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RimWorld => Mods => Unfinished => Topic started by: ItchyFlea on April 25, 2014, 02:05:05 AM

Title: [Project] (Alpha 8) Stone to Steel
Post by: ItchyFlea on April 25, 2014, 02:05:05 AM
Stone to Steel

Preamble:
Crash-landing on an unknown RimWorld after using escape pods from your ship isn't exactly the most efficient way of colonising a new world. As such, your colonists have been basically thrown back into the stone age. I'm considering allowing a colony to advance up a tech-tree of sorts, moving from Stone Age to Copper Age then to Bronze Age and possibly beyond.

From what I've seen in the changelog for A7, it looks like the game will have what I want to be able to fully develop this mod. (Melee weapons (See Sept 5) Making things out of different stuff (See Aug 27) and a few other things that have been added since I first announced this project back in A3.)

Project Goal:
To build a mod that prevents the player from immediately being able to build technological things from the get go, but rather makes them advance up a tech tree. Starting with simple stone tools, and slowly advancing up the tech tree until metalworking becomes accessible.

Current Status:
Shelved

Mod Team:
ItchyFlea
Duncan
Shinzy

Things planned/considered:
Mineable resources (Flint, Copper, Clay)
Growable resources (Flax for fibre)
New crafting items.
Actions require tools (IE: Can't cut down a tree without an axe equipped.)

Things to note:
This will be a core replacement mod.
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: ItchyFlea on April 25, 2014, 02:09:30 AM
Reserved for future use.
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: Xeewon on April 25, 2014, 02:16:06 AM
Looking forward to the future of this! Seems very cool.
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: Cala13er on April 25, 2014, 02:47:48 AM
It would appear everyone is releasing their plans for full conversion mods. Time to reveal mine. :P

Also, the muffalo and cookpot have a value of 0. RimWorld doesn't like this ;)
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: ItchyFlea on April 25, 2014, 03:05:06 AM
I had initially planned to keep this secret until it was mostly finished, but keeping things secret doesn't really help. By releasing early, I can get feedback and incorporate that into the finished product.  :)

As for the item values, oops.
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: Cala13er on April 25, 2014, 03:22:34 AM
I had initially planned to keep this secret until it was mostly finished, but keeping things secret doesn't really help. By releasing early, I can get feedback and incorporate that into the finished product.  :)

As for the item values, oops.

Well considering I don't have anything better to do and I have the least amount of motivation to improve Industrial RIM as I'm not proud of it at all. If you're looking for a mod team, I need something to dedicate whatever free time I get nowadays on. If so, sign me up. If not I will forever test your mod and give feed back (Not that I wouldn't do that if I was part of the team)

And hahaha :) And no don't change it, I've always wanted tons and tons of cookpots :P It seems to be the most advanced thing in this mod.
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: ItchyFlea on April 25, 2014, 05:11:53 AM
A few things I was going to add much later on all require .dll's to work correctly. If you're up for it, here's a list of things that would use .dll's, in no particular order. (This also works as a spoiler for future features.) :D

Deer-like creature that has antlers. When attacked, will charge and attack whoever is trying to kill it.
Harvestable plants able to drop more than 1 item when harvested. (Food and seeds) Goes with the growzone change.
Growzones require seeds for planting new crops.
Only a colonist equipped with an antler pick is able to mine rock. (Also used as makeshift hand-to-hand weapon.)
"Mineable" ground terrain, for a pottery system. (Would mostly only add aesthetic things.)
Buildable roofs. A self-constructing metal roof is a little unrealistic for a neolithic colony.

Other things I've thought about will depend on how Tynan implements future features.
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: Cala13er on April 29, 2014, 02:31:43 PM
Just wondering Itchy, Are you still developing this? I've found a way to make the buildable roofs. So will get it back to you if you need.
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: ItchyFlea on April 29, 2014, 05:19:25 PM
Yip.  :)
I've been focusing on the map generators lately as a lot of what I learn there will be applied to this.
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: ItchyFlea on May 18, 2014, 08:29:58 PM
In case anyone is wondering, this is still being worked on, albeit quite slowly.
Maybe committing myself to releasing an update by the end of the week will help motivate me to spend some quality time on this.

Yep. That's what I'll do. I will (hopefully) have a decent update ready for this by the end of the week. Won't be anywhere near finished, but it'll be progress. :)
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: mrofa on May 18, 2014, 11:49:44 PM
Are they will be stranded in that tribal era or are you planing some advencements, and i dont mean going up to plasma plant destroyers, something more like tribal/steampunk with more steam than electricity :D
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: ItchyFlea on May 19, 2014, 01:14:01 AM
They won't be able to go past the Chalcolithic (http://en.wikipedia.org/wiki/Chalcolithic) period.
So despite being called a Neolithic mod, I decided to include the copper age if I can get colonists to only mine copper ore when they are equipped with an antler pick.
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: Cala13er on May 22, 2014, 03:56:48 AM
How come you're stopping at the Chalcolithic period? Why not any further?
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: ItchyFlea on May 22, 2014, 06:01:30 AM
The colonists simply won't have the ability to advance any further, due to a lack of materials and a lack of technology. A group of real people would be in the same situation. If you or I were placed on an island, despite all our knowledge, we wouldn't be able to achieve certain things.

I'm a computer technician. I know how to build one, and how to fix one, but if you were to place me on an island, all the time in the world would not be enough for me to be able to build a computer.
I'm also a medieval combat reenactor. (Not currently. Long story) I know how to make medieval armour, medieval tools and weapons, and how to fight using them (Some, not all). You stick me on an island, with enough time, I could make rudimentary versions of those tools.

For those interested, this is what a friendly match looks like: https://www.youtube.com/watch?v=Icpp02oJ1as
And this is what a not as friendly match looks like: https://www.youtube.com/watch?v=CQnG30HmSxQ
At the 25 second mark in the second video, the weight stated (40kg) is equal to 88 pounds (https://www.google.co.nz/search?q=convert+40kg+to+pounds&oq=convert+40kg+to+pounds).
Title: Re: [Project] (Alpha 3F) Neolithic Mod
Post by: mrofa on May 22, 2014, 09:07:08 AM
You can make radio from bits of metal, some wood and some organic matter(prafably dead one). You can produce decent amouts of electricity from 2 diffrent types of metal and some bio matter.
Then just call for trader to bring you other stuff that you need, like schematic, rare materials.
With proper knowledge you dont really need much.

But then again i would like to see my colonist engage in meele combat with some tribals, especialy now with the dresser mod you could canibalize it abit and make various armors, like light skin armors for archers to move faster and heavy armors for meele :D

I did play abit with melee weapons and i think you could use range 2 on them to prevent going in normal hand 2 hand combat.
Title: Re: [Project] (Alpha 3F) Neolithic Mod v0.25 (Updated: 23rd May)
Post by: ItchyFlea on May 23, 2014, 01:43:34 AM
Right, I did an update. Now to take another 3 week break. :P
I'm kidding of course. Updates will hopefully happen much more frequently.
Title: Re: [Project] (Alpha 3F) Neolithic Mod v0.25 (Updated: 23rd May)
Post by: Psyckosama on June 10, 2014, 04:32:41 PM
Might be interesting to make it so instead of being about a space colony its about being a primitive tribe. Maybe repleace the creatures with dinosaurs?
Title: Re: [Project] (Alpha 3F) Neolithic Mod v0.25 (Updated: 23rd May)
Post by: ItchyFlea on June 10, 2014, 05:52:49 PM
Despite wanting to do updates more quickly, updating this to work with A4 is taking longer than I expected.
Heck, the output log containing a list of what was wrong with this mod was 60kb in size, rather than 4kb, and that was after fixing everything that would have otherwise just outright crashed the game.
Title: Re: [Project] (Alpha 3F) Neolithic Mod v0.25 (Updated: 23rd May)
Post by: mrofa on June 10, 2014, 07:25:15 PM
Giant squierrls eating cats would be nice ;D
Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: ItchyFlea on September 10, 2014, 03:54:26 AM
Considering what I've seen the in changelog for what is most likely going to be in Alpha 7, I am bringing this back from the dead. I will be starting this from scratch, and as such am currently simply back to the planning stage.

Hopefully everything that's being added to A7 will work how I think they'll work.
Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: Duncan on September 11, 2014, 08:24:30 AM
I think this is one of the most important mod ideas because much of the functionality in it is groundwork that will enhance or enable a lot of other mods. Plus I love survival gameplay. I may consider donating some .dlls depending on available time and other factors.
I have some questions:

1. Is there some sort of shared repository where progress and changes can be shared for collaboration? If you want to go it alone that is fine but in my experience setting up git/svn and a basic forum/wiki/bugtracker makes a huge difference when people are working together. I have a redmine instance up on openshift if you want me to create a project for you.

2 . How attached are you to the total conversion idea? i.e. the part about not being able to progress beyond copper. My idea was that once copper casting and forging are available it is possible to make wire. If you have copper wire you can create a primitive transmitter. My original idea was that at this moment a research bench could become available through traders, and the standard game tech tree could be unlocked.

And some suggestions:
These are fairly advanced and only proposed for consideration once the basic mod is made. I understand that some of these ideas could be hard to implement. Obviously getting the basic steps done that you initially proposed is the first priority. Let me know if there are any small tasks I can help with.

Passive research:
Generally in this mod research is not necessary, it hinges upon having the tools or not, and an item progress tree would be the primary means of advancement. There are some things however which can be discovered. One idea I had was to make the research tree invisible, and make all jobs have a research component. Every time I melt copper for example a few points are added to smelting research. Once researched this unlocks tin and/or bronze. This has the effect that you play normally and at some point one of your guys simply shouts 'eureka!' and you have a new tech. This would feel much more natural than the current tech system.

Animal AI overhaul:
Unreal World has a brutally unforgiving hunting system. Many a hunter has starved to death while stalking and chasing his prey over the course of several days. Although the Rimworld engine would not really support the full depth of hunting and trapping from UW, some improvements are possible. Your idea about animals that fight back is one example. Animals that run away would be another. The normal behaviour for non-agressive creatures should be to maintain a safe distance from colonists. Cornering them or ambushing them should be part of hunting. A stealth mechanic would also go a long way here but that is a really tough one.

Seasons:
Cold harsh winters and other environmental effects are a huge bonus to survival gameplay. I think there might even be some vestigal code in the engine for low oxygen environments. I think having a super cold winter where plants wont grow and people can't spend long outside should be a priority for any mod.
Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: ItchyFlea on September 11, 2014, 11:25:42 PM
-snip-
I like going at projects alone, and feel that the .xml side of this will be something I can do alone. The C# side however, I'll definitely need help with. I've never used anything like git/svn, but there's a first time for everything. :)
As for textures I've got someone in mind.
In the past I was attached to the idea of sticking to the colonists being permanently stuck in the chalcolithic age, however I am not anymore. I have some ideas regarding progression towards communications technology before reaching a level where power generation can occur.
The passive research system could be an interesting way to unlock tech.
I like the idea of passive animals keeping their distance from colonists. I just finished watching the video they've got on their website for Unreal World. Looks like I'll be playing that game to see what they've got that works that could be applied to this mod.
Seasons, while applicable, are definitely a future addition.
Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: Duncan on September 15, 2014, 02:55:10 AM
I tried out .dll modding and it was surprisingly simple. I wrote a simple test mod (http://www.gametheatre.org/Other/RimWorldModTest.zip) to see how easy it would be to prevent jobs based on equipment/apparel/other pawn attributes and it worked fine. The mod I made simply prevents any character from chopping trees unless they have a Lee-Enfield equipped.

Basically on the xml side of things all that was required was setting a custom WorkGiverDef for the task that needs to be tool based. The only thing that needs to be changed is the giverClass tag. That makes the WorkGiver use my custom code and not the normal one. Basically it is as simple as:

Code: [Select]
<WorkGiverDef>
<defName>PlantsCut</defName>
<giverClass>RimworldDLLTest.WorkGiver_PlantsCutTest</giverClass>
<workType>PlantCutting</workType>
<verb>cut</verb>
<gerund>cutting</gerund>
</WorkGiverDef>

It is probably a good idea to check what changes, if any, are coming for equipment and apparel for Alpha 7. Then you need to decide what is the best way to implement tools as items. After that it should be no big deal to integrate them into the work system.
Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: Duncan on September 15, 2014, 10:31:03 AM
I checked the daily changelog, so far the only relevant information was:
"Equipment (weapons etc) can affect stats.
Apparel can now affect any stat, including work speed, psychic sensitivity (tinfoil hats!), social impact, etc."

This is great for this mod as it means you can simply set various tools and items to have a bonus or penalty to their relevant job skills, i.e a copper pick mines slower than a bronze one.

I also wrote a thread (http://ludeon.com/forums/index.php?topic=6115.0) trying to get information on secondary equipment. If that gets an answer it should be very helpful.
Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: ItchyFlea on October 02, 2014, 06:55:27 AM
Well, new ores cannot be added to this version of the game. At least not easily. I've found a way to get a single block of a new ore to spawn, but that's it...

Although I do know of a workaround solution where a single ore can be made to drop multiple types of ores. Well, more specifically become a new ore type when mined. Unless that was a bug that got fixed...
Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: mrofa on October 02, 2014, 02:06:06 PM
Hahha that would be wierd :D
Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: Duncan on October 03, 2014, 06:39:54 AM
It appears you are right, I looked into the code and there may be a dll solution but I am having issues. It is hard coded with the 4 current ore types and the class that codes it is difficult to mod. If you mod an ore it will be in the game, but it can't spawn in mapgen.

In the mean time, what you can do is change the name, description, graphics and droptypes of the current minables. Currently a certain percentage of ore is generated, of that 3% is gold, 3% is plasteel, 5% is silver and the rest is metal. These percentages are also hardcoded.

Given that you didn't want a lot of metalworking, maybe copper and tin but no more, what I would suggest is modding MineableMetal to just be another normal rock, and then mod gold, silver and plasteel to be copper, tin and maybe something like flint or obsidian. This will make those materials very rare but in a stone age mod that should be fine.

In case I do get mineables working (and out of curiosity anyway), what mineables did you want to mod in, and how common should they be?
Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: Duncan on October 03, 2014, 07:55:27 AM
Woot I did it. I posted the mod for anyone to use in this thread (http://ludeon.com/forums/index.php?board=15.0). Just download it and follow the instructions there and you will be able to mod as many custom minerals as you want.
Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: ItchyFlea on October 04, 2014, 06:44:20 PM
I've got some freetime today so I've started work on the mod.

Can you make the workgiver mods so that they simply look for someone holding a weapon starting with "HandAxe_" and "Pickaxe_" and have the rest of the name as a variable?

EDIT: Attached to this post the results of todays work. Download here: http://ludeon.com/forums/index.php?action=dlattach;topic=3303.0;attach=4076
What does this do?
In other words, not much yet.
Actual gameplay isn't really affected yet, so this more or less is just a cosmetic addition to the game at the moment.

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Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: Duncan on October 05, 2014, 08:37:30 AM
Good to see some progress. I still feel like weapons are not the best solution though as I feel like a pawn should be able to carry an axe and still fight with a bow, but I think it is probably best to go ahead with what you are doing and refactor it later. As Tynan says in his blog, it is better to iterate fast and not care about making it perfect.

I set up the tool restrictions as you asked, you can get the files here (http://www.gametheatre.org/Other/ToolsFiles.zip). It is set up so that the pawn needs to be wielding any weapon which has a defName starting with "Pickaxe_" to mine, and with "HandAxe_" to cut trees. Please note the capitalisation, I copied it from your post. I understand why, pickaxe is one word and hand axe is two. But it could be confusing. If you want it changed let me know. Maybe something like 'Tool_Lumber_' and 'Tool_Mining_' or something along those lines. Whatever you want is fine by me though. To integrate my files with your mod just copy the dll into the assemblies folder, and the BaseWorkGivers.xml into the Defs/WorkGiverDefs.
Title: Re: [Project] (Alpha ?) Neolithic Mod
Post by: ItchyFlea on October 05, 2014, 06:43:33 PM
Good to see some progress. I still feel like weapons are not the best solution though as I feel like a pawn should be able to carry an axe and still fight with a bow, but I think it is probably best to go ahead with what you are doing and refactor it later. As Tynan says in his blog, it is better to iterate fast and not care about making it perfect.
I agree. However I do not know of a way to have both equipped at the same time, and the secondary equipment tag within save files is gone.
But yeah, once all the content is in, we can then look at making it fit together properly with some semi-realism. :)

EDIT:
Making progress. Download here: http://ludeon.com/forums/index.php?action=dlattach;topic=3303.0;attach=4101 (Have not tested Iron/Steel additions, but they should work.)
Added:

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Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: ItchyFlea on October 08, 2014, 07:34:49 PM
New Build Attached.

Added:
Copper Ore, Tin Ore, Iron Ore.
Table for smelting ore into usable ingots (no cost to build it).
Changed:
Graphics used by ingots.
Mineable ores drop ore, not ingots.
Most power using buildings now require wire. (Crafted at butcher table for now) (Forgot to change power-producing buildings... :-[ Whoops.)
Removed:
Efficiency stat from tool making definitions. Now only 1 tool per bill, instead of multiple tools for high level crafters.

Other:
Internal mod changes, moved definitions around and made things make a little more sense.

Probably did other things. Wasn't really making notes this time. Everything seems to work in-game though. Gave a quick test.

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Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: ItchyFlea on October 13, 2014, 11:53:29 PM
New Build Attached

Added/Changed:
Tables for building tools. Now certain tools require certain tables.
Ore smelting. Certain ores require certain tables.

Probably added other things as well. This update had parts added to it over a few days, and I wasn't able to make notes of what was added. Everything should work and there should be the beginnings technological advancement.

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Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: ItchyFlea on October 24, 2014, 12:15:12 AM
Sorry for the lack of updates. My free time no longer exists. :-\
I'll still try to get something done this weekend.

To those who have been playing the dev builds: What are your thoughts on how this is developing?
Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: Cala13er on October 24, 2014, 12:28:21 AM
Sorry for the lack of updates. My free time no longer exists. :-\
I'll still try to get something done this weekend.

To those who have been playing the dev builds: What are your thoughts on how this is developing?

Me, loving it so far :)
Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: ItchyFlea on October 24, 2014, 11:33:43 PM
Working on an update. Adding something I like: Medieval weapons and armour. Chainmail, Platemail, Longswords, probably more as I add each item. ;D

EDIT: Goodbye OP metal at start of game. You still exist, but are now useless. :)
EDIT2: Oh god, I need textures.... I think I'll "borrow" the game's normal textures for now.

EDIT3: Added new build.

Changes/Additions:
Metal that you start the game with is almost entirely useless. Everything (except floors) now requires iron ingots instead of metal to be built.
Neolithic melee weapons are craftable at a new crafting table.
Added longsword. Crafted at same table. Check bill recipes to see the required materials for each craftable weapon.
Chainmail armour can be crafted. Also at a new table. Provides a high defence bonus against blunt weapons. Made from rings.

Fixes:
Fixed bug with iron ore smelter that effectively crashed the game when it was built.

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Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: ItchyFlea on October 27, 2014, 06:27:24 PM
New build available.

This one fixes flooring so it uses iron instead of useless metal. It also adds craftable platemail armour.
Textures given by Shinzy have been added. Those textures are for all handaxes, all pickaxes and all ingots. (Well, technically only 1 ingot, but recolouring took all of about a minute, so yeah.)
I've also modifed power armour textures so that chainmail and platemail have their own textures. They don't look all that great, but it's better than nothing. :)

The build is attached below.

EDIT: Next build removes the starting weapons. Early-game hunting now comes with risks, as only melee weapons are craftable. :)

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Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: Ā«TempleĀ» on October 30, 2014, 01:50:03 AM
I would love to help with this but I am not super good at modding :P
Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: ItchyFlea on November 02, 2014, 07:28:24 PM
When I get home tonight I'll release what I've been working on. It doesn't add much as I haven't had the time, but it does do 2 things:

1) Removes the lee-enfield and pistols that you get at the start of the game.
Those 3 guns almost negate the point of having to make your own weapons.

2) Removes growing zones.
Yep. They're gone. Eventually I'll get my plantable sapling code (from my long-dead wood economy mod) working again and you'll be able to plant crops. (For now you'll have to rely on pre-existing food crops and/or hunt for food.)
The growing time of crops will be increased (probably by x5), but they'll also be made to be permanent, like pre-existing food sources available on the map. (Raspberries, Agave, etc) so you won't have to replant them everytime they're harvested. I'll also make seeds craftable and purchasable.

For my own reference, and for you guys to see what I'm thinking about adding to future releases (In no particular order. No guarantee any of these will make it into the mod.):
Craftable seeds. (Craft from harvested foodstuffs)
Purchasable seeds. (Probably come in packets of 10, and at a price above the threshold for resource pod crashes so you don't get them too early in-game.)
Possibly more plants that can be used for multiple purposes, such as making simple bandages...
Make beds require cotton before they can be made. Add an inbetween bed type to help alleviate the 'slept on ground' debuff while waiting for cotton plants to grow.
Remove research requirement for tailoring.
Make more types of clothing craftable. (Tribal-wear FTW ;D)
Add plants that can be used for making ranged neolithic weapons. (Bows.)
Add cross-bows.
Add ballista as a mortar building. (accurate, low-damage, no blast radius, so directhit = injury/death, miss = nothing)
Add trebuchet as a mortar building. (Will require an attached hopper loaded with rocks.)
Change existing mortar's to require an attached hopper loaded with shells. (Well, technically add new mortars, so that AI siegers can still use their own mortar buildings.)
Change thickroofs in such a way that they can eventually be removed. (Even possible?) (Multiple collapses required to actually remove it.)
Add a sandbag variant that can be made with chunkrocks.
Give useless metal a use. (But what? Flooring material? Ammo for trebuchet?)
Make simple guns craftable. (IE: Musket.)

Other things that I think of while adding coding the mod.
Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: ItchyFlea on November 02, 2014, 07:45:16 PM
I would love to help with this but I am not super good at modding :P
Sure. Grab the mod when I release it tonight and add anything you think would work or add something from the list above.
Try to make new .xml files rather than edit the existing ones. That'll make it easier for me to incorporate your code into the mod.
PM any changes/additions you've made to me and I'll incorporate them into the mod for the next release.
Don't worry about making good-looking textures at this stage. Once the mod is more fleshed out and moved to the releases section then we can worry about making everything look pretty. To me, something that works but looks ugly is far more useful than something that looks pretty but doesn't work. :)
Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: ItchyFlea on November 03, 2014, 01:00:57 AM
New build attached.

This one removes the starting weapons (they've been replaced with grass that dies off almost immediately) and also removes the growing zone. You'll have to rely on pre-existing food crops and hunting as a source for food.

I haven't play tested this build, but it should be alright.
I recommend starting a new colony for this build. Existing colonies may not like the changes I had to make to pistols and lee-enfields to remove them from the list of things you start with.

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Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: mrofa on November 03, 2014, 01:03:43 AM
Maybe you could add some Bend Pod Metal Pice as a starting weapon.
Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: ItchyFlea on November 06, 2014, 01:07:53 AM
Got "buildable" plants without the need of a .DLL.
Well, at the very least my modified potato plant was buildable and worked as if it had been planted in a growing zone.

Next update will be out either later on tonight, or more likely in about 24 hours. The next update will contain, at least, a new tab containing all the plants that you can "build", along with the ability to purchase seeds from passing traders.
This update may also mark the point where this mod gets moved into the Releases section, depending on how it works once the next update is done.


EDIT:
Yep. It'll be done tomorrow sometime.
But before I head to bed, here's a teaser:

Image: Building a raspberry bush... (http://i.imgur.com/K5QHhkq.png)

EDIT2:
Getting closer to a release. About 6 hours from now. Still got a few things to add that I couldn't add right now.

Changes/Additions:
Title: Re: [Project] (Alpha 7) Neolithic Mod (InDev Builds available, see last post)
Post by: ItchyFlea on November 07, 2014, 12:11:56 AM
First public release is out.

Thread is here: https://ludeon.com/forums/index.php?topic=7321
Title: Re: [Project] (Alpha 8) Stone to Steel
Post by: ItchyFlea on December 10, 2014, 06:06:52 PM
First version for Alpha 8 can be downloaded here: http://www.mediafire.com/download/45qtl36l20ry5hr/Stone_to_Steel_Mod.7z

This is a hugely stripped down version. While a lot of the behind-the-scenes stuff is there, the ability to access those things are not.
This version does work, although you probably won't get very far.
Title: Re: [Project] (Alpha 8) Stone to Steel
Post by: iame6162013 on December 13, 2014, 03:54:08 PM
First version for Alpha 8 can be downloaded here: http://www.mediafire.com/download/45qtl36l20ry5hr/Stone_to_Steel_Mod.7z

This is a hugely stripped down version. While a lot of the behind-the-scenes stuff is there, the ability to access those things are not.
This version does work, although you probably won't get very far.
hmm is it intended that your forum on the releases tab is still alpha 7 or did you do this because it's not finished?
Title: Re: [Project] (Alpha 8) Stone to Steel
Post by: ItchyFlea on December 13, 2014, 08:20:40 PM
hmm is it intended that your forum on the releases tab is still alpha 7 or did you do this because it's not finished?
Intended as the release thread still links to the A7 version of the mod. If/when this gets updated to alpha 8 and is fully working, I'll update the release thread. :)
Title: Re: [Project] (Alpha 8) Stone to Steel
Post by: iame6162013 on December 14, 2014, 07:40:08 AM
hmm is it intended that your forum on the releases tab is still alpha 7 or did you do this because it's not finished?
Intended as the release thread still links to the A7 version of the mod. If/when this gets updated to alpha 8 and is fully working, I'll update the release thread. :)
ok :)
Title: Re: [Project] (Alpha 8) Stone to Steel
Post by: ItchyFlea on December 14, 2014, 05:51:18 PM
Fixed up recipes and converted them so the use the new <recipeUsers> tag to help me find additional bugs with recipes. Turns out I lost the deerhat recipe.

Discovered that despite the game not throwing any errors, the game no longer correctly uses the tools system. Nothing is supposed to happen if you don't have the correct tool, but instead the game lets the thing happen even if you don't have the correct tool.

I've also gone ahead and fixed that annoying missing texture error. Turns out that particular item no longer uses the texture info contained in .xml about it.

Restored the deerhat recipe.

And I'm done. At least for today, otherwise I'll pull my hair out.

Download: http://www.mediafire.com/download/whjbycn61r8sd7h/Stone_to_Steel_Mod(2).7z