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RimWorld => Releases => Mods => Outdated => Topic started by: NephilimNexus on April 17, 2014, 09:00:25 AM

Title: [MOD] (Alpha 3) IronWeed
Post by: NephilimNexus on April 17, 2014, 09:00:25 AM
(http://i.imgur.com/Zk7AfYD.jpg)


Download IronWeed (MediaFire) (http://www.mediafire.com/download/b6gxaltg7m80k82/IronWeed.rar)

Sick of mining?  Tired of waiting weeks for the industrial trader to return?  Don't you wish metal just grew on trees?  Well, too bad, it doesn't... but it does grow on bushes!   ???

Does what it says on the tin: You can now grow a new plant type called "IronWeed" in both Growing Zones and at Hydroponics Tables (via the drop down menu available on both).  While you can't actually eat IronWeed, that's no problem, because when you harvest it you get METAL instead of food (about 5 units per bush)!   :o

This mod was stupidly easy to make and should be bug-free straight out of the box.  Overpowered?  You betcha!  I'd almost consider it a cheat but remember that farmer who is growing IronWeed aren't growing any actual food, so you are still putting out some kind of effort to get your precious metals.  The only difference is that now they're a renewable resource. ;D



Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Celthric Aysen on April 17, 2014, 09:03:07 AM
are you considering on making green weed also known as pot?
;) just kidding.
Yep its Overpowered.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Vas on April 17, 2014, 09:05:07 AM
This is silly.  It gives you infinite metal that you can just grow for nothing.  I played already and you don't need to mine to get metal, you can buy it off traders.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: NephilimNexus on April 17, 2014, 09:12:12 AM
Quote from: Blackjack1000K on April 17, 2014, 09:03:07 AM
are you considering on making green weed also known as pot?

Y'know, we could probably do something like that... a plant with very, very low nutritional value but a very, very high price tag that you could sell to less savory traders that come by.  Basically something you'd farm for lots of silver. 

I just wouldn't make it look too much like any real-life plants to avoid legal issues for the devs.

Quote from: Vas on April 17, 2014, 09:05:07 AMI played already and you don't need to mine to get metal, you can buy it off traders.

"Sick of mining?  Tired of waiting weeks for the industrial trader to return?"  Did you skip that part?

I've also played already, and I'm also aware that waiting for traders takes a while, especially with other mods installed that increase the variety of traders; for example, with BigBangAlpha3 there's almost a dozen different types of traders and waiting for just the right one can take over a month.

If you don't like it, don't use it.  Personally, I've found it's handy when it's late in the game and I've already mined out all the available metal deposits on the planet and I'm waiting weeks for the industrial trader to swing around again.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: joshwoo69 on April 17, 2014, 09:50:16 AM
or increase the amount and make it grow slower =Less OP
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Vas on April 17, 2014, 12:29:36 PM
I don't think making a weed plant would give any problems to the devs at all.  It's a mod, the devs can't exactly deny mods.

As for traders, I have several mods which add many traders too.  I only ran out of metal a few times.  It's supposed to be hard, not easy.  it's a survival game on a barren waste land type planet.  Not a city builder with infinite resources.  Try to remember that.  By day 440 I had 50,000 silver, I couldn't get rid of it fast enough.  I had 20,000 metal too.  I barely mined anything at all.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Tamedsquall on April 17, 2014, 01:01:44 PM
Umm no Vas. Storyteller has scaling difficulty for a reason. At first Glance it's a colony survival game and all that jazz you just said. At the end of the day it's a city builder with mod support which = build it your way.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Vas on April 17, 2014, 02:02:00 PM
Technically you're incorrect.  it's a colony survival game with no win conditions set yet.  So after a while, it becomes a city builder.  It's not advanced enough to keep to the real story teller right now.  The objective is colony survival game.  Not city builder.  Eventually there are supposed to be some win conditions.  Smarter AI would also make the city builder aspect of it less possible, kind of already is with some AI dropping right inside your base.

In any case.  You can very easily make lots of money to buy metal.  This mod makes a good joke, but it is definitely not helpful in any way.  If it works better than mining, then it breaks game balance.  If it's worse than mining, it's a joke.  There are always lots of surface deposits of metal that you can mine and not have much trouble with.  By the time you've depleted all surface deposits, you can afford metal from traders and use it sparingly.

I was just correcting you on the survival game bit though for this post.  I don't mind the mods existence, I just don't see it being used for any real purpose other than a giggle or really really lazy people.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Tynan on April 17, 2014, 02:34:44 PM
Hey go easy on the poor guy! I think the mod is pretty cool. I don't think I'd put it in the game but it's creative thinking and, balanced right, it could create new interesting viable play options.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Kilroy232 on April 17, 2014, 02:39:01 PM
Quote from: Tynan on April 17, 2014, 02:34:44 PM
Hey go easy on the poor guy! I think the mod is pretty cool. I don't think I'd put it in the game but it's creative thinking and, balanced right, it could create new interesting viable play options.

I agree, he has good initiative and the right idea. Some may find this useful and the people that don't are not being forced to use it. Everyone has to start somewhere :)

To NephilimNexus, you clearly like what you are doing and you definitely have the right idea. Finding a winning idea is not easy, you just have to keep working until you do. Most of the mods I make simply for my enjoyment and to better my gaming experience, and I would suggest the same thing to you. Have fun and keep rocking it
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Ermantis on April 17, 2014, 03:41:40 PM
That's a great mod, actually !
Know what you should do to make it less OP ? Have the "metal fruits" from the plants have to get processed at some table to make it usable metal.
That way, it would still make metal a renewable ressource, but with the need of at least 1 (2 for big farms) guy working on it continuously (like... a miner !)
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: confusedwings on April 17, 2014, 03:49:19 PM
Quote from: Blackjack1000K on April 17, 2014, 09:03:07 AM
are you considering on making green weed also known as pot?
;) just kidding.
Yep its Overpowered.

pls don't let you addiction come out... we now know you like lawyers... and pot... what's next...? :p ^^

ON TOPIC...
GOOD MOD really nice one
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: AntiMatter on April 18, 2014, 05:40:25 AM
like tyrant said... i think the guy should still get a pat on the back for CREATING a mod... i mean I’ve peeked into the guts of rimworld but I’ve come back with diddly squat from it :/

EDIT: tynan your name got spell-checked here to tyrant XD sorry
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Stalker102 on April 18, 2014, 11:15:46 AM
Downloaded your mod I honestly like it I did nerf it on my end where it only yields 1 per plant =)
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Plasmatic on April 18, 2014, 12:40:40 PM
Quote from: Stalker102 on April 18, 2014, 11:15:46 AM
Downloaded your mod I honestly like it I did nerf it on my end where it only yields 1 per plant =)

that seems more sensible.. it should be a contribution to your metal income, not the sole provider :)

But as previous posts mention "To each his/her own" "Whatever floats your boat" etc.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Stalker102 on April 18, 2014, 02:28:30 PM
the way I view it makes growers useful because most of the time they are mining retarded or by the time a miner gets 5 blocks done they are still going tink tink tink on first one lol. Now I could see the mod more useful down the line in the ways of research ie more yields (but raising by every time or changing the way they grow ie need brightly lit or extreamly fertile soil, shorten cycle length all at the cost of possible random explosion with each plant
(event)
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Sorin Braveheart on April 18, 2014, 03:00:01 PM
Perhaps each plant would yield 1-2 metal and should perhaps take a in game week or more to fully grow?
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: NephilimNexus on April 19, 2014, 02:22:16 AM
Yes, you can easily change the amount produced per plant - just go into the IronWeed.xml (it's the only file in the mod beside the plant texture) and find the line:

<maxFoodYield>5.0</maxFoodYield>

Change that to whatever you want.  Make it only 1, jump it up to 1000, it's all up to you.  Personally I haven't found it to be very unbalancing, being as even with hydroponics you're only getting 20 metal for the whole table per growth cycle, which is barely enough to make ten carpet tiles.  And it's taking up your farmer's valuable time away from growing actual food, which means what you're actually doing is more of a trade than a freebie.

Yes, as another poster mentioned, ideally it would be something that requires more processing at a work bench of some sort.  However, frankly I have very, very little modding experience and the last thing we need is yet another type of workbench added to the game.  So with that in mind, if more more talented brethren would like to take this and incorporate it into their own mod(s), and then add an extra workbench step using their workbenches, well then be my guest.  Personally I think the best workbench option for it would be the Crematorium (from the cremation mod), as you'd basically be burning off the organic parts and leaving behind the metallic core as a handy lump of metal.

Note: If you think this is crazy, consider that it's entirely possible to make planets that produce medicine, uranium, and possibly even weapons.  (Actually, a plant that produces medicine would not be unbalanced at all, as there are obvious numerous real-life examples of medicinal plants out there).

Title: Re: [MOD] (Alpha 3) IronWeed
Post by: LittleMikey on April 19, 2014, 12:30:34 PM
Quote from: NephilimNexus on April 17, 2014, 09:12:12 AM
Quote from: Blackjack1000K on April 17, 2014, 09:03:07 AM
are you considering on making green weed also known as pot?

Y'know, we could probably do something like that... a plant with very, very low nutritional value but a very, very high price tag that you could sell to less savory traders that come by.  Basically something you'd farm for lots of silver. 

To make it realistic you'd have to make it make you hungry!
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: StorymasterQ on April 20, 2014, 10:57:28 PM
To make it less overpowered, Iron Weeds should attract psychotic boomrats. Packs of them.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: NephilimNexus on April 21, 2014, 01:10:33 AM
Or just add an animal that eats metal that's left laying around.  That would mean that you'd have to go with indoor hydroponics if you don't want your entire crop getting gobbled up by varmints.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: joshwoo69 on April 21, 2014, 02:35:47 AM
Quote from: NephilimNexus on April 21, 2014, 01:10:33 AM
Or just add an animal that eats metal that's left laying around.  That would mean that you'd have to go with indoor hydroponics if you don't want your entire crop getting gobbled up by varmints.
That is ...is... awful! :(
No animals eating metal PLEASE!
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: AntiMatter on April 24, 2014, 06:59:27 AM
Quote from: joshwoo69 on April 21, 2014, 02:35:47 AM
Quote from: NephilimNexus on April 21, 2014, 01:10:33 AM
Or just add an animal that eats metal that's left laying around.  That would mean that you'd have to go with indoor hydroponics if you don't want your entire crop getting gobbled up by varmints.
That is ...is... awful! :(
No animals eating metal PLEASE!

maybe not metal but just ironweed... it would be ok (animal eats metal = dropbeacon in danger/ metal wall in danger)
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: joshwoo69 on April 26, 2014, 04:26:32 AM
Quote from: AntiMatter on April 24, 2014, 06:59:27 AM
Quote from: joshwoo69 on April 21, 2014, 02:35:47 AM
Quote from: NephilimNexus on April 21, 2014, 01:10:33 AM
Or just add an animal that eats metal that's left laying around.  That would mean that you'd have to go with indoor hydroponics if you don't want your entire crop getting gobbled up by varmints.
That is ...is... awful! :(
No animals eating metal PLEASE!

maybe not metal but just ironweed... it would be ok (animal eats metal = dropbeacon in danger/ metal wall in danger)
... :o what you mean??
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: rakarna on April 27, 2014, 10:56:46 AM
Awsome mod. played a few games now with it. and it is really sweet to dont have to worry so much over the iron. but i still need to dig iron in the beginning so it is not op :P
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Fergus on June 03, 2014, 12:10:21 AM
Hoping you plan to update this for Alpha4c, I would really miss this helpful mod, thanks for putting it together.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: a89a89 on June 05, 2014, 05:10:19 PM
Quote from: joshwoo69 on April 26, 2014, 04:26:32 AM
Quote from: AntiMatter on April 24, 2014, 06:59:27 AM
Quote from: joshwoo69 on April 21, 2014, 02:35:47 AM
Quote from: NephilimNexus on April 21, 2014, 01:10:33 AM
Or just add an animal that eats metal that's left laying around.  That would mean that you'd have to go with indoor hydroponics if you don't want your entire crop getting gobbled up by varmints.
That is ...is... awful! :(
No animals eating metal PLEASE!

maybe not metal but just ironweed... it would be ok (animal eats metal = dropbeacon in danger/ metal wall in danger)
... :o what you mean??
a animal that eats stuff made of metal
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: abcdef on June 09, 2014, 10:09:48 AM
Hey I dont no if you planning to update this but it was request as one of the mods i update and i will being work on this soon you wil be able to find it here http://ludeon.com/forums/index.php?topic=3942.0
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: NephilimNexus on June 09, 2014, 07:08:06 PM
No, I'm not updating this because I don't have to - other (more talented) people have already assimilated it and modified it into other mods & new variations with my full approval.  So this thread can now retire as others have taken it's place.

:D
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Girlinhat on June 10, 2014, 07:35:38 AM
Just gonna pipe in and say one interesting thing, and perhaps more reasonable, would be to make it closer to trees than crops.  Ironwood has a bit of a nicer ring to it.

Also on the comment of 'you could make plants that drop weapons' I do kinda like the idea of, say, plants that could be harvested for meat, or even silver.  Might also be neat to make a plant that drops biofuel, and a generator that burns it for power...
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: StorymasterQ on June 10, 2014, 08:31:12 PM
Quote from: Girlinhat on June 10, 2014, 07:35:38 AM...plants that could be harvested for meat...

So, some sort of tofurkey tree?
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: infelix on June 18, 2014, 11:37:10 PM
honestly this is an interesting mod
for a little fact, IRL there's a method(theory) to mining some mineral using plant (using deep rooted plant and it capability to absorb mineral) and it's called plant-mining (or something, i don't really sure :p)
so i think this mod idea isn't something that really unreachable or illogical (maybe only available for planting outdoor and can't be done with hydroponics)
Title: Re: [MOD] (Alpha 3) IronWeed stopped working
Post by: PilotBhav04 on July 02, 2014, 09:08:08 PM
Ironweed no longer shows up on the drop down menu. May be colliding with another mod that involves growing dandilions and roses but I dont see why it should collide.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: StorymasterQ on July 02, 2014, 09:21:57 PM
Quote from: PilotBhav04 on July 02, 2014, 09:08:08 PM
Ironweed no longer shows up on the drop down menu. May be colliding with another mod that involves growing dandilions and roses but I dont see why it should collide.

Probably something to do with the fact that this is an A3 mod. Are you using A4?
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: higarakevin on July 03, 2014, 12:59:26 AM
This mod can be use in Alpha 4/4F ?  I cann't see on the drop down menu...
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: harpo99999 on July 03, 2014, 04:08:47 AM
there isa version out for 4f(from memory it is in the old mods thread)
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: PilotBhav04 on July 03, 2014, 06:25:05 PM
Quote from: StorymasterQ on July 02, 2014, 09:21:57 PM
Quote from: PilotBhav04 on July 02, 2014, 09:08:08 PM
Ironweed no longer shows up on the drop down menu. May be colliding with another mod that involves growing dandilions and roses but I dont see why it should collide.

Probably something to do with the fact that this is an A3 mod. Are you using A4?

Yeah you might be right. I'm kinda not looking out for the versions, just thinking that the mods updates with newer versions. Sorry :)
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: StorymasterQ on July 03, 2014, 09:15:37 PM
Quote from: PilotBhav04 on July 03, 2014, 06:25:05 PM
Quote from: StorymasterQ on July 02, 2014, 09:21:57 PM
Quote from: PilotBhav04 on July 02, 2014, 09:08:08 PM
Ironweed no longer shows up on the drop down menu. May be colliding with another mod that involves growing dandilions and roses but I dont see why it should collide.

Probably something to do with the fact that this is an A3 mod. Are you using A4?

Yeah you might be right. I'm kinda not looking out for the versions, just thinking that the mods updates with newer versions. Sorry :)

Steam-spoiled, are you? :D j/k
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: ghandhi_rules on July 05, 2014, 06:48:38 PM
This needs to be updated for Alpha 5 stat.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Divinux on August 10, 2014, 10:23:56 AM
Updated it to Alpha5. Edit: Works with 6 as well.

First time modding just for myself so can't promise it works perfectly, but I testharvested 3 times and all looks well.

All credit still goes to NephilimNexus, I just brought his mod into what appears to be new filestructure.

Virustotal scan cause first post from me. (https://www.virustotal.com/ca/file/88e7c860e37d1f087bc27b03b442877618cef78361ade08c72f76164391b8c19/analysis/1407680348/)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: BetaSpectre on August 10, 2014, 01:51:58 PM
Thanka
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: bullet on October 04, 2014, 01:31:44 PM
time to updating for A7 !
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: AntiMatter on October 04, 2014, 05:09:51 PM
Quote from: bullet on October 04, 2014, 01:31:44 PM
time to updating for A7 !

uhm it works in alpha 7 it's just the texture paths are a bit borked.

TESTED: yep textures appear as big red Xs so it's ok to use... it's just untextured. it needs to be repathed :P
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: nikodenoma on October 05, 2014, 05:01:40 AM
Weird. It doesn't seem to be working for me. Given, I'm on a new world and colony for A7.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: skullywag on October 05, 2014, 10:05:05 AM
Putting a reminder here for myself, ill update this for A7 when im home next...unless someone beats me to it.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Mekintos on October 05, 2014, 10:14:42 AM
Quote from: skullywag on October 05, 2014, 10:05:05 AM
Putting a reminder here for myself, ill update this for A7 when im home next...unless someone beats me to it.
*punch*
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: skullywag on October 05, 2014, 10:15:50 AM
Quote from: Mekintos on October 05, 2014, 10:14:42 AM
Quote from: skullywag on October 05, 2014, 10:05:05 AM
Putting a reminder here for myself, ill update this for A7 when im home next...unless someone beats me to it.
*punch*
I see what you did thar...
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: skullywag on October 06, 2014, 09:15:02 AM
Ok this is updated to Alpha7. Ive kept it exactly the same as the original just updated the defs, Ive started on a more balanced version of this with the other materials in it as well, gonna try and make it a production chain of sorts. Download for the original is attached.

See post a few down for download
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Clibanarius on October 06, 2014, 09:17:15 AM
A suggestion I would have on balancing it is to make it like your standard potato/strawberry, only worth, you know, 1 unit of the iron. That way a 6x6 patch of growing room will grant you your standard hunk of metal yielded from a wall. Though that would take a while, for the ironweed to mature and all, it WOULD work as an emergency. You just set aside this massive section in your base to grow the crap in, then, when there's an emergency, you hack it all down and utilize the iron you basically just had sitting in a stockpile that was set off-limits.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: skullywag on October 06, 2014, 09:27:10 AM
ill be balancing it to be a supplement to getting metal the normal ways, it will not be a replacement at least not without sufficient investment.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: Clibanarius on October 06, 2014, 09:41:00 AM
Excellent. I was thinking that's what you were aiming for, hence my idea. Can't wait to see what you do with this! I know I'm sure as heck glad you put the work in on fixing it up for modern release! Thanks!
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: skullywag on October 07, 2014, 11:08:05 AM
Ive uploaded a prerelease of my materialcrops mod in the release section. I need feedback on it though for balancing.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: HiveHD on October 13, 2014, 11:00:27 AM
Just installed this mod and activated it in-game but im not getting the option to grow 'IronWeed' in my growing zones...

I am using the latest build, anyone know why its not working for me?

[EDIT]

Just realised you uploaded an alpha 7 version over here, however the .zip you uploaded is broken, this website sometimes messes up the archives, id recommend using a 3rd party file hoster (like mediafire) and link us to that.
Title: Re: [MOD] (Alpha 3) IronWeed
Post by: skullywag on October 14, 2014, 03:17:47 PM
here ya go reuploaded.

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Title: Re: [MOD] (Alpha 3) IronWeed
Post by: joshwoo69 on October 18, 2014, 09:54:57 PM
Thanks Skullywag for the upload!