inhibitor! This new little building will help you keep those bad crystal away from your precious lawn. (Also you can turn Tiberium damage on or off in the mod options.)
We also have Tiberium mutations now. To be more exact: Tiberium Fiends and Visceroids. A full list of those is below.


Patch notes:
TIBERIUMRIM NOW REQUIRES HUGSLIB TO WORK! Install it before playing the new version.
A new save is needed, due to file changes of existing objects.

Tiberium is more agressive. It can destroy any building, walls, rocks and even mountains if given enough time. It also damages items and breaks them rather quickly.
Tiberium now doesn't destroy other types of Tiberium crystals.

Blue Tiberium has a chance to explode now, lowered health allows chain reactions.

New building: Tiberium Inhibitor, can be build after the Tiberium Inhibitor research, and is found under Security architecture. When powered it destroys any Tiberium crystal or flora. It does not go through walls though, be aware of that. Inhibitors stop working after taking some damage, keep an eye on their health!

Fixed Visceroids: Visceroids now have their own body type and can spawn from any corpse in a Tiberium field.

Tiberium Fiends: Tiberium mutations that happen in a Tiberium field, based on the animal that died, all are immune to Tiberium.
Thrumbo => Tiberium Terror, very strong and agressive animals.
Bears => Big Tiberium Fiend, a stronger version of the bear.
Scarab => Tibscarab, a tiberium version of the scarab.
Canines => Tiberium Fiend, strong, slightly more tameable than other fiends.
Snake => Crawler, a Tiberium snake, lays crawler eggs that can hatch more crawlers.

Balance Changes/ Small fixes:
The Tiberium Scenario should be adapted to the new update, giving you 4 inhibitors at the start and a few more resources. Have fun surviving!
Tiberium events happen less frequently now.
A lot of small fixes have been done, corrected grammar, typos and so on. (If you encounter any similar issues please report them!)

New Language:
German has been added to the TiberiumRim translations.

Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=868415092)
Github (https://github.com/Profugo-Barbatus/TiberiumRim/releases/tag/1.2.0)

We hope you can enjoy our mod even more now!
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space
Post by: Thyme on February 20, 2017, 09:31:35 AM
I'm eager to play that ... after I've done the Sea Ice Community Challenge ;)
The patchnotes seem to make the game much harder, Tiberium can destroy mountains?! Where should I build my mountainbase? *S.O.S.

PS: After 7 years, I've finally gotten a Rutila spawner. It appears to spawn only 4 crystals (quickly, then stops), couldn't observe any other growth, but didn't wait longer than all 4 crystals being 100% grown. v1.1
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space
Post by: Telefonmast on February 20, 2017, 09:59:37 AM
Quote from: Thyme on February 20, 2017, 09:31:35 AM
I'm eager to play that ... after I've done the Sea Ice Community Challenge ;)
The patchnotes seem to make the game much harder, Tiberium can destroy mountains?! Where should I build my mountainbase? *S.O.S.

PS: After 7 years, I've finally gotten a Rutila spawner. It appears to spawn only 4 crystals (quickly, then stops), couldn't observe any other growth, but didn't wait longer than all 4 crystals being 100% grown. v1.1

For now you need Inhibitors to help you, in 1.3 Tiberium will have a chance to corrupt mountainous rocks into corresponding tiberium rocks. See here (http://images.akamai.steamusercontent.com/ugc/89347566142954696/4617E23C6AF6725457BB57390A8AAB4F806660FB/)(fixed link).
Thus having a chance to seal itself off. Rocks do not spread, and dont spawn tiberium - for now.

Also.
Rutila is supposed to be very rare, not quite sure if 7 years are exactly the amount of rare i want it to be. And it probably doesn't grow because of snow. It matures but doesn't spread when snow is around.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space
Post by: Birdy on February 20, 2017, 10:41:15 AM
Awesome! Thank you all in the team :D Will be fun
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on February 20, 2017, 11:25:15 AM
Looks soo juicy especially with all the steel you can get and that damn nostalgic C&C feelling))) 1 Question though - will Tiberium screw the land forever, or can you turn tiberium infested soil back with some dedicated work?

Also would be nice to have tiberium shard launcher, to get those siegers a nasty present) I loved using tiberium thrower in C&C Renegade to turn those poor NOD sods into visceroids))
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on February 20, 2017, 11:44:04 AM
Quote from: Madman666 on February 20, 2017, 11:25:15 AM
Looks soo juicy especially with all the steel you can get and that damn nostalgic C&C feelling))) 1 Question though - will Tiberium screw the land forever, or can you turn tiberium infested soil back with some dedicated work?

Also would be nice to have tiberium shard launcher, to get those siegers a nasty present) I loved using tiberium thrower in C&C Renegade to turn those poor NOD sods into visceroids))
For now the changes are permanent.
And canging soil could be tricky, since it doesn't save what soil it previously was, in the end I could try to make a type of "decrystallized soil" that could be made with a small machine. Maybe solar powered for convenience (so you don't need a wire leading to it all over the map). I will take that into considerations.

Tiberium weapons and defenses will be included in the TiberiumRim Factions mod part!
It's still a huge WIP.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on February 20, 2017, 12:07:49 PM
Quote from: Telefonmast on February 20, 2017, 11:44:04 AM
For now the changes are permanent.
And canging soil could be tricky, since it doesn't save what soil it previously was, in the end I could try to make a type of "decrystallized soil" that could be made with a small machine. Maybe solar powered for convenience (so you don't need a wire leading to it all over the map). I will take that into considerations.

Tiberium weapons and defenses will be included in the TiberiumRim Factions mod part!
It's still a huge WIP.

Well I wasn't talking about restoring exactly the soil it was before tiberium invasion, just to regular soil you can use for farming or that'll support wild plants. Its just that I'd like a possibility of preserving initial map state to at least some degree, otherwise tiberium meteors, craters and etc. even if you deal with them promtly, still just by spawning via events will eventually make pretty much all map tiberium infested wasteland.

I was thinking more of a something hand held, like a one-time use chemical grenade or some kind of dispencer, that reverses tiberium infected land back to standart soil, since trying to clean the biome on huge maps with powered machines can and will be a nightmare...

Thats a damn big work you're planning)) I'll be waiting for weapons\security and tiberium soil countermeasures))

Could be nice if you added some tiberium modified soil type (with the use of rare tiberium types, not as agressive as green one), that can be researched and then placed, which uses tiberium's fast growing ability to grow plants much faster, but potentially has a chance to start tiberium outbreaks for example or can cause sickness if harvesters  aren't equpped with suits... Will require lots of micromanagement, to avoid amputations, but growth boost can make it tempting for some long growing plants.

Forgot to mention - the art's godlike) Level 20 artist sighted =)
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space
Post by: Thyme on February 21, 2017, 01:31:11 AM
Quote from: Telefonmast on February 20, 2017, 09:59:37 AM
[...] Rocks do not spread, and dont spawn tiberium - for now.

Also.
Rutila is supposed to be very rare, not quite sure if 7 years are exactly the amount of rare i want it to be. And it probably doesn't grow because of snow. It matures but doesn't spread when snow is around.
In the end, we'll be sitting on a planet sized Tiberium Crystal ...

The 7 year first spawn thing is no representative sample, no worries. Thanks for the snow info, gotta get my tiberium grower a shovel and check the "greenredhouse"
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: bonmar14 on February 21, 2017, 08:59:20 AM
Hi ihave a question are you planning to add in the future some stuff from the C&C game
and also nice work on the mod.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on February 21, 2017, 11:43:01 AM
Quote from: bonmar14 on February 21, 2017, 08:59:20 AM
Hi ihave a question are you planning to add in the future some stuff from the C&C game
and also nice work on the mod.
I'm planning to add the *whole* of the Tiberium universe into this mod :>
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on February 21, 2017, 12:41:12 PM
Uwah, that green tiberium grows so faaast)) For now, I'll be playing it with vegetable garden, because it allows placing soil on constructed floor, so you can make some floors on tiberium infested soil, then on floors, place normal soil. But in the future there definitely needs to be a tool to reclaim soil, otherwise it'll be constant loosing game with green goodness eventually covering everything thats not protected by inhibitors)) Oh and tiberium proof walls! I mean we all know - there needs to be tiberium farming in this game))

Also I find it that hp on those asteroids and trees are too much, if you get unlucky and it'll spawn while you have only initial survival rifle and pistol you'll spend about 1.5 days just shooting it without breaks. I think it can be safely lowered by half with the speed it grows it'll still be a very dangerous event, which when ignored can actually pose a threat of just losing the map in the matter of days.

Gotta say though it looks just soo damn beautiful - I don't even want to get rid of tiberium))) Its just looks nice) Ah C&C is back)) Two more small suggestions - if tiberium spread reached like 30-50% of the map - let it have a chance to trigger toxic fallout each day (really small chance, but it'll get bigger the more tiberium you have on the map). And second - since you have those cool tiberium infused animals - might as well make them have toxic bite, leave some tiberium when butchered and spread it around if a corpse not taken care of) They feed on tiberium after all)
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Profugo Barbatus on February 21, 2017, 03:41:45 PM
So to anyone who's a little more curious about how the mod works, Here's an excellent mod spotlight from Barky!

https://www.youtube.com/embed/awz4kqtqts4
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Birdy on February 23, 2017, 03:12:28 AM
Trying to find Red tiberium is insane o.o
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: BlueLance213 on February 23, 2017, 04:23:02 AM
I'm unsure how rare the events are meant to be or if my game is not working correctly, but so far I have had 0 events actually happen, I managed to get myself armour, and raw tiberium and books from trading, but that is all that has happened so far.

I don't know if this is because the mod was updated or not?
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: TolSatha on February 23, 2017, 04:42:14 AM
Quote from: Birdy on February 23, 2017, 03:12:28 AM
Trying to find Red tiberium is insane o.o

Agreed, and it's a bit of a gameplay issue as well.
You need to do research before you have any way of containing tiberium (suits, inhibitors), but to build the research bench you need red tiberium.
I've had 3 runs on 1.2 so far and it always ends the same - by the time I get any red, the whole map is already overgrown with green.

So unless you're lucky enough to get a tiberium meteor or a caravan that has some red (if that's even a thing?), you'll just sit there helplessly while the tiberium consumes everything because you can't build a research bench.

Quote from: Telefonmast on February 20, 2017, 11:44:04 AM
And canging soil could be tricky, since it doesn't save what soil it previously was

There could be a way to do this - make a new class that inherits TerrainDef and store the old value when switching.
So if it's called "TiberiumTerrainDef", you could then define them as such in the terrainDefs .xml file, since it's still a terrainDef type.


<?xml version="1.0" encoding="utf-8" ?>
<TerrainDefs>

    <TiberiumTerrainDef Name="FloorBase" Abstract="True">
        <layerable>true</layerable>
        ...
    </TiberiumTerrainDef>

    <TiberiumTerrainDef ParentName="FloorBase">
        <DefName>greenTiberiumFloor</DefName>
        ...
    </TiberiumTerrainDef>

</TerrainDefs>


You get the picture. I haven't done much digging as to how these are stored internally, so it's possible that it wont be automatically added to the def database.
Idk, maybe it wouldn't work, just an idea you guys might want to investigate.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: BlueLance213 on February 23, 2017, 04:49:23 AM
@TolSatha You can get Red Tiberium from caravans, I find its usually the exotic and bulk traders that have them, unfortunately caravans are the only source I seem to find Tiberium from, Sorry I don't know how to quote properly
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: bobucles on February 23, 2017, 08:18:07 AM
I don't see why the player can't do research with just green tiberium. It's pretty dumb to wait on RNGesus to get any hope of a red crystal.

That seems like the obvious first thing to change.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: BlueLance213 on February 23, 2017, 08:38:30 AM
Quote from: bobucles on February 23, 2017, 08:18:07 AM
I don't see why the player can't do research with just green tiberium. It's pretty dumb to wait on RNGesus to get any hope of a red crystal.

Its not really down to RNGesus, You can request caravans and the chances of it always having green and blue are pretty much guaranteed, the red is rarer but still i see it every 3rd or 4th caravan I request.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on February 23, 2017, 09:29:17 AM
Quote from: BlueLance213 on February 23, 2017, 08:38:30 AM
Its not really down to RNGesus, You can request caravans and the chances of it always having green and blue are pretty much guaranteed, the red is rarer but still i see it every 3rd or 4th caravan I request.

Well if you rely on caravans, that might have red tiberium or might not - I'd say its still up to RNGesus to smile or frown upon you. Because you might have 10+ caravans without the stuff. And calling caravans aren't cheap. By the time you gamble some reds out of traders, green goodness will probably rule your map anyway))
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: BlueLance213 on February 23, 2017, 09:41:20 AM
I wish any colour of Tiberium would come and rule my map but alas I have had 0 luck with it happening. Maybe thats why I am lucky with getting the red in caravans, because I dont even get the green landing on my map
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on February 23, 2017, 10:14:46 AM
Quote from: BlueLance213 on February 23, 2017, 09:41:20 AM
I wish any colour of Tiberium would come and rule my map but alas I have had 0 luck with it happening. Maybe thats why I am lucky with getting the red in caravans, because I dont even get the green landing on my map

Can't say I don't like the idea of it ruling everything - those green crystals look sooo goood)) But their ground changing ability worries me very much.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: BlueLance213 on February 23, 2017, 10:32:06 AM
Wouldnt it be possible to make it that instead of them changing the soil type, change it so that it is a "floor", if you ever put a floor on top of smooth slate/marble etc and remove the floor the tile underneath retains its original information. That way player would have to remove the "Floor" to convert the soil back into a usable soil, can possibly have it that you end up with a contaminated soil which needs disposed of or can be turned into refined Tiberium but with a higher resource cost, (10 pieces of Tiberium soil = 1 Tiberium)
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on February 23, 2017, 11:14:50 AM
A lot of interesting ideas, and a lot of issues that I also feel like changing.
But this is what releasing things is all about!
Seeing the feedback and how to work with it - in this case change the gameplay aspects of some values.
I already nerfed the Tiberium but I guess that ain't enough.
There will be a lot of changes and additions for 1.3 though, you can prepare for it within the next week(I hope), I will work my butt off for it to get done soon.

Additions include so far:
Tiberium now turns to glaciers on water and creates contaminated water on that tile.
The Veinhole will be ready to grow on your map.
Tiberium has a chance to turn mountain-rock into a tiberium infested rock (depending on the crystal type).

Planned:
A harvester (Will see how far I can get it done)
Simple Tiberium meds, cure infection.
Random and rare creation of monolith like structures that mostly do nothing.
Blue monoliths actually "rise" from a bunch of blue crystals.
Better balance, once again, based on community feedback.

There will be more, of course, just what I came up with from the top of my head.
Let the hype rise :>
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: BlueLance213 on February 23, 2017, 11:25:49 AM
Quote from: Telefonmast on February 23, 2017, 11:14:50 AM
Simple Tiberium meds, cure infection.

Instead of meds to cure it wouldnt it be better to have the corruption spread/consume the body and have the medicine slow/stop this but never actually cure it? That way early game amputation is required if your pawn gets infected or you risk it spreading and eventually killing the pawn, and in the late game you can slow/stop the disease but never remove it. That way the infection will always be a fear factor otherwise people will just not bother with the suits, let their pawn be infected and then cure them afterwards unless you would make it as rare as glitterworld medicine.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on February 23, 2017, 11:49:50 AM
Quote from: BlueLance213 on February 23, 2017, 11:25:49 AM
Quote from: Telefonmast on February 23, 2017, 11:14:50 AM
Simple Tiberium meds, cure infection.

[...]That way the infection will always be a fear factor otherwise people will just not bother with the suits, let their pawn be infected and then cure them afterwards unless you would make it as rare as glitterworld medicine.

Of course it wouldn't be a simple herbal medicine type thing, it would require research, tiberium books combined with a normal medkit and boom. One single pill or crystal popsicle or whatever comes to mind and your pawn gets the benefit of not dying. Tho i will apply that making the infected part weaker and less useful.
- Thanks for the suggestion.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: herles on February 23, 2017, 01:05:00 PM
Do you guys welcome any help in the translation? I guess that many people would be willing to help as they can. For example, i would like to make an italian translation, just because i love both c&c and rimworld. Helping this mod would be awesome :p
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Birdy on February 23, 2017, 01:09:06 PM
Having a lot of fun, but I do have to agree a little about the red tiberium. I'm all for making it rare (it can be used for a very valueable material after all), but there's definitely the early-game balance issue. I too had to make due with some caravans, as I could not get enough red tiberium to get any research benches going. :D

Also early on, my colonists get infected (and die) earlier than I can get researches going. Some kind of medicine would indeed be great.

Once I did get stuff going I had a blast though, it takes a while to get used to it all.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on February 23, 2017, 02:14:02 PM
I get the concerns of everyone, especially about balance, and i will change it to make it better. But losing a few colonists is part of the game, of course it's a shame - but speaking lore wise I don't think people would get to research Tiberium before realizing it's deadlines.
So I'll remove tiberium from the requirements and add an item made with green tiberium and some vanilla resources to balance it out.
I do want to make this a fun mod, but I do love details, in-depht & practical lore and also quite a bit o' realism.
I will accept every suggestion or concern as long as it won't be anything like "let us craft Tiberium bombs with the crystals" - I would never make it that easy :>
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on February 23, 2017, 03:11:09 PM
You are one of the best mod devs I know, you now that?) Not that many people make mods this awesone and also listen to what fans suggest))

Now to the topic of suggestions, I kinda agree with @BlueLance213. I think that tiberium cure either shouldn't be a thing or an endgame absolute nightmare to aquire, because you know - to actually get poisoned you need to really damn derp and send someone through tiberium field or forget to mark it as restricted zone. And tiberium supposed to be real punishing and real profitable at the same time. It is VERY profitable, so I don't know if you should nerf it. I hope you leave spreading speed like it is or even bump it up a bit (especially dat red and blue yum!;). The problem is not as much difficulty of tiberium itself, as difficulty of research required to get at least simple means of combating it. Make research a bit easier to get and even without nerfing tiberium people will be able to deal with it. And being able to reverse soil state back will help too. while I was playing TiberiumRim with Vegetable Garden I found it quite a bit easier, when you can reclaim the soil and push tiberium back gradually as your colony grows in tech and numbers.

AND being able to get moar steeeeel is very tasty. Really - thank you for this wonderful nostalgic and good-looking mod. One more suggestion would be to add some more consumable useful things, that require lots of steel. Since you can actually reserve half of the map for green poisonous steel farming now))
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Kenji on February 23, 2017, 05:27:35 PM
Incoming Transmission, Establishing Battlefield control, standby, mission complete. Eva's voice gets stuck in my head soon as I see the existence of this mod.

@Telefonmast, I read on the mod page that you and your team plan to "add the whole C&C universe to our beloved RimWorld". Does this include Red Alert? And what are you planning to do next after the inclusion of Tiberium? Since this game doesn't have vehicles or mounts yet, will you consider doing turrets and equipments of the C&C universe?
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on February 23, 2017, 05:34:47 PM
Red Alert is not really planned to be worked on at all, I meant by the "whole C&C universe" the whole Tiberium era universe.
And we actually have a lot of faction related art already that will be seperated in a faction mod part.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: TolSatha on February 23, 2017, 07:51:26 PM
Quote from: Telefonmast on February 23, 2017, 02:14:02 PM
I will accept every suggestion or concern as long as it won't be anything like "let us craft Tiberium bombs with the crystals" - I would never make it that easy :>

On that note - how about seeding tiberium?
Could even be thru some fun mechanic like tiberium fiends dying and spawning a few crystals around the corpse?
It has nothing to do with me wanting to establish a late-game farm.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on February 23, 2017, 08:55:05 PM
Thats actually a sound suggestion. While it surely spawns frequently enough - it might be good idea to let us seal our doom by our own hands ;) Since we can harvest tiberium and it spreads on its own if not properly contained - only logical that we can just stick one or two in the ground to make it grow where we want it to)
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Kenji on February 24, 2017, 01:12:20 AM
Quote from: Telefonmast on February 23, 2017, 05:34:47 PM
Red Alert is not really planned to be worked on at all, I meant by the "whole C&C universe" the whole Tiberium era universe.
And we actually have a lot of faction related art already that will be seperated in a faction mod part.
One Vision, One Purpose! The Technology of Peace!

It may be a little far from now, but in the future once the Forgotten faction is created, perhaps it'd be a great idea to allow some of the infected colonists some small chance to become a mutant instead of dying outright.

Edit: Actually, now that the mod already sets up existing technology for tiberium, perhaps some implants can be researched and crafted to achieve something similar to the Divination process of Nod on colonists? Making them immune to the crystals effects or even heal faster by being near the tiberium fields.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: BlueLance213 on February 24, 2017, 05:37:19 AM
I dont know if its really part of your plans, but what about injecting prisoners with a Tiberium Serum, to create an mindless monster? or create a Super-Human like Nod? Like a hit and a miss maybe if the superhumans are powerful they lose certain skills like being a doctor etc?
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on February 24, 2017, 09:54:32 AM
Quote from: BlueLance213 on February 24, 2017, 05:37:19 AM
I dont know if its really part of your plans, but what about injecting prisoners with a Tiberium Serum, to create an mindless monster? or create a Super-Human like Nod? Like a hit and a miss maybe if the superhumans are powerful they lose certain skills like being a doctor etc?

Anything related to factions will be added to the factions mod part.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: NagaPrince on February 24, 2017, 06:06:07 PM
Damn wish I thought of this first lol, because I love the C&C Universe. I plan on trying this in another game in the future.

A suggestion I have is you should consider upgrading the Ion Storm to what it was famously for. It should essentially be literally, the combination of a Flash Storm, Eclipse, and Solar Flare all at once, lasting for approximately 2-8 hours typically. The Flash Storm would be on steroids, blasting crackling lightning strikes more frequently, with the sky becoming that characteristic orange-shroud we've seen in Tiberian Sun. Never more than an entire day lest max difficulty can do so.

The Ion Storm and your mod would be well served since you're so keen on representing the beautiful things from the universe. It would fit well lore-wise, and balance-wise, for lasting such a short interval of time can really display the lethality of it.

The major equilibrium against it, would be how significant is the presence of Tiberium on the World Map and your plot, relative to the size of the world overall. Mostly though, if your map is becoming infested the small Thrumbo-like chance of an Ion Storm occurring will go up dramatically. Since after all, the lore behind the Ion Storm is it due to gas-based Tiberium in the atmosphere causing the disruptions.

Great mod! Love the graphics!

EDIT: Do you plan on adding Tiberium moss, sludge, and other features, like the Vein holes and Floaters? It looks like your Tiberium is based upon the sequels after Tiberiun Sun, losing the pod characteristic of the Tiberium and that pure-crystal aesthetic. Would love to see both. http://cnc.wikia.com/wiki/Tiberium?file=CNCTW-Tiberium-Growth.gif#Gases
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on February 24, 2017, 06:38:23 PM
Quote from: NagaPrince on February 24, 2017, 06:06:07 PM
Damn wish I thought of this first lol, because I love the C&C Universe. I plan on trying this in another game in the future.
Welp ;P

Quote
A suggestion I have is you should consider upgrading the Ion Storm to what it was famously for. It should essentially be literally, the combination of a Flash Storm, Eclipse, and Solar Flare all at once, lasting for approximately 2-8 hours typically. The Flash Storm would be on steroids, blasting crackling lightning strikes more frequently, with the sky becoming that characteristic orange-shroud we've seen in Tiberian Sun. Never more than an entire day lest max difficulty can do so.
Added to issues, will be worked on.

Quote
EDIT: Do you plan on adding Tiberium moss, sludge, and other features, like the Vein holes and Floaters? It looks like your Tiberium is based upon the sequels after Tiberiun Sun, losing the pod characteristic of the Tiberium and that pure-crystal aesthetic. Would love to see both. http://cnc.wikia.com/wiki/Tiberium?file=CNCTW-Tiberium-Growth.gif#Gases
Yes, a lot is being worked on to add variety.
Here are some previews: https://imgur.com/a/NBxwC
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: NagaPrince on February 25, 2017, 02:57:46 AM
Oh my god that is so beautiful. I'm so happy I've asked.

It makes me wanna mod GDI/NOD clothing into the game.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on February 25, 2017, 04:28:34 AM
This. IS. Awesome! Will you eventually add a way for tiberium to conquer snow?
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Karrade on February 25, 2017, 05:01:50 AM
I love the idea of this mod, because it adds challenge to the game in a unique, managable way.
But I don't like the idea of it replacing all the raids by killing off pawns that attack. Because that'll make the game easier! :D

Does that happen?
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on February 25, 2017, 05:09:02 AM
Quote from: Karrade on February 25, 2017, 05:01:50 AM
I love the idea of this mod, because it adds challenge to the game in a unique, managable way.
But I don't like the idea of it replacing all the raids by killing off pawns that attack. Because that'll make the game easier! :D

Does that happen?

It doesn't kill raids off instantly - if they need to go through a tiberium fields to get to you - they all come infected already - they'll be in a bit of pain and their stats reduced. You'll be unable to save most of them in time, because you need to amputate infected bodyparts. Sieges will pretty much die off if they land in the middle of the field though as well as guys that prepare for a long time before starting attacks. I wonder how devs will be working that around.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on February 25, 2017, 05:53:11 AM
Quote from: NagaPrince on February 25, 2017, 02:57:46 AM
Oh my god that is so beautiful. I'm so happy I've asked.

It makes me wanna mod GDI/NOD clothing into the game.
We already got clothing textures ready for the factions mod part that is to come.
;P

Quote from: Madman666 on February 25, 2017, 04:28:34 AM
This. IS. Awesome! Will you eventually add a way for tiberium to conquer snow?

Tiberium, lore wise, stays away from cold areas, we just made it not spread on tiles covered with snow. And since I'm unsure of creating own lore by making a new type of tib that would resist cold i dont think there will ever be snow resistant tiberium
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on February 25, 2017, 05:55:53 AM
Fair enough. Thanks for the reply) Though I wouldn't be really against it, if you decided to add new properties, items and etc. to C&C concept)
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Nanao-kun on February 25, 2017, 12:49:05 PM
Quote from: Telefonmast on February 25, 2017, 05:53:11 AM
Tiberium, lore wise, stays away from cold areas, we just made it not spread on tiles covered with snow. And since I'm unsure of creating own lore by making a new type of tib that would resist cold i dont think there will ever be snow resistant tiberium

Now all we need is a snow machine.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: willpill35 on February 27, 2017, 02:30:04 AM
Not sure if this has been suggested already but could you make a new zone type that is similar to the growing zone but instead of telling it to grow something it just lets your growers know that the TIB in the zone is ready for harvest?
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: bobucles on February 27, 2017, 10:21:08 AM
QuoteJust call caravans for red crystals
Then you have to wait 4 days for a caravan that might not have a red crystal, then wait 8 days for the cooldown to the next carvan. Tiberium can run rampant in less than a month! That's also assuming you have the Comm console, which is another step of research.

Red and blue crystals can spread, but they aren't really dangerous. They have their value but the big challenge is in controlling Green tiberum. The sonic emitter could only shatter green tiberium and that's all a player would really need.

Some ideas that might help control Tiberium
- "Call tiberium harvesters"
Summon a faction to come and harvest Tiberium. They'll naturally seek out the primo goods first but will try to clear cut what they can. This might also be a random event when the map starts getting crowded.
- "making crystals grow on resources"
Tiberium is a resource harvesting alien plague. It doesn't make sense to grow crystals in areas without resources, as even red zones are covered in rocks and dirt. Take advantage of the subterran layer to include "tiberium veins" that may dramatically boost or hinder tiberium growth. This would drastically change the mod so that players can have safe spots and risky spots on their maps.
- "Manage tiberium" Job
Tiberium is dangerous so it deserves its own job. Otherwise your growers will be falling like flies.
- "Tiberium biomes" on globe
If possible, incorporate tiberium biomes into planet generation. Features can include dirty soil that rapidly spreads tiberium, toxic fallout to make travel risky, slow travel times, hostile wildlife, lots of initial tiberium spawns, etc. If biomes are too difficult, see if you can have a "tiberium infestation %" and/or "resource richness" to include on terrain information. Players can use these as difficulty settings whether they want to be close or far away from danger.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: BlueLance213 on February 27, 2017, 11:06:20 AM
Quote from: bobucles on February 27, 2017, 10:21:08 AM
QuoteJust call caravans for red crystals
Then you have to wait 4 days for a caravan that might not have a red crystal, then wait 8 days for the cooldown to the next carvan. Tiberium can run rampant in less than a month! That's also assuming you have the Comm console, which is another step of research.

I am not sure if your settings are different from mine but it only takes me ~2 days to get a trade to arrive from the time i call it, and then ~1 day from the time it leaves to recall it. Plus you are usually always friendly with two factions at the beginning.

I play with only this mod, Randy Random on the third hardest difficulty, Not sure if me being in a temperate forest affects it but I am on an island haha
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on February 27, 2017, 12:26:55 PM
Regardless of what and how much time it takes to call a trader its still a gamble with a map as a stake - you lost several dice rolls for blue or red crystal in trader stock - go find a new home, because previous one is occupied with tiberium)) You can have more dice rolls if you play on huge map, as it takes more time to make it uninhabitable, but as a downside you can't really control tiberium growth on huge maps even with all tech researched - just too many places to be at the same time. Tiberium spread and danger level is fine (even can be added a bit), but research should really be faster and easier, because you have to start crunching on tiberium as soon as it first spawns, otherwise you'll still either lose whole map or will be living in green wasteland with a small chunk separated by inhibitors.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: TerrorThomasCao on March 02, 2017, 01:37:03 AM
I don't know if this is supposed to happen but in all 3 of my new colonies about 5-6 days in I got a red monolith, a blue monolith, a green crater, and a mutated tree all within 5 seconds...
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: BlueLance213 on March 02, 2017, 04:02:04 AM
Quote from: TerrorThomasCao on March 02, 2017, 01:37:03 AM
I don't know if this is supposed to happen but in all 3 of my new colonies about 5-6 days in I got a red monolith, a blue monolith, a green crater, and a mutated tree all within 5 seconds...

I don't think is meant to happen haha its just down to luck at that point, the best shot I had is when a meteor fell and it gave me enough resources to make the station and research it.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: TerrorThomasCao on March 02, 2017, 09:17:41 PM
Yeah, it makes me kind of sad. I was going to shoot it down (takes forever with a 18 people colony) but the amount of time it's going to take 3 people to kill it will probably kill my colony. Going to restart and see if I can get it not in the middle of my base  :/
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: BlueLance213 on March 03, 2017, 03:57:27 AM
Quote from: TerrorThomasCao on March 02, 2017, 09:17:41 PM
Yeah, it makes me kind of sad. I was going to shoot it down (takes forever with a 18 people colony) but the amount of time it's going to take 3 people to kill it will probably kill my colony. Going to restart and see if I can get it not in the middle of my base  :/

I usually get two people to shoot at them either at a distance if they don't have suits or point blank if they do, take about 3 days though of shooting from dusk till dawn, its a long process haha, I have over 20 colonists now with Tiberium protection suits so I dont have an issue now, Harvest the ones i need and destroy the ones I dont
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: vinzzz001 on March 07, 2017, 03:17:39 PM
Here is my view on the mod thus-far.
This will be followed by suggestions for the mod.

My experience with this mod
The requirements to build a tiberium research bench are too high, while research itself isn't complete yet. When I started on a normal world, as a rich explorer, after some time a mutated tree event happened. Green tiberium started spreading, while I could do nothing to stop it without tiberium protection-suits. Although some traders wandered in with suits, as they are really expensive, I could only buy them after the green tiberium swallowed about a quarter of my world.

Stopping the tiberium growth was possible only because of the cold weather and the snow in the boreal forest, slowing it down, until I had a tiberium suit. In the warmer period following that it grew as fast as I could clear it. (I had 2 complete suits during that period) Moreover, even though I had 2000+ green tiberium, and some blue tiberium that had dropped with pods, I had no red tiberium, and thus no way to start researching.

Since there seem to be no tiberium selling organizations (as in, I can't buy it anywhere, Yet I can buy the research books by the dozen), the moment I had the red tiberium needed (by cheating the event), I completed all research in a few days, before not even needing the iron produced by the green tiberium, the only tiberium that currently grew on the map.


My suggestions;
-More protective gear against tiberium.
-Reworked tiberium poisoning.
-Refined and liquid tiberium.
-Better spread out, and more research, centred around tiberium.

Underneath here I will explain the suggestions. Starting with More protective gear and saving research for last.


More protective gear.
Currently, one can only harvest the needed tiberium to do research after collecting a tiberium protection suit. This process takes a long while, and the only other option would be to sacrifice some pawn to gather enough tiberium to be able to research the suits ourselves. 

A plausible answer to this problem would be a lower tier protection suit, that can be made before harvesting any tiberium. The distinction between basic and advanced(current), would be that the basic gear wears down faster, might have a chance to get poisoned, doesn't work in blue/red tiberium, or the pawn can only stay inside tiberium for so long before needing to go somewhere safe.

Reworked tiberium poisoning.
-Currently tiberium poisoning happens inside 1 place at a time. That place gets "infected" and does not truly spread, even when staying inside a tiberium field. What I expect to happen is; staying in a tiberium field does not only speed up the infection, but other parts also get infected. Once you leave the field however, the infection rate slows down a lot.
The lungs and uncovered skin are the most likely to be infected.


Refined and liquid tiberium
Its in the name, really. Nothing special here.

Research
Currently the cost for the research bench is incredible high. This can be divided by making the research bank cheaper, but having to add in certain analysis nodes (kind of like a multi-analyser) to allow certain researches.

It would work like this; After crafting a 'Green Tiberium' book, one can craft a 'Green Tiberium Analysis Node' using the research book just made. This can be placed near the research bench like a multi-analyser, and is required for certain researches.

I hope these ideas help a bit, and wish you good luck in further developing this mod.

Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on March 08, 2017, 02:28:30 PM
Thank you very much for your feedback!
Your suggestions are appreciated, I will see how much of that will become a thing.
Some of it has been fixed already though, so be prepared for 1.3!
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: TerrorThomasCao on March 08, 2017, 11:03:46 PM
Is it changed so I don't get two monoliths, two meteors, and a blossom tree in my first week yet? No hate, just curious because it is literally breaking my game.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: vinzzz001 on March 10, 2017, 05:53:17 PM
Here is an elaboration on what I think the most optimal version of the tiberium poisoning would be in rimworld.

Frostbite might serve as a good base for tiberium poisoning. After the player gets a certain value for "cold" the frostbite will be applied. If the players stays cold, it will be applied in more places and worsen. Using this as base for the tiberium poisoning, the player will get a 'tiberium exposure' de-buff when walking through (or maybe near) tiberium fields. This will increase rapidly unless the player is clothed in protective gear. Moving to a safer place will really slowly reduce the de-buff.

When the tiberium exposure reaches a certain level, 'Tiberium Toxemia' may happen. This can happen as Poisoning, Assimilation or Mutation.

Tiberium poisoning would cause all kinds of randomized bad effects like reduced metabolism, reduced blood pumping/filtration and other negative effects, and would last really long. (these are the effects of low level tiberium exposure according to the cnc wikia).

Tiberium assimilation is when tiberium starts growing on, or in, your body. Its fatal really quickly, if it spreads into vital organs. It is mostly the same as the current 'natural tiberium poisoning', except for the fact that it spreads to other body parts.

Tiberium assimilation can happen by breathing in small tiberium particles, falling over and touching a piece of tiberium, or cutting yourself on a sharp edge of a tiberium crystal, leaving the particles in the wound. The current only cure is amputation.

If a mutation happens during the assimilation process, the host will adapt to the tiberium.
my suggestions for mutants are;
-Extremely low chance of occurring.
-Immune to tiberium exposure and poisoning. (or even dependant/addicted to tiberium radiation)
-Assimilation won't be fatal, and there might even be positive effects. (maybe some positive and negative ones so it can't be abused)
-Immune to further mutation?




Underneath here are some more random suggestions.
-Dangerous raw tiberium? (Accidents happen. Working with this probably requires a suit.)
-Tiberium Silo (for save storage, reasons above).
-Different kinds of tiberium are harvest able from tiberium plants? (so you can make it on a map with 1 kind of tiberium)
-Interactions with luciferium? (immune to tiberium? Guaranteed addicted mutant? Other?)
-Different rates of exposure for different kinds of tiberium
-Deepdrilling and tiberium veins
-Mutation happens during low tiberium exposure instead of during assimilation. (More lore-friendly, lower chance, but players can use this to try go for a mutant).




Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on March 12, 2017, 09:10:30 AM
The Infection ideas are really good, looking on how to implement it.
No promises how it might turn out though.
Title: New tiberium environment for 1.3
Post by: NEPH on March 18, 2017, 12:18:38 AM
(http://i.imgur.com/HqQmg76.png)

(http://i.imgur.com/s0EOhGq.png)

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

New tiberium environment for 1.3

Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on March 18, 2017, 06:01:57 AM
Wow, looks menacing. Did you, guys, change how crystals look and their spacing? It kinda looks more stuffed together now. Previous crystal sprites also looked much brighter green. I think previous ones were nicer)) Brighter more poisonous green color and also crystals looked more... clear? It kinda looks like they are blurred now.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: ThiiSoul on April 03, 2017, 06:43:27 PM
Hi, I'm new here. But I have already used this mod before in a back version. I upgraded to the new one but I have a horrible problem with this one. It is much cooler and has new "machines" like researcher of tiberium or refinery but the mod itself, when the crystal "tiberium" is spreading it is damaging my "mountains" and even my own structures, And this really discourages me a lot.  :'(
I do not know if it's bug or it's kind of an extra difficulty for this new version to be more "hardcore", but there's no way for me to disable this horrible occurrence of damaging the mountains and structures as it spreads? :-\
ps¹: I remember that in the previous version I played I did not have this problem of eroding my walls or mountain.  :'( :'( :'(

ps²: I'm sorry for possible writing errors, English is not my natural language.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Nanao-kun on April 03, 2017, 06:56:52 PM
Thiisoul, the Tiberium destroying walls is a feature. You need to use Sonic Inhibitors to stop the spread.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: ThiiSoul on April 03, 2017, 07:17:53 PM
Yes I do understand the "Sonic Inhibitors" and it comes to be a feature of it now to damage and destroy my mountains and walls or structures now. And that one form of defense against it is the Sonic Inhibitors. But I remember that before I did not have to destroy my map literally ..
He was like a "corruption" could destroy normally plant life, animal life and even if I came to leave items close to him would also destroy. OK

BUT did I come to destroy my base? My mountains? This is very sad. Even in case of mountains there is no way to replace them later. Basically this now looks like an atomic bomb.
... Sonic Inhibitors is a way to keep them away from "me" or my settlers in general. But there is no way to "disable" this horrible thing from him to destroy my mountains and even worse the walls and structures of my base? I remember that in the old version it was not like that.  :-[

And I was giving a read in the forum to little I would like to kill a doubt that I was: This new version that is to leave, now they will no longer "break" or destroy rocks from the mountains? And corrupt them?
(http://images.akamai.steamusercontent.com/ugc/89347566142954696/4617E23C6AF6725457BB57390A8AAB4F806660FB/)
Without destroy? and my structures? he will leave her in peace?  :'(
If is this, i just love this new version  :D sz
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Xentor on May 11, 2017, 08:54:35 AM
Is the mod dead?
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Warlord27 on May 11, 2017, 09:52:08 AM
Can You make a Tiberium Weapon like Liquid Tiberium rifle which sprays a liquid Tiberium compound which is deadly to any exposed infantry just like tiberium trooper in Command & Conquer (Kane Wrath) that use tiberium liquid to kill they're enemy also destroying structure if you can make weapon?

I am the future. The Tiberian Sun has risen!
-Kane
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Warlord27 on May 11, 2017, 09:57:53 AM
Quote from: Xentor on May 11, 2017, 08:54:35 AM
Is the mod dead?

No

Tiberium should Use them for the good use of destruction
-Warlord
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on May 18, 2017, 10:04:36 AM
Quote from: Xentor on May 11, 2017, 08:54:35 AM
Is the mod dead?

Nope, just developing lot's of new stuff :>
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: StormProxy on May 19, 2017, 03:18:40 AM
is there a kind of food that visceroids eat? cuz i have a few of them tamed.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Prismaa on May 27, 2017, 10:35:25 AM
Any sneak peeks on upcoming content anytime soon? :P
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Telefonmast on May 27, 2017, 04:55:56 PM
Quote from: Prismaa on May 27, 2017, 10:35:25 AM
Any sneak peeks on upcoming content anytime soon? :P

Nope ;P
Huge changes are being done, NOTHING IS CERTAIN AH!

But uh, there will be some nice additions to change annoying stuff that happens in 1.2.
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Madman666 on May 27, 2017, 06:24:55 PM
I am soo looking forward to it :)
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Xentor on June 02, 2017, 08:11:05 AM
When will we get the A 17 combatibility?
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: Sliderpro on June 15, 2017, 05:05:54 PM
Checked textures on page 23, holy sex.
I hope mod is alife for a17 with new textures and stuff!
1) liquid tiberium bombs with huge radius would be nice. they could be expensive mining solutions with large radius.
2) Sonic ingibitors logically should have circle radius, not square.
3) in game, tiberium is contained via sonic barriers (till it evolved..), so I point at a costly new research and powered barriers, which are not affected by tiberium. I ve seen laser barriers somewhere on the forum..
4) Tiberium refineries should be larger..like 4x. But they should be expensive as hell as we need basically one per map.
5) tiberium growth accelerators!!11
6) ALIEENSSS
7) green tiberium refining should give jade. Qz' its green.
8) scenario!

Good luck with stuff. I am TOTALLY waiting for an update!
Title: Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
Post by: qwcane on June 22, 2017, 10:23:49 PM
is it ready for a17 yet?
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Telefonmast on June 25, 2017, 11:24:17 AM
TiberiumRim A17 has just been released.

Changelog:


Additions:

Creatures:
Veinmonster, small veiny creature that is spawned by Veins, very weak on its own, but strong in masses, its size makes it hard to hit with guns.

Buildings/Structures:
Tiberium Power Plant, uses Tiberium fuel which powers it.
Tiberium Inhibitor Fences, powered fences with 1 wide radius of inhibition. Consume small amount of power per part.
Tiberium Decrystallizer, works as the terrain pump, instead slowly cures any tiberium infested terrain to its corresponding decrystallized version.
Tiberium Rocks(Walls), Once Tiberium comes in contact with any rock type it has a chance of instead damaging it to infect it with the corresponding type (Green, Blue, Red, Vein) and act as a mineable resource.
Tiberium Towers, random structures that get spawned in big enough fields, green version has many textures and is more common, blue version is the monolith.
Veinhole, a new Tiberium source that spreads veins instead of crystals. Veins spawn Veinmonsters and don't infect but hurt the player with blunt damage.

Items:
Tiberium Fuel, used for Tiberium powerplant.
Raw veins, resource harvested from veins.

Hediffs:
New Infection System.
Pawns now get a tiberium buildup while in contact to Tiberium.
This can develop to a Stage One infection which will last for a while and stop, but causes serious weakening.
If Buildup goes higher, Stage One becomes Stage Two, an irreversible state which leads to either a body part being infected(curable with amputation).
Or the pawn mutating, this can be either good or bad. Which is a permanent buff or debuff.
Mutation also causes Tiberium dependency, an addiction which gives the pawn a need to stand in Tiberium.
Mutation makes pawn immune to Tiberium.

Tiberium Spread Behaviour:
When Tiberium hits water terrain it corrupts it to "tiberium infested water" and grows a glacier on it instead.
When Tiberium hits rock walls it corrupts them correspondingly.
Veins don't grow glaciers.
When a 3x3 tile set of green tiberium is present it has a rare chance of creating a tiberium tower, same for blue tiberium only rarer and with a rather dangerous Tiberium Monolith.
A chance has been added to Tiberium spread for randomized spread patterns.

Tiberium Types:
Tiberium Glaciers only grow on water, are hard to get rid of, and passable, but very slowly.
Tiberium Veins bleed when hurt, and spawn Veinmonsters randomly.

MapConditions:
Ion Storm, when triggered only starts once Map has certain amounts of all types present. Causes Ion Storm weather, Ion Storm mapcondition (just visual) and solar flare, should last 2 days.


Bug fixes/Changes:
Inhibitors now don't stop working after being damaged in the slightest.
Tiberium doesn't place roof-zones when spreading into mountains anymore.
Tiberium cannot be stopped by building a wall of graves anymore.
Tiberium will not be hurt by Toxic Fallout anymore.
Tiberium producers will now attack buildings to fix an exploit that involves enclosing a producer to stop tiberium spread.
Tiberium won't dig endlessly into mountains anymore, creates corrupted rock.
Monolith event removed and replaced by spawning as a "Tiberium Tower".
Tiberium production buildings leave crystals to spread when destroyed.
Tiberium doesn't spread on inhibited tiles anymore.

New buildings textures.
New building sizes.
Descriptions improved, typos fixed.
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Nanao-kun on June 25, 2017, 01:30:45 PM
Woah, 1.3 is finally here.
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Lerin on June 25, 2017, 03:08:11 PM
Builders are constantly entering the infected zone because they are working hard to build roofs over crystals. Very annoying thing
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Telefonmast on June 25, 2017, 04:10:25 PM
Quote from: Lerin on June 25, 2017, 03:08:11 PM
Builders are constantly entering the infected zone because they are working hard to build roofs over crystals. Very annoying thing

Could you show me where it happens? Because I fixed that issue.
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Lerin on June 25, 2017, 04:54:21 PM
https://imgur.com/a/CmD1y (https://imgur.com/a/CmD1y)

Over the glaciers, and fields.
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Telefonmast on June 26, 2017, 05:31:02 AM
Quote from: Lerin on June 25, 2017, 04:54:21 PM
https://imgur.com/a/CmD1y (https://imgur.com/a/CmD1y)

Over the glaciers, and fields.

Thank you, a hotfix will be uploaded soon.
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Lerin on June 26, 2017, 07:35:33 AM
at your service ;)
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Telefonmast on June 26, 2017, 09:48:17 AM
Quote from: Lerin on June 26, 2017, 07:35:33 AM
at your service ;)

It has been fixed and the offline version is now available on moddb.
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: aukave on June 30, 2017, 08:02:24 PM
Non-steam download? Whenever i sub to a steam mod it never shows up into my rimworld modslist, just says downloading... with a steam icon next to it.
Title: Re: [A17] TiberiumRim v1.4 - It evolves!
Post by: Telefonmast on July 02, 2017, 02:06:30 PM
TiberiumRim 1.4 has released.

New Tiberium types and a reworked spreading system await you!
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=868415092
Moddb: http://www.moddb.com/mods/tiberiumrim/downloads/tiberiumrim-1-4
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Katarumi on July 05, 2017, 10:23:23 PM
Just a question, and it's fine if it's a spoiler, but what do I do with tiberium 'chunks'? I can't seem to mine them or harvest them or attack them.
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Telefonmast on July 06, 2017, 04:37:48 AM
Quote from: Katarumi on July 05, 2017, 10:23:23 PM
Just a question, and it's fine if it's a spoiler, but what do I do with tiberium 'chunks'? I can't seem to mine them or harvest them or attack them.

Nothing so far. It has just been an idea for looks. But I'll make it refinable in a way.
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: roben on July 15, 2017, 03:14:40 PM
Thanks for this great mod, really impressive!

But, after playing some time I am wondering what to do. What is the intended way of dealing with tiberium? Is it possible/intended/reasonable to try to clean the whole map? Or should I just wall in my base and live with it?
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Telefonmast on July 15, 2017, 05:28:48 PM
Quote from: roben on July 15, 2017, 03:14:40 PM
Thanks for this great mod, really impressive!

But, after playing some time I am wondering what to do. What is the intended way of dealing with tiberium? Is it possible/intended/reasonable to try to clean the whole map? Or should I just wall in my base and live with it?

Well it is you who decided! Your game, your story! You can just live with it, or try to control if not just completely remove it. That would surely be a challange to take ;P
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Dermeseti on July 19, 2017, 12:04:53 AM
I went through the forum kinda quick so I might have missed it but I was wondering if there was a way to better cure tiberium poisoning? I had a pet die of it a while back even though I tried to treat it and I'm currently trying to save a couple of traders who traveled a little too close to the tiberium field north of my base.
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: admiralKew on July 19, 2017, 01:12:03 AM
Canonically, there isn't any way to cure Tiberium poisoning once it's entered the bloodstream. You could amputate an infested limb, and that might stop it from spreading, but if little particles are already in the blood, then it's all over.
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: FosterKicks on July 19, 2017, 10:36:29 AM
I f-cking love Command And Conquer ! I GOTTA try this
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Madman666 on July 19, 2017, 07:44:51 PM
Just wanted to say again - you guys are doing absolutely amazing job with all the stuff you keep adding. The ways to counter tiberium, use it, refine it - and it all also balanced quite nicely (to be fair vanilla weapons don't stand a chance against GDI\NOD stuff, their rifles are devastating).

Tiberium fiends are brutal though as are other mutated animals. 7 speed on a fiend? Ouch. That does make them excellent haulers and chasers though :) I am just praying they won't come in manhunter packs...

One of the most anticipated features for me is ability to make harvesters) I wonder how will you guys manage to code that in))
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Nafensoriel on July 26, 2017, 10:05:10 PM
/edit Holy crap there are two mods. Never mind the original message and thank you for the trip down nostalgia lane!

Have you considered adding in some of the later C&C techs into this? Specifically sonic towers/weapons? GDI eventually did create the tech to not only stop but reverse infestations though they were incredibly power hungry and fragile.

It just seems like fun end game race to try and contain the tiberium and then have the option to eventually win the fight against it.
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: Telefonmast on July 28, 2017, 03:45:09 AM
Quote from: Nafensoriel on July 26, 2017, 10:05:10 PM
/edit Holy crap there are two mods. Never mind the original message and thank you for the trip down nostalgia lane!

Have you considered adding in some of the later C&C techs into this? Specifically sonic towers/weapons? GDI eventually did create the tech to not only stop but reverse infestations though they were incredibly power hungry and fragile.

It just seems like fun end game race to try and contain the tiberium and then have the option to eventually win the fight against it.

Well, if you'd play a bit of the Factions mod and join GDI, you'll see that there is sonic tech :>
Allowing sonic inhibitors, which kill Tiberium,
And sonic emitters, which kill people.

I am considering every single detail that the C&C universe has, so no worries about content <3
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: kubolek01 on August 04, 2017, 07:49:13 PM
Quote from: Telefonmast on July 28, 2017, 03:45:09 AM
Quote from: Nafensoriel on July 26, 2017, 10:05:10 PM
/edit Holy crap there are two mods. Never mind the original message and thank you for the trip down nostalgia lane!

Have you considered adding in some of the later C&C techs into this? Specifically sonic towers/weapons? GDI eventually did create the tech to not only stop but reverse infestations though they were incredibly power hungry and fragile.

It just seems like fun end game race to try and contain the tiberium and then have the option to eventually win the fight against it.

Well, if you'd play a bit of the Factions mod and join GDI, you'll see that there is sonic tech :>
Allowing sonic inhibitors, which kill Tiberium,
And sonic emitters, which kill people.

I am considering every single detail that the C&C universe has, so no worries about content <3
Remember that there is Factions addon which add sonic weaponry too for GDI and much more!
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: kubolek01 on August 04, 2017, 07:52:15 PM
If not playing supplied scenario, we can't fight Tiberium til late-midgame i swear! It's useful at all, I got a free 1500 silver because caravan forgot its muffalo which walked a bit too long on "Fields of green" and felt down :D
Title: Re: [A17] TiberiumRim v1.3 - It evolves!
Post by: sirgzu on August 17, 2017, 04:22:32 PM
Hey congrats on this great mod!

Idk if it has been suggested but Kabaal storyteller would be fun :)
Title: Re: [A17] TiberiumRim v1.5.3 - A Command & Conquer Mod for RimWorld
Post by: Ratvar on August 20, 2017, 05:22:21 PM
Quote from: kubolek01 on August 04, 2017, 07:52:15 PM
If not playing supplied scenario, we can't fight Tiberium til late-midgame i swear! It's useful at all, I got a free 1500 silver because caravan forgot its muffalo which walked a bit too long on "Fields of green" and felt down :D
I used advanced hit with stick and it blows strategy-build wooden floor over tiberium greens/whatever 24h/d and strike crystal/whatever as soon as it drops with melee. Saved my tribals many times. I didn't update to last version, tho. Sorry if you cant understand me, i am russian C:
Title: Re: [A17] TiberiumRim v1.5.3 - A Command & Conquer Mod for RimWorld
Post by: sirgzu on August 20, 2017, 05:26:35 PM
Quote from: Ratvar on August 20, 2017, 05:22:21 PM
Quote from: kubolek01 on August 04, 2017, 07:52:15 PM
If not playing supplied scenario, we can't fight Tiberium til late-midgame i swear! It's useful at all, I got a free 1500 silver because caravan forgot its muffalo which walked a bit too long on "Fields of green" and felt down :D
I used advanced hit with stick and it blows strategy-build wooden floor over tiberium greens/whatever 24h/d and strike crystal/whatever as soon as it drops with melee. Saved my tribals many times. I didn't update to last version, tho. Sorry if you cant understand me, i am russian C:
Does destroying crystal do anything? I destroyed a crystal blue crystal but it kept spreading, albeit not able to cross a river thankfully or i was screwed lol. there is still a red field in the middle of blue with an active crystal maybe that's why it didn't stop?
Title: Re: [A17] TiberiumRim v1.5.3 - A Command & Conquer Mod for RimWorld
Post by: Ratvar on August 20, 2017, 05:56:29 PM
Try to cover ALL infested ground with wooden floor or something close enough.
Title: Re: [A17] TiberiumRim v1.5.3 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on August 26, 2017, 10:47:35 AM
Well I noticed that Chem. Thrower has black tiles instead of normal explosion it would have assigned. Why it happens, IDK.
Title: Re: [A17] TiberiumRim v1.5.3 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on August 27, 2017, 05:03:52 AM
TiberiumRim 1.6 has arrived!

Most importantly this new version has more mod options to make the Tiberium experience more bareable for those who don't want crystals constantly creeping closer.
Also some more re-balancing and changes.

Be sure to check out the Factions. (https://ludeon.com/forums/index.php?topic=34428.0)

Downloads:
(http://i.imgur.com/KZMvuFA.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=868415092)
(http://button.moddb.com/rating/medium/mods/31952.png) (http://www.moddb.com/mods/tiberiumrim/downloads/tiberiumrim-161)
Title: Re: [A17] TiberiumRim v1.5.3 - A Command & Conquer Mod for RimWorld
Post by: shirlierox on August 27, 2017, 05:14:59 AM
I literally just downloaded this from moddb and then went back and saw 1.6 had launched woohoo.

GDI Expedition, Lost brothers or Tiberium conflict I want to play them all now haha.
Title: Re: [A17] TiberiumRim v1.5.3 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on August 27, 2017, 05:16:16 AM
Quote from: shirlierox on August 27, 2017, 05:14:59 AM
I literally just downloaded this from moddb and then went back and saw 1.6 had launched woohoo.

GDI Expedition, Lost brothers or Tiberium conflict I want to play them all now haha.

It's more of a minor change here! Most of the new goodies are over in the Factions part c:
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: sirgzu on August 28, 2017, 07:23:02 PM
I was messing around with the dev mode and after spawning a tiberium pot I got this error:
Object reference not set to an instance of an object
at Verse.Command_SetPlantToGrow..ctor () <0x00232>
at RimWorld.PlantToGrowSettableUtility.SetPlantToGrowCommand (RimWorld.IPlantToGrowSettable) <0x00021>
at RimWorld.Building_PlantGrower/<GetGizmos>c__Iterator15D.MoveNext () <0x00155>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x001b8>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at (wrapper dynamic-method) RimWorld.MainTabWindow_Inspect.ExtraOnGUI_Patch1 (object) <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>


Edit: that error was with 1.5. Is the new version save compatible?
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Techgenius on August 28, 2017, 07:50:31 PM
I'm hoping for more Nod love, specially concerning robotics, autonomous nod-tiberium powered robots and droids that do many tasks, mainly harvesting and refining Tiberium, maybe later MKS that can be upgraded with weapons, or even new types of robots for specific functions for both factions. Nod Cyborgs/implants/evolutions as a late stage reward

http://cnc.wikia.com/wiki/Cyborg_(Tiberian_Sun) (http://cnc.wikia.com/wiki/Cyborg_(Tiberian_Sun))
other interesting Lore
http://cnc.wikia.com/wiki/ReGenesis (http://cnc.wikia.com/wiki/ReGenesis)

I know WIKI isn't the only or the most reliable bible of CoC, nostalgia is so great though, I may just get Tiberian Sun again... even Tiberium wars was amazing with the Kanes Wrath expansion.

I'd volunteer for beta-testing if you guys require as in my current playthrough I'm using the mod, and bravo. Amazing work, beautifully crafted, also in agreement with maddy there. The new faction weapons are way too OP.
Also, can you guys reduce the number of faction bases to 2, 3 or 1 HQ? there are too many.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on August 29, 2017, 05:05:45 AM
Quote from: sirgzu on August 28, 2017, 07:23:02 PM
I was messing around with the dev mode and after spawning a tiberium pot I got this error:
Object reference not set to an instance of an object
at Verse.Command_SetPlantToGrow..ctor () <0x00232>
at RimWorld.PlantToGrowSettableUtility.SetPlantToGrowCommand (RimWorld.IPlantToGrowSettable) <0x00021>
at RimWorld.Building_PlantGrower/<GetGizmos>c__Iterator15D.MoveNext () <0x00155>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x001b8>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at (wrapper dynamic-method) RimWorld.MainTabWindow_Inspect.ExtraOnGUI_Patch1 (object) <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>


Edit: that error was with 1.5. Is the new version save compatible?

Yes the new version should be save-compatible.
About that error, it's not TiberiumRim related, some basegame function seems to not like what I did though.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on August 29, 2017, 01:10:11 PM
Well can you make paens automatically evade tiberium contact? It's annoying to have unprotected pawns running and cutting crystals, whilst animals follow them too. Make tiberium cutting separate from plant cutting maybe?
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on August 29, 2017, 08:21:15 PM
Quote from: kubolek01 on August 29, 2017, 01:10:11 PM
Well can you make paens automatically evade tiberium contact? It's annoying to have unprotected pawns running and cutting crystals, whilst animals follow them too. Make tiberium cutting separate from plant cutting maybe?

Since Tiberium is based on plants this is basically the easiest way to just keep it at Plant Cutting instead of reinventing the wheel. It makes it a bit more micro-managing intense but I think it can be handled.
Besides once harvesters arrive there will be no more plant cutting pawns needed.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: sirgzu on August 29, 2017, 09:16:36 PM
Quote from: kubolek01 on August 29, 2017, 01:10:11 PM
Well can you make paens automatically evade tiberium contact? It's annoying to have unprotected pawns running and cutting crystals, whilst animals follow them too. Make tiberium cutting separate from plant cutting maybe?
I use the PathAvoid mod (https://ludeon.com/forums/index.php?topic=33027.0), all you have to do is set an avoid area over your tiberium fields and your pawns will go around. only drawback is that you have to adjust the area manually as the fields grow but still makes life a lot easier. Also you can make use of the vanilla game restricted areas to ensure that only a pawn with protective gear has access to the field so unprotected plant cutters won't go wander in the fields to cut crystals.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Techgenius on August 29, 2017, 10:17:50 PM
Quote from: kubolek01 on August 29, 2017, 01:10:11 PM
Well can you make paens automatically evade tiberium contact? It's annoying to have unprotected pawns running and cutting crystals, whilst animals follow them too. Make tiberium cutting separate from plant cutting maybe?

You could try messing around with area designing and forbid unprotected pawns from walking around tiberium growth pockets
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Canute on August 30, 2017, 03:02:23 AM
Maybe ask dubwise,
at his MARS mod he got an EVA locker which auto. set zone to the pawn when the wear the EVA suit or remove it.
This could be adapt to the protection suits, while they wear them the zone is unrestricted, without just homezone or another zone.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on August 30, 2017, 07:06:45 AM
Minor Patch Released -

Values adjusted and exploits handled.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Cornishdude152 on August 30, 2017, 09:12:15 AM
Hey :) i apologize for my punctuation, not too long ago a veinhole appeared on my map i left it for a while until it started growing vein-hubs but for some reason it cant be destroyed, i first bombarded the veinhole using artillery.. nothing, after reloading i then sent my strongest character to destroy it with melee still nothing each time with both bombard and melee its health got to zero and thats it, reloaded again and tried to destroy it using dev-mode and i get this..


NullReferenceException: Object reference not set to an instance of an object
at TiberiumRim.Building_Veinhole.killHubs () <0x00032>
at TiberiumRim.Building_Veinhole.Destroy (Verse.DestroyMode) <0x00054>
at Verse.Thing.Kill (System.Nullable`1<Verse.DamageInfo>) <0x0001b>
at Verse.DamageWorker.Apply (Verse.DamageInfo,Verse.Thing) <0x00186>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x00058>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch2 (object,Verse.DamageInfo) <0x0020c>
at Verse.Dialog_DebugActionsMenu.<DoListingItems_MapTools>m__ABC () <0x00152>
at Verse.DebugTool.DebugToolOnGUI () <0x00074>
at Verse.DebugTools.DebugToolsOnGUI () <0x00020>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x00171>
at Verse.Root.OnGUI () <0x000c6>


when i attacked with melee i got a massive spam wall, if you need that i'll post that as well.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on August 30, 2017, 09:28:50 AM
Quote from: Cornishdude152 on August 30, 2017, 09:12:15 AM
Hey :) i apologize for my punctuation, not too long ago a veinhole appeared on my map i left it for a while until it started growing vein-hubs but for some reason it cant be destroyed, i first bombarded the veinhole using artillery.. nothing, after reloading i then sent my strongest character to destroy it with melee still nothing each time with both bombard and melee its health got to zero and thats it, reloaded again and tried to destroy it using dev-mode and i get this..

[Error Log]

when i attacked with melee i got a massive spam wall, if you need that i'll post that as well.

Please provide all information you have in as much detail as possible.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Cornishdude152 on August 30, 2017, 09:29:54 AM
Exception in Tick (pawn=Grunt, job=AttackMelee A=Thing_Veinhole_TBNS3966610, CurToil=2): System.NullReferenceException: Object reference not set to an instance of an object
at TiberiumRim.Building_Veinhole.killHubs () <0x00032>
at TiberiumRim.Building_Veinhole.Destroy (Verse.DestroyMode) <0x00054>
at Verse.Thing.Kill (System.Nullable`1<Verse.DamageInfo>) <0x0001b>
at Verse.DamageWorker.Apply (Verse.DamageInfo,Verse.Thing) <0x00186>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x00058>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch2 (object,Verse.DamageInfo) <0x0020c>
at RimWorld.Verb_MeleeAttack.ApplyMeleeDamageToTarget (Verse.LocalTargetInfo) <0x000d4>
at RimWorld.Verb_MeleeAttack.TryCastShot () <0x003a1>
at Verse.Verb.TryCastNextBurstShot () <0x00040>
at Verse.Verb.WarmupComplete () <0x00028>
at (wrapper dynamic-method) Verse.Verb.TryStartCastOn_Patch1 (object,Verse.LocalTargetInfo,bool,bool) <0x0056a>
at RimWorld.Pawn_MeleeVerbs.TryMeleeAttack (Verse.Thing,Verse.Verb,bool) <0x001dc>
at Verse.AI.JobDriver_AttackMelee/<MakeNewToils>c__Iterator1B5.<>m__771 () <0x00080>
at Verse.AI.Toils_Combat/<FollowAndMeleeAttack>c__AnonStorey4DE.<>m__7C5 () <0x00275>
at Verse.AI.JobDriver.DriverTick () <0x00322>
lastJobGiver=, curJob.def=AttackMelee, curDriver=Verse.AI.JobDriver_AttackMelee



Exception ticking Grunt: System.NullReferenceException: Object reference not set to an instance of an object
at TiberiumRim.Building_Veinhole.killHubs () <0x00032>
at TiberiumRim.Building_Veinhole.Destroy (Verse.DestroyMode) <0x00054>
at Verse.Thing.Kill (System.Nullable`1<Verse.DamageInfo>) <0x0001b>
at Verse.DamageWorker.Apply (Verse.DamageInfo,Verse.Thing) <0x00186>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x00058>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch2 (object,Verse.DamageInfo) <0x0020c>
at RimWorld.Verb_MeleeAttack.ApplyMeleeDamageToTarget (Verse.LocalTargetInfo) <0x000d4>
at RimWorld.Verb_MeleeAttack.TryCastShot () <0x003a1>
at Verse.Verb.TryCastNextBurstShot () <0x00040>
at Verse.Verb.VerbTick () <0x0005c>
at Verse.VerbTracker.VerbsTick () <0x00034>
at Verse.Pawn_EquipmentTracker.EquipmentTrackerTick () <0x00053>
at Verse.Pawn.Tick () <0x0028c>
at Verse.TickList.Tick () <0x002c0>

Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: ChJees on August 30, 2017, 09:59:55 AM
Got a feeling you need to use HeldMap instead of Map when doing stuff post destruction.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on August 30, 2017, 10:59:22 AM
And it should be fixed now.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Cornishdude152 on August 30, 2017, 12:10:40 PM
Wooo!! yep it works just blew it back to hell.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on August 31, 2017, 12:50:33 PM
Well it's still fuckin up work, even with restrictions in areas. Best idea? All in suits!
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Evmeister on September 13, 2017, 06:24:26 PM
So I've set the "Producer setting" to 100 and the Tiberium growth still seems slow. Is there any way I can accelerate it? Sorry I know this has probably been asked before.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on September 14, 2017, 02:19:34 PM
Quote from: Evmeister on September 13, 2017, 06:24:26 PM
So I've set the "Producer setting" to 100 and the Tiberium growth still seems slow. Is there any way I can accelerate it? Sorry I know this has probably been asked before.

The "Producer Setting" sets how many producers(Green/Blue Craters, Blossome Trees etc) are allowed to spawn, not the spawnrate/spread-rate of tiberium.
Title: Re: [A17] TiberiumRim v1.6 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on September 19, 2017, 01:00:32 PM
New Update:
Tiberium spreads across world tiles now.
Currently unstoppable but rather slow, infested tiles become Tiberium biomes.

Be sure to check out the Factions. (https://ludeon.com/forums/index.php?topic=34428.0)

Downloads:
(http://i.imgur.com/KZMvuFA.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=868415092)
(http://button.moddb.com/rating/medium/mods/31952.png) (http://adf.ly/1oE3OO)

Report bugs asap!

Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Madman666 on September 19, 2017, 02:49:39 PM
That should definitely be optional. It sounds cool, but... well. There is just too little and too ineffective means of cleaning the land after it (I am looking at you, slow decrystallizing "pump" that only gives 80% fertility back).
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on September 19, 2017, 05:54:55 PM
Quote from: Madman666 on September 19, 2017, 02:49:39 PM
That should definitely be optional. It sounds cool, but... well. There is just too little and too ineffective means of cleaning the land after it (I am looking at you, slow decrystallizing "pump" that only gives 80% fertility back).

Well it is not as bad as it sounds, besides it is a necessary feature for the future, and you will be able to control it with the TCN.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Madman666 on September 19, 2017, 06:24:28 PM
Quote from: Telefonmast on September 19, 2017, 05:54:55 PM
Well it is not as bad as it sounds, besides it is a necessary feature for the future, and you will be able to control it with the TCN.

Whats a TCN? A new Tiberium cleaning tool or something?
And yeah, I know it isn't critical, since most people don't even migrate that often, not to mention the spread is slow as you said. But it still quite alarming. Current ways of reclaiming terrain from tiberium infestations are lacking. Tiberium itself ways easier to deal with, than soil it leaves behind... I hate the moisture pump mechanics and decrystallizer follows it with near perfection (AOE grow time is a bit faster but compared to growth speed of green tiberium its awful, not to mention the need of laying conduits everywhere).

I like the idea itself by the way. Thats how tiberium should be - a world class calamity, capable of recking a whole planet given enough time. And now that we can actually rob both factions of their techs managing tiberium is even more doable (nod's anti-tiberium infused walls are awesome). What I'd like to have is some way to actually efficiently fight the consequences of getting tiberium on your map. As right now you don't even need suits if all you want is to get rid of tiberium - it'll just take a lot of time to micromanage harvesting and destroy the producer. On the other hand to remove say a huge vein-soil stain from your beautiful map, you need a lot of conduits, power and crapton of time, during which raiders might reck decrystallizers or a new producer will spawn on other side of the map... Its kind of stupid, to actually care about some soil stain if you don't even plan on having fields on it, but I always try to somewhat maintain my map's condition to a degree. Its just a bit of selfishness on my part, so don't think much of it. But if you do plan on adding new ways of reclaiming soil, I'll be happy to know that :)
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on September 19, 2017, 08:01:23 PM
TCN = Tiberium Control Network
It will basically be an inhibitor/decrystallizer for world tiles, so br prepared to get your caravans ready and construct them all over the world.

Soil reclamation has been a very low priority for me, as other features need to be worked on instead of such rather simple issues.
There are many things that come to my mind now, but all mostly take time.
The decrystallizer is quite an OP thing afterall, it makes all infested terrain usable again, and basically converts previously unfertile fields to be fertile so i don't know.
I dont like instantaneous processes, the sonic inhibitors also kindof bore me, and I'll likely rework them to have impulses and not constant inhibition.

Anyway, work is not done, old features are always improved and worked on.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Madman666 on September 20, 2017, 02:02:29 PM
Wow, so you'll be basically constructing special buildings on the planet map? Cool)
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Nanobytez on September 21, 2017, 03:24:22 PM
Is there a way to regen my map? Not my tile but the other tiles on the globe? I noticed when I started a new game to experiment, there were NOD/GDI tiles that I'd love to raid.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on September 22, 2017, 03:33:15 AM
You are sure you had the faction mod activated ?
This mod don't give these faction, that is another mod.

Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Nanobytez on September 22, 2017, 02:13:27 PM
Oops dang. I had both tabs open and thought this was the FACTIONS mod. Derp. Issue still stands. Is there a way to regen the globe?
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Encrtia on September 26, 2017, 06:01:41 AM
Wow, mod's become quite a bit more amazing than its initial release with an overflow of Tiberium that can't be tamed! Like, this is what I used to do in Tiberian Sun with my base - pretend it was a little city & roleplay it, but now it's a reality. Jesus this is my childhood haha Great mod

Anyway, a few queries if I may.

1) Soil reclamation. I just saw your post on it being a low priority, so decided to give a vote of "I'd want to see that one as well". It's technically not a big issue, but when a veinhole or other appears in your architecturally sound farm, it really messes it up.
2) Could be a mod conflict, but all GDI/Nod Caravans spawn with default gear. I assumed the mod was unfinished, but when I entered their base - they were all armed up with Faction gear - was pretty epic.
3) Obelisk of light roof hacks. I assume you made it so that it can shoot anything within range to make it fire over walls - but it has a tendency to execute prisoner's that throw a fit... through the roof...
4) The MAIN reason I wanted to post- quick query; will there be an repercussions to "Debug Researching" the GDI tree after already finishing the Nod tree? I've always. since C&C 1, engineered the enemy construction yards to build their stuff, but was surprised I couldn't build both side's stuff here :( So will just "cheat" if it doesn't cause any conflicts.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: RequiemFang on September 26, 2017, 09:18:03 AM
Quote from: Encrtia on September 26, 2017, 06:01:41 AM

4) The MAIN reason I wanted to post- quick query; will there be an repercussions to "Debug Researching" the GDI tree after already finishing the Nod tree? I've always. since C&C 1, engineered the enemy construction yards to build their stuff, but was surprised I couldn't build both side's stuff here :( So will just "cheat" if it doesn't cause any conflicts.

No need to cheat that, the mod had an option added that you could choose in the mod option settings to have both factions unlocked.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Encrtia on September 26, 2017, 09:24:53 AM
Quote from: RequiemFang on September 26, 2017, 09:18:03 AM
Quote from: Encrtia on September 26, 2017, 06:01:41 AM

4) The MAIN reason I wanted to post- quick query; will there be an repercussions to "Debug Researching" the GDI tree after already finishing the Nod tree? I've always. since C&C 1, engineered the enemy construction yards to build their stuff, but was surprised I couldn't build both side's stuff here :( So will just "cheat" if it doesn't cause any conflicts.
No need to cheat that, the mod had an option added that you could choose in the mod option settings to have both factions unlocked.

Thanks Requiem! Unfortunately, I can't see it. The section in "Mod Settings" only shows the attached. Where am I supposed to be looking?

[attachment deleted by admin: too old]
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on September 26, 2017, 10:38:25 AM
Quote from: Encrtia on September 26, 2017, 06:01:41 AM
1) Soil reclamation. I just saw your post on it being a low priority, so decided to give a vote of "I'd want to see that one as well". It's technically not a big issue, but when a veinhole or other appears in your architecturally sound farm, it really messes it up.
Already exists but only for GDI.

Quote
2) Could be a mod conflict, but all GDI/Nod Caravans spawn with default gear. I assumed the mod was unfinished, but when I entered their base - they were all armed up with Faction gear - was pretty epic.
Depends on climate, they are not forced to have their armor at all times.

Quote
3) Obelisk of light roof hacks. I assume you made it so that it can shoot anything within range to make it fire over walls - but it has a tendency to execute prisoner's that throw a fit... through the roof...
Welp ¯\_(ツ)_/¯

Quote
4) The MAIN reason I wanted to post- quick query; will there be an repercussions to "Debug Researching" the GDI tree after already finishing the Nod tree? I've always. since C&C 1, engineered the enemy construction yards to build their stuff, but was surprised I couldn't build both side's stuff here :( So will just "cheat" if it doesn't cause any conflicts.

You can do that right here:
https://i.imgur.com/2DaEKXQ.png
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Encrtia on September 26, 2017, 11:18:41 AM
Oh I see - I downloaded 1.2.3 the day before you released 1.2.4. What rotten luck haha, thanks
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on September 27, 2017, 05:14:26 PM
Just a little request.
I use Expanded Storage mod, and since you put all the tiberium stuff in an extra category, none of them can be stored at these.

It would be nice if you could place them in the profer subcategorys.

Edit:
To start the tiberium research, you need the tiberium research bench.
But for these bench you need uranium, but mosttimes uranium is hard to get.
I notice this ship crash, when i deconstructed it i got components and plasteel. Maybe you should add the nessesary uranium to the ship too ?
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on September 29, 2017, 02:41:55 PM
Quote from: Canute on September 27, 2017, 05:14:26 PM
Just a little request.
I use Expanded Storage mod, and since you put all the tiberium stuff in an extra category, none of them can be stored at these.

It would be nice if you could place them in the profer subcategorys.

Edit:
To start the tiberium research, you need the tiberium research bench.
But for these bench you need uranium, but mosttimes uranium is hard to get.
I notice this ship crash, when i deconstructed it i got components and plasteel. Maybe you should add the nessesary uranium to the ship too ?
Mod scenarios have starting Uranium for such purpose.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on October 01, 2017, 04:18:55 AM
Dang, yeah i did remove all starting resources.
But i think it is still a good idea to give these ships some uranium.

And why does all these buildings have this insane big size ? Very untypical.
When a workbench got a 3x2 size i am allready moaning, but i can life with that.
But 7x4 for the research bench and 5x5 for the refinery are too big for my taste. Not to speak about the other ones (firestorm).
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on October 01, 2017, 09:12:13 AM
Quote from: Canute on October 01, 2017, 04:18:55 AM
Dang, yeah i did remove all starting resources.
But i think it is still a good idea to give these ships some uranium.

And why does all these buildings have this insane big size ? Very untypical.
When a workbench got a 3x2 size i am allready moaning, but i can life with that.
But 7x4 for the research bench and 5x5 for the refinery are too big for my taste. Not to speak about the other ones (firestorm).
Firestorm is yea, big. It was 2x3 originally. Others just make it harder to use. Tiberium is hard to process though.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on October 01, 2017, 10:42:27 AM
Hard to process shouldn't mean hard to place the buildings.
The adv. refinery is even bigger then the regular one. Ok it use less resources, but only a bit less, but need alot more space.

Maybe increase  the work by x10 to build the them, you just could say it is to dig out free space underground.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on October 25, 2017, 10:30:50 AM
Well, this mod seems complete. Maybe we would have some other RTS universe from you, Telefonmast?
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on October 25, 2017, 12:31:19 PM
Quote from: kubolek01 on October 25, 2017, 10:30:50 AM
Well, this mod seems complete. Maybe we would have some other RTS universe from you, Telefonmast?

This mod is not complete ^^
I am still developing it.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Nameless on October 25, 2017, 02:00:47 PM
Would it be possible to add the shut down option for downed shock trooper?
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: RequiemFang on October 27, 2017, 12:48:57 AM
Quote from: Nameless on October 25, 2017, 02:00:47 PM
Would it be possible to add the shut down option for downed shock trooper?

I second this, they are in the mechanoid class so they really should have the health/operation tab to make a pawn shut them down once they're disabled but not killed. btw I think it would be too OP if your pawn somehow managed to salvage the weapon these suckers use, but that's just me saying that :p
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Nameless on October 27, 2017, 10:03:16 AM
It is also interesting that shock trooper and buzzer spawned from poison/psychic ships will go along with the other mechanoids to screw you over but if a raid from scrin shows up they will attack other mechanoids.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on October 29, 2017, 10:05:47 AM
I don't know if it was fixed in 1.7, I have 1.6 still. I mean, GDI can't make caravans. Just error pops up when I even force the event.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on October 30, 2017, 04:20:26 AM
By the way, if I had some help, I gonna translate it to Polish. I can do around 85% alone, but 15% is quite hard to make.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on November 11, 2017, 03:30:18 PM
Another 1.6 weirdo. Thrumbo basing Fiends have maturity age of 25, comparing to 4 of "pure" one.
Title: Re: [A17] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on November 12, 2017, 07:36:38 AM
Quote from: kubolek01 on November 11, 2017, 03:30:18 PM
Another 1.6 weirdo. Thrumbo basing Fiends have maturity age of 25, comparing to 4 of "pure" one.

First of all, don't play old versions.
Second, it's not a "weird bug" it's just that I simply spawn a fiend and the game decides the age on its own, I should fix that for attention to detail though.
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on November 18, 2017, 07:44:14 AM
Alpha 18 version is out now.
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Heni on November 19, 2017, 09:19:54 PM
I forgot one blossom three... after look at one time i saw a lot of map terrain cover with tiberium, i try to put fire but dont work... how i resolve that problem? (forgot to say that this is very cool)
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on November 20, 2017, 02:02:26 AM
Quote from: Heni on November 19, 2017, 09:19:54 PM
I forgot one blossom three... after look at one time i saw a lot of map terrain cover with tiberium, i try to put fire but dont work... how i resolve that problem? (forgot to say that this is very cool)
Harvest it, or just move out. If it's more than 25% of map, no way to clean it before late game.
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: getfreur on November 20, 2017, 06:50:12 PM
or just join the tiberium world, i let the entire map become tiberium and it was glorious, no enemys can arrive in your position, no murderer squirels or fire.
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on November 21, 2017, 02:08:16 AM
Quote from: getfreur on November 20, 2017, 06:50:12 PM
or just join the tiberium world, i let the entire map become tiberium and it was glorious, no enemys can arrive in your position, no murderer squirels or fire.
Just pray noone will stumble into Green on his own. Or rush Tiberblock tech ;)
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on November 21, 2017, 03:06:23 AM
Or tiberium aliens arrive.
Isn't tiberium the 2. phase of mechanoid terraforming ? :-)
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: getfreur on November 21, 2017, 05:31:53 AM
man you telled that and 2 scrin activate ships arrive on the map, i'm dead meat.
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on November 21, 2017, 09:20:56 AM
Arn't these the ones that give power ?
Just build walls around them, so noone damage them, and connect them to your powernetwork ! :-)
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on November 21, 2017, 10:56:54 AM
Quote from: Canute on November 21, 2017, 09:20:56 AM
Arn't these the ones that give power ?
Just build walls around them, so noone damage them, and connect them to your powernetwork ! :-)

Guess it looks like I gotta fix that exploit ;P
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: getfreur on November 21, 2017, 10:58:39 AM
it's a idea but always i get beaten by the scrin, i will let then there and make some GDI turrents in that direction, i have enough of shock troopers for 3 runs.
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: getfreur on November 23, 2017, 11:13:54 AM
i was playing the new rimworld build with this mod and i happen too see that the tiberium and veins growth have increase, 3 day and the blue tiberium have already take a 1/6 of the map, but i'm playing in a location with no winter.
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Vaperius on November 24, 2017, 12:29:07 AM
Quote from: Telefonmast on November 21, 2017, 10:56:54 AM
Quote from: Canute on November 21, 2017, 09:20:56 AM
Arn't these the ones that give power ?
Just build walls around them, so noone damage them, and connect them to your powernetwork ! :-)

Guess it looks like I gotta fix that exploit ;P

You could make them behave like a hive. Spawning a small number of scrin everyday in-exchange for that power and also making it more likely that scrin active ship events will fire as long as its on the map.
Title: Re: [A18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Darkfirephoenix on November 24, 2017, 01:54:23 AM
I love me the Tiberium pods from the Blossom tree, it can easily blocked via stone floors (like it was ingame)

Also sidenote Telefonmast: Rimworld is BETA now, not ALPHA :D
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: getfreur on November 24, 2017, 04:35:58 PM
i have a question about the tiberium chunks, in the description tells that it become tiberium crystals after some time, we all know that tiberium crystals expand making more tiberium, so i want to know if i haul tiberium chunks with my colonists to a new region, put the chunk in a area and then put sonic barries making a perimeter, would be created a controled tiberium field for my use without destroy the area?
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Darkfirephoenix on November 28, 2017, 04:51:11 AM
Quote from: getfreur on November 24, 2017, 04:35:58 PM
i have a question about the tiberium chunks, in the description tells that it become tiberium crystals after some time, we all know that tiberium crystals expand making more tiberium, so i want to know if i haul tiberium chunks with my colonists to a new region, put the chunk in a area and then put sonic barries making a perimeter, would be created a controled tiberium field for my use without destroy the area?
Yes you can make controlled Tiberiumfields with that. Tho the chunks can take a really long time to break down and spawn crystals, once they naturally break down they spawn the soil and a crystal of the kind they were.
Be carefull tho: Green Tiberium chunks can be made from Tiberium pods and green Tiberium crystals and WILL spawn green tiberium crystal soil.
The difference between pods and the crystal is that pods DON'T SPREAD ON STONE/DON'T DAMAGE WALLS so it is far easier to contain just via placing stone floor around that field. (crystal spreads over it tho, so keep that in mind)
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on November 28, 2017, 05:29:19 AM
Ahh that would be a good way to infect geysir with the proper tiberium and place a Tiberium harvester (or how i was called, i don't remember) on these geysir.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Imca on November 29, 2017, 06:29:24 AM
Will Tiberium crystals spread outside there field or do they behave like in command and conquer 3?

Is there any way to revert Tiberium dirt/rock to normal dirt/rock?

And what is the best way to get your own controlled field running?

Sorry.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: getfreur on November 29, 2017, 06:51:36 AM
I have not understood your first question, yes and for me the best way if you don't want a glorious map with viceroids and brilliant crystal that almost remember pandora from avatar, you can take tiberium  chunks and abandom your colony to make another without tiberium influence, you put the chunks somewhere and use sonic fences around and there you have a controlled tiberium field.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on November 29, 2017, 06:53:11 AM
Tiberium spreads indefinitely, but there is an option (in the mod options menu) to make it spread in a set radius around a field.

Yes, tiberium terrain is reversable, there is a "Decrystallizer" for the GDI in the factions addon which does the job.

To control fields use inhibiting structures, my favorite is the sonic fence only available to the GDI.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Imca on November 29, 2017, 03:33:55 PM
I think I will enable that option until I can manage to get the control tech down because I would rather remain a yellow zone then a green zone, thanks for the help :)
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: getfreur on November 29, 2017, 04:21:52 PM
make some of those tiberium creatures eat the tiberium planst and grass, it a little strange that they only eat meat and none eat all that flora.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: SpaceDorf on November 30, 2017, 03:32:35 AM
thats a cool idea,  but those should be nearly untameable, else tiberium becomes to easily controlled by just setting a grazing area around the field.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: getfreur on November 30, 2017, 11:07:01 AM
you have not understand, not the tiberium crystals but the other things like grass, mushroons even tress.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Madman666 on November 30, 2017, 01:01:08 PM
Now that you mention it - it could be real nice to have some animals actually eat some tiberium\plants\grass. I however disagree about tame difficulty thing. You can't control tiberium with grazing areas anyway, unless you have damn hordes of those tiberium consumers. I assume you've played with the mod and seen how damn fast it spreads once you just let it out of your sight (not blue or red of course, but green tiberium and mosses - they just consume smaller-medium sized maps!). So I'd if there will be some tiberium consuming animals, they should be medium difficulty, no harder than say wolves.

Oh and colonists should probably use tiberium as taming tool, not regular meat.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on December 01, 2017, 01:20:38 AM
Quote from: Madman666 on November 30, 2017, 01:01:08 PM
Now that you mention it - it could be real nice to have some animals actually eat some tiberium\plants\grass. I however disagree about tame difficulty thing. You can't control tiberium with grazing areas anyway, unless you have damn hordes of those tiberium consumers. I assume you've played with the mod and seen how damn fast it spreads once you just let it out of your sight (not blue or red of course, but green tiberium and mosses - they just consume smaller-medium sized maps!). So I'd if there will be some tiberium consuming animals, they should be medium difficulty, no harder than say wolves.

Oh and colonists should probably use tiberium as taming tool, not regular meat.
Dumb Muffalos do so already :P had to restrict all my tib pots to avoid it.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Imca on December 04, 2017, 07:05:27 AM
Will tiberium eat natural rock walls like it does man made ones? Or can I throw it in a cave some where to control it until I get the right tech?
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on December 04, 2017, 07:11:13 AM
Quote from: Imca on December 04, 2017, 07:05:27 AM
Will tiberium eat natural rock walls like it does man made ones? Or can I throw it in a cave some where to control it until I get the right tech?

It will slowly damage natural walls but has a chance to corrupt them instead, so it will never dig through a whole mountain.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: getfreur on December 04, 2017, 11:33:53 AM
So i have found a bug, because in my saves the tiberium destroy entire mountain areas, because of that i stopped making colonys in mountains and now i make in plane areas and rus Sonic research.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Sliderpro on December 07, 2017, 05:25:49 AM
Hello. I d like to ask - is there a way to destroy monoliths?
For some weird reason I tried to contain blue field with fences and that field got surrounded by a bunch of blue monoliths... which are kind of annoying.

I know I can pummel them with mortairs, but it takes long time and I cant pummel them if they are close to me.
Thanks in advance!

By the way I have a suggestion. For tribes you can make 3rd variant to GDI and NOD - Mutants!


2) For some reason there is a bug with tiberium sonic ingibitors - I had fences and tall ingibitor in one place, I removed the ingibitor and suddenly fences show same radius as if ingibitor was still there. Plus fences stopped working. Placed ingibitor back - it takes power but doesnt work. But it shows that blue radius aura like if it was working. Weird. Now I cant stop tiberium and have like 10 monoliths in the middle of the base =|  Basically tiberium evolved and it is no longer destroyed by sonic..

Never fking mind. It fixed itself after I exited the game.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on December 07, 2017, 12:57:58 PM
Quote from: Sliderpro on December 07, 2017, 05:25:49 AM
Hello. I d like to ask - is there a way to destroy monoliths?
For some weird reason I tried to contain blue field with fences and that field got surrounded by a bunch of blue monoliths... which are kind of annoying.

I know I can pummel them with mortairs, but it takes long time and I cant pummel them if they are close to me.
Thanks in advance!

By the way I have a suggestion. For tribes you can make 3rd variant to GDI and NOD - Mutants!


2) For some reason there is a bug with tiberium sonic ingibitors - I had fences and tall ingibitor in one place, I removed the ingibitor and suddenly fences show same radius as if ingibitor was still there. Plus fences stopped working. Placed ingibitor back - it takes power but doesnt work. But it shows that blue radius aura like if it was working. Weird. Now I cant stop tiberium and have like 10 monoliths in the middle of the base =|  Basically tiberium evolved and it is no longer destroyed by sonic..
Doom Chainsaws do the trick. As well as normal bullet hella thing.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Sliderpro on December 08, 2017, 03:38:43 PM
Another suggestion is to remake fences. I don't like them currently because I fell that large tiberium fields lag a lot and each fence has to check around for tiberium and that probably adds to lag and suffering of my 3ghz dual core laptop when I try to contain many fields at once.
So what I suggest - instead of checking around every tick, best anti-lag way would be something like this: on the moment of placement, fence spawns invisible layer on top of the earth around which is impregnable to tiberium growth. This system would be passive, until the moment of removal of the fence, which will trigger the check to delete that layer. I think this is great idea to reduce lag.

And I like existing way too, but current fences\ingibitors seem to bug out in my 20+ mods modpack and stop working randomly =(
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on December 08, 2017, 06:32:59 PM
The fences do not check for Tiberium each tick.
It actually just creates a "protected area" and kills tib in that area on spawn of the fence and removes it on despawn, similar to what you described.
So there is no lag coming from those,

This mod itself should be compatible with every other mod, not sure why others should affect inhibitors at all.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Sliderpro on December 09, 2017, 04:10:11 AM
Quote from: Telefonmast on December 08, 2017, 06:32:59 PM
The fences do not check for Tiberium each tick.
It actually just creates a "protected area" and kills tib in that area on spawn of the fence and removes it on despawn, similar to what you described.
So there is no lag coming from those,

This mod itself should be compatible with every other mod, not sure why others should affect inhibitors at all.
Genius people think alike.

Dont know what is the problem, but ingibitors seem to randomly just stop working. Yesterday I even tried to remove and place ingibitor nearby and had "terrain cant support this" error. And I wasn't able to build new inhibitors anywhere, because it would say that terrain cant support this. Had to exit the game completely, fixed itself. The only explanation I have is that game becomes overloaded somehow and starts weird shit.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: MercuryDoll on January 15, 2018, 04:31:30 PM
From what i tested so far, blue tiberium's moss is extremely invasive, quickly covering a lot of ground. If you get blue tiberium early game, you're sodomized. Green tiberium on the other hand didn't seem to grow at all. Red Tiberium didn't spread but grew more or less consistently. This was in a cold climate (permanent winter, summer barely reaches 14°C), mind you.
Also, tiberium poisoning's very weird, it instantly incaps even thrumbos just from wandering by. But for some reason if they manage to survive the "initial" stage (and malnutrition) and advance to "moderate", the impact is significantly lower and they tend to stand up again.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on January 15, 2018, 04:40:27 PM
Yeah I agree that the current Tiberium system is rather borked and tends to be game breaking.
Some behaviours you explain do not accord to what it should actually be, since there is no difference between the types except their spreading behaviour. Green and blue tiberium are basically identical, except you're talking about the green tiberium pod type.
And the initial state is supposed to be the worst which then improves on it's own.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: SuicideRey on January 17, 2018, 03:27:57 AM
Pretty swell mod, quite fun to play around with. It's really fun constricting tiberium growth to use against your enemies, especially as NOD.
Any plans for some simple backstories to fit with the theme?
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on January 17, 2018, 03:03:25 PM
When the main content is done, of course.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Harry_Dicks on January 17, 2018, 03:26:19 PM
Do you think we could have a mod option to disable tiberium from poisoning? I know it's one of the whole ideas behind it, but that's the one thing holding me back from wanting to try it out.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on January 17, 2018, 05:06:47 PM
That is really unfortunate that players avoid it because of that..
While it currently is quite rough because it infects fast it is mostly an issue for caravans and raiders.

I will rework it tho to have it less effective, but still important.

And while I really think it just belongs to the gameplay, I suppose more options won't hurt anyone ;P
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Harry_Dicks on January 17, 2018, 05:42:33 PM
Quote from: Telefonmast on January 17, 2018, 05:06:47 PM
That is really unfortunate that players avoid it because of that..
While it currently is quite rough because it infects fast it is mostly an issue for caravans and raiders.

I will rework it tho to have it less effective, but still important.

And while I really think it just belongs to the gameplay, I suppose more options won't hurt anyone ;P

That would be great man. Maybe a slider, so you can change how much it affects, or have it so that it just slowly gives toxic buildup if you are close to it, like toxic fallout or something :)
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Madman666 on January 17, 2018, 05:56:40 PM
I really hope you guys go option route. I do understand people complaining about tiberium (it did get much more deadly), but it is supposed to be deadly and overwhelming. Otherwise it won't be tiberium anymore. You aren't supposed to gather it with bare hands like potatoes, sticking crystals in a sack and going home smiling. So I really hope it will be an option, not a permachange\nerf.

Tiberium moss on the other hand is infuriatingly fast to spread, harmful and also completely useless, so it could use a real nerf. And since it takes crapton of time to reclaim terrain back (and not even completely at that) - i really hope there will be more potent means of terrain reclamation at some point of mod's development.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: MercuryDoll on January 18, 2018, 06:30:25 PM
Quote from: Telefonmast on January 17, 2018, 05:06:47 PM
That is really unfortunate that players avoid it because of that..
While it currently is quite rough because it infects fast it is mostly an issue for caravans and raiders.

I will rework it tho to have it less effective, but still important.

And while I really think it just belongs to the gameplay, I suppose more options won't hurt anyone ;P
From my experience, anything that's within range more than 10 seconds (or 1 second at 10 large crystals, as their effect seems to stack) without protective gear or some boosting effects (bionics, drugs etc) is guaranteed downed and thus dead. Medicine for treatment and especially food cost is extremely high trying to save anyone, as they are constantly vomiting. I had a faction go from friendly to hostile because a caravan marched through the area, they all died quickly except one muffalo which i kept on lifesupport for a week before i gave up on them having wasted as much kibble as my Oni would eat throughout the year.
In my opinion, the initial stage being similar to cryptosleep sickness and then evolving into that stage would be better, but eh. We could definitely use some sort of area marker to let friendly pawns like caravans avoid the area, or have it pop up that "afraid of danger" notice so you could deny them access to your map at least.

Another thing i would like seeing in coming versions is an effective way to cleanse the area of large crystals and glaciers, as well as purify water. Perhaps mining machines that slowly grind away the large crystals (like mining bots that you have to build around them and take like a year to completely grind it up), and water purifier that filter the tiberium out of the nearby water (like the moisture pump).

Also facilities are pretty huge. But other than that, i'm liking collecting crystals for resources, though i wish they'd be more than just a straight up vanilla resource conversion.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on January 20, 2018, 03:47:16 PM
In terms of crystal breaking, just overload it with gunfire. Or melee weapons if you have TPS. They are destroyable at all!
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: getfreur on January 20, 2018, 08:17:51 PM
If possible make some type of drones that the GDI and NOD use for trade transport and combate.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Madman666 on January 21, 2018, 11:09:14 AM
What I would like to see is a slight research rework. Because right now you can't even put a dent into tib, if you don't get green one to spawn first and unlock research bench. For example in my run first to spawn was a veinhole (which apparently now causes rapid tiberium poisoning instead of some harmless bruises) and I can't do anything about it spreading, because I don't have appropriate research. I destroyed the veinhole itself, but whats left spreads and all i can do is watch, most growers just drop before they can finish cutting it.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on January 21, 2018, 05:00:12 PM
If you start with one of the 3 scenarios, you should start with tiberium protection suit/helmet.
Maybe you start your own scenario and didn't got this equipment.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Madman666 on January 22, 2018, 01:44:23 AM
Quote from: Canute on January 21, 2018, 05:00:12 PM
If you start with one of the 3 scenarios, you should start with tiberium protection suit/helmet.
Maybe you start your own scenario and didn't got this equipment.

The mod is supposed to be playable with vanilla scenarios and i don't really want to start with tib already on the map and spreadin, not to mention getting equipment you shouldn't have. Player needs either an option to prepare (research) before anything tib related shows up, or he needs a way to do research regardless of what kind of tib falls downs first. Luckily it seems that issue will be worked on in the big update.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on January 22, 2018, 03:15:17 AM
QuotePlayer needs either an option to prepare (research) before anything tib related shows up, or he needs a way to do research regardless of what kind of tib falls downs first.
Like lets research a cure for the armageddon virus we want to research next ? :-)

Normaly you don't have a reason to research anything if you don't know anything about it.
But a trader might have some green tiberium for sale.
Same for Tiberium protection gear.

But i think your choise with a standard scenario is maybe a wise choise.
I just start a Tiberium scenario and still busy to survive and don't have time or resources to deal with the tiberium thread.
I think the tiberium will overrun the map, which will end to be hostile with all faction, and Orassan will bombard me soon or later.

Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Madman666 on January 22, 2018, 04:03:45 AM
Quote from: Canute on January 22, 2018, 03:15:17 AM
Like lets research a cure for the armageddon virus we want to research next ? :-)

Normaly you don't have a reason to research anything if you don't know anything about it.
But a trader might have some green tiberium for sale.
Same for Tiberium protection gear.

But i think your choise with a standard scenario is maybe a wise choise.
I just start a Tiberium scenario and still busy to survive and don't have time or resources to deal with the tiberium thread.
I think the tiberium will overrun the map, which will end to be hostile with all faction, and Orassan will bombard me soon or later.

True about not researching what you don't know, but as soon as you know about it (something falls down and starts spreading), you should be able to analyze and stop it. Tiberium is bad times on a world scale, sure, but its nowhere near Armageddon end of times level. Its combatable, stoppable and how NOD showed us - controllable and convertible to resources. So not cure for armagedoon, just tools to deal with a bad event. I really dont like anything that gives random events, that have no way to combat them of whatsoever. Like solar flare - here, your electric items don't work. Screw you, player. Or here - have a tornado, it'll demolish half your base, so that raiders can go ahead and loot whats left. That just so bullshite. So I am really glad in next patch we'll be able to get to researching tiberium as soon as something related to it lands.

Tiberium scenario is fine, since with proper protection suits you can just harvest it all (given you have the time to do it of course), but the fact that you pretty much get high tech inventory right off the bat makes it a bit less interesting for me. I like to start with near to nothing and rise slowly to power. And for tribes tiberium related events mostly just an order to either die or move out.

Orassan bombardment, huge ass orbital shield and completely and utterly OP weapons are the reason I dropped that mod... It has nice graphics and it has cats, but balance completely flies out the window with it on.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on January 23, 2018, 02:57:31 PM
Balance... what about Juggernaut Artillery? Siege? 1 shell all shredded. Infestation? Same but beware of miss range, or take 200 or around damage.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Madman666 on January 23, 2018, 03:50:47 PM
Quote from: kubolek01 on January 23, 2018, 02:57:31 PM
Balance... what about Juggernaut Artillery? Siege? 1 shell all shredded. Infestation? Same but beware of miss range, or take 200 or around damage.

Thats true - juggernaut shells are now unbalanced because of crazy AoE size and combined damage of three shots into one. But I think thats just temporary, until Telefon finds the way to make them shoot thrice again. And thats not as balance-crushing as it is now.

Weapons from orassans however are complete bull, where even a rifle is capable of obliterating most person's parts in a couple bursts. And I am not even starting about bs orbital bombing event, which is a game over (behaves like a crazed player having fun with dev mode explosion clicks), unless you have huge ugly shield taking half the space of your colony and eating insane amounts of power, just so you won't just be immediately ended because you pissed off one arrogant faction.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on January 24, 2018, 03:26:09 PM
Quote from: Madman666 on January 23, 2018, 03:50:47 PM
Quote from: kubolek01 on January 23, 2018, 02:57:31 PM
Balance... what about Juggernaut Artillery? Siege? 1 shell all shredded. Infestation? Same but beware of miss range, or take 200 or around damage.

Thats true - juggernaut shells are now unbalanced because of crazy AoE size and combined damage of three shots into one. But I think thats just temporary, until Telefon finds the way to make them shoot thrice again. And thats not as balance-crushing as it is now.

Weapons from orassans however are complete bull, where even a rifle is capable of obliterating most person's parts in a couple bursts. And I am not even starting about bs orbital bombing event, which is a game over (behaves like a crazed player having fun with dev mode explosion clicks), unless you have huge ugly shield taking half the space of your colony and eating insane amounts of power, just so you won't just be immediately ended because you pissed off one arrogant faction.
I'm fine with it. They are costly for a reason, and... when you have less health, you need something for it, yea? And shield is just 7x7 or so, 10000W is acceptable for mapwide forcefield.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Madman666 on January 24, 2018, 03:47:12 PM
Quote from: kubolek01 on January 24, 2018, 03:26:09 PM
I'm fine with it. They are costly for a reason, and... when you have less health, you need something for it, yea? And shield is just 7x7 or so, 10000W is acceptable for mapwide forcefield.

If you feel its fine, then good for you. I like the concept of cat people and the sprites are cute, but for me having at least some resemblance of balance is important. Balance is also a subjective thing, so something that pleases one person, can annoy another.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Imca on February 15, 2018, 03:43:28 PM
If you take the Tiberium Growth Suppressor, and attach a nod wall to it, and then attach a laser fence to the nod wall will the laser fence also be immune to tib damage, or only the nod wall? Would I have to build two suppressors to get both to work or only one?

Edit: Or through doors for that mater?
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on February 19, 2018, 02:21:36 AM
Quote from: Imca on February 15, 2018, 03:43:28 PM
If you take the Tiberium Growth Suppressor, and attach a nod wall to it, and then attach a laser fence to the nod wall will the laser fence also be immune to tib damage, or only the nod wall? Would I have to build two suppressors to get both to work or only one?

Edit: Or through doors for that mater?
It links only to the walls. GDI have suppression fences.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on February 19, 2018, 07:49:09 AM
It does link to the fences and doors, but for some reason these won't really suppress it, but at least doors can be used as a link between seperated walls.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Epson on February 22, 2018, 04:00:45 PM
The ModDB link is sending me to a dodgy site. Not the actual Link I think you were intending?
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on February 22, 2018, 04:28:43 PM
I think yes,
if you don't like/trust it you still can use a search website to get the right site at moddb.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on February 22, 2018, 06:06:17 PM
It's just an ad link that you can usually skip after a few seconds  I know that not everyone likes or trusts such.
Apologies for any inconvenience.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: ThiiSoul on March 10, 2018, 12:26:41 PM
I love this mod, but i has three problems with her:

- Has how i can "minering" the >crystals< instead of "harvest"?  :'(
- The Veins always damages my colones.. this is boring. Has how i can back to old veins? thats don't damages free my colones when i co harvest? The veins, yes harvest.. the veins I would rather harvest, rather than minering.  :-\ :-\
- This is less important, but.. has how i put an "limit" os camp extension? exemple.. the green tiberium grow 40 range in circle around the font of infestation? (Blosson Tree or Green Field.. etc).

thanks and sorry for my bad english her dont is my national language  :-[
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on March 10, 2018, 01:32:05 PM
To be 100% safe when you are harvest or walking through tiberium area's you should wear the Tiberium protection suit+helmet.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: ThiiSoul on March 10, 2018, 03:03:23 PM
Quote from: Canute on March 10, 2018, 01:32:05 PM
To be 100% safe when you are harvest or walking through tiberium area's you should wear the Tiberium protection suit+helmet.

This I know, I quoted the Veins. That to handle tiberium I need the set I know and use and I like it.
but the new veins hurt anyway.

My biggest problem that I wanted to change if I could or that's it. The crystals wanted to mining instead of harvesting. and the Veins always hurt this is annoying and bad.  :-[
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: MechanoidHiveMind on March 19, 2018, 06:17:54 PM
For some reason the tiberium wont Grow at all . I got a blossom tree and for the last five days nothing grew around it ... PLEASE HELP
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: RequiemFang on April 02, 2018, 09:31:00 PM
So what's changed in the B18 updates? I've been away from the game a little before B18 dropped a while back. What's new?  :P
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on April 03, 2018, 08:44:32 PM
Not too much actually, there is a lot in the factions part though.
But I'm currently working on a huge new update anyway, you can get the test version here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1346865620

Introducing Harvesters and much more!
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on April 04, 2018, 06:09:05 AM
Quote from: Telefonmast on April 03, 2018, 08:44:32 PM
Not too much actually, there is a lot in the factions part though.
But I'm currently working on a huge new update anyway, you can get the test version here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1346865620

Introducing Harvesters and much more!
Hope you find a way to not break saves with it, maybe make the current system as thing like "waste" which can be removed from map. Otherwise missing objects will break the savefile.
PS:Steam is not for all, find a place for DRM free to test.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on April 04, 2018, 07:05:28 AM
I don't think there is a way without breaking saves, no easy waycat least.

And currently steam is the easiest way to update the test version, though it's available on github aswell but is currently not up to date there.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on April 05, 2018, 03:11:57 AM
Quote from: Telefonmast on April 04, 2018, 07:05:28 AM
I don't think there is a way without breaking saves, no easy waycat least.

And currently steam is the easiest way to update the test version, though it's available on github aswell but is currently not up to date there.
So I'll just remove all Tiberian buildings from saves before updating. Hope research path stays the same.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on April 05, 2018, 04:09:34 AM
Removing structures/crystals is not all, your save will be missing new components that are not within structures.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Charson on April 10, 2018, 09:28:06 PM
Hey Telefonmast, if you ever need help to traduce your mod to Spanish i will gladly help.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kubolek01 on April 11, 2018, 06:25:18 AM
Quote from: Telefonmast on April 05, 2018, 04:09:34 AM
Removing structures/crystals is not all, your save will be missing new components that are not within structures.
So 3 ingame years to waste... ;(
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Sliderpro on April 11, 2018, 06:56:28 AM
Hello.
I am playing non-beta version and wish to share some feedback

First, crystals spread a little too early. They can start creating new crystals nearby roughly at 30-40% growth in any nearby space as I noticed and I believe this is too fast. Maybe crystals should grow to at least 70-80% to start spreading with current growth rate.

IMHO tiberium should not grow on ice, because tiberium = concentrated metals and stuff and ice sheets biome is ice floating on WATER, so.. it cant grow there you know? Its another story when tiberium asteroid crashes, because it carries some rocks with it and it should be able to grow in 1 cell radius, but not on the ice..

IMHO NOD is underwhelming... GDI have OP juggernaut artillery shells and Firestorm,while nod has.. like, nothing really? Plus juggernaut shells are OP a lot. They need at least some nerf. Both radius and damage imho.

No tanky aliens.

If there are any veins not connected to original veinhole, they can grow infinitely like tiberium, while in canon, veins ALWAYS have to be connected to the veinhole .
For example if there is a lot of terrain covered by veins and you shoot shell to separate veins from veinhole - they should die, because they are not connected. but they dont die and continue to spread
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on April 11, 2018, 09:36:26 AM
All of that is already known and will be fixed in the next huge update.

Thanks for the feedback, I know the current version lacks in quality and is quite disappointing sometimes.
I'm working hard on changing that, if you want to see the progress you can test the Development Version on Steam by searching for "TiberiumRim" and downloading the "Experimental Branch".

It wont work with older TiberiumRim saves or the Factions addon, so keep that in mind.
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Sliderpro on April 13, 2018, 07:44:16 AM
Lol never was dissapointed really  :) one of the most desirable mods currently
especially if you think about failure of C&C tiberium twilight  ;D
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Reedex on April 27, 2018, 10:50:37 AM
Hi, I am having errors while enemies try to shoot my pawns, they don't deal damage also. I am using quite a few mods, cca 30 but on a17 it worked after some load order tweaks if i remember correctly,. i don't remember what i changed though. any ideas? i am also having the same trouble with Orion faction don't deal damage. Thanks . good mod :) fan of tib :))
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Reedex on April 27, 2018, 11:20:37 AM
Exception ticking Bullet_LaserRifle41824: System.ArgumentNullException: Argument cannot be null.
Parameter name: source
at System.Linq.Check.Source (object) <0x0003c>
at System.Linq.Enumerable.OfType<CombatExtended.ToolCE> (System.Collections.IEnumerable) <0x00013>
at CombatExtended.ArmorUtilityCE.GetPenetrationValue (Verse.DamageInfo) <0x0035c>
at CombatExtended.ArmorUtilityCE.GetAfterArmorDamage (Verse.DamageInfo,Verse.Pawn,Verse.BodyPartRecord,bool&) <0x00254>
at CombatExtended.Harmony.Harmony_DamageWorker_AddInjury_ApplyDamageToPart.ArmorReroute (Verse.Pawn,Verse.DamageInfo&) <0x0006b>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch1 (object,Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult&) <0x000a6>
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo,Verse.Pawn) <0x00505>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x000ae>
at Verse.Thing.TakeDamage (Verse.DamageInfo) <0x002b1>
at RimWorld.Bullet.Impact (Verse.Thing) <0x00245>
at Verse.Projectile.CheckForFreeIntercept (Verse.IntVec3) <0x003c9>
at Verse.Projectile.CheckForFreeInterceptBetween (UnityEngine.Vector3,UnityEngine.Vector3) <0x0028c>
at Verse.Projectile.Tick () <0x001c9>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Canute on April 27, 2018, 12:16:36 PM
Maybe you should take a closer look at the description/topic from CE ?
Ofcouse other weaponpacks need a CE patch or they don't work proper with the CE mechanic.

Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: kis12134 on April 29, 2018, 08:16:39 AM
Have you thought about making the factions mod a standalone?
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Telefonmast on June 05, 2018, 11:49:42 AM
TiberiumRim is experiencing heavy developments, you can follow it on the unfinished thread:

https://ludeon.com/forums/index.php?topic=41668.0

Hope you like where this is going!
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: Alex3Wood on January 17, 2019, 11:20:15 AM
Any idea for a update for new version for this?
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: ThiiSoul on March 06, 2019, 09:26:23 PM
Any ideia of version 10?  :-[
Title: Re: [B18] TiberiumRim v1.7 - A Command & Conquer Mod for RimWorld
Post by: RequiemFang on April 02, 2019, 10:35:56 AM
Quote from: ThiiSoul on March 06, 2019, 09:26:23 PM
Any ideia of version 10?  :-[

Mod is being reworked totally by the developer, best place to check currently for info and updates is on the steam page and discord.