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RimWorld => Mods => Unfinished => Topic started by: Inverness on June 02, 2017, 08:02:45 AM

Title: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Inverness on June 02, 2017, 08:02:45 AM
(http://i.imgur.com/wKDzkgg.png)

                                       Description
Brings Rimworld's technology into the charming time of the Industrial Revolution (1800s - 1920s) with themed apparel, objects, weapons, buildings, and research.

                                    Features
New themed objects and research which is by default unlocked unless you pick the new Drifters
scenario, which allows you to start with no research without being a bunch of barbaric tribals. (Instead you can be a band of rapscallions!)

New weapons and security: Barbed wire, Arc-Rifle, and the Arc-Tower
New resource: Coal
New power generators: Portable Generator, Steam engine, and the Industrial Steam Engine
New buildings: Arc Lamp, Telegraph
New apparel, including Apparello by Shinzy.

Recommended: Call of Cthulhu - Industrial Age (https://ludeon.com/forums/index.php?topic=26078.msg263997#msg263997) by Jecrell


(http://i.imgur.com/SV37oSF.png)

(http://i.imgur.com/j9xBS8w.png)

(http://i.imgur.com/kLwQx5e.png)

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

Brings the wonderful invention of air travel to your world!
Now you can travel the world in 80 days. Adds the airship and biplane.

For compatibility with Orbital Hubs United Dropships, install OHU version instead. Drag and drop contents into the OHU mod folder. (Requires OHU)


Feature Plans: Hot air balloon

Credit to Cpt.Ohu: Orbital Hubs United - Dropships (https://ludeon.com/forums/index.php?topic=31906.0)

  Download OHU version (https://ludeon.com/forums/index.php?topic=31906.msg326578#msg326578)
(http://i.imgur.com/prGmkZm.png)
Adds weapons and turrets from the Great War.

* = Guns that allow bayonets to be attached to them

Rifles: *Berthier Rifle, *Mauser Rifle, *C96 Rifle, *Automatic Rifle
Automatic: *Trench Shotgun, *Beretta OVP, *MP18, Lewis MG, Chauchat MG
Pistols: C96 Pistol, Mars Pistol, Webley Revolver, Beaumont Revolver, Colt Revolver, Remington Revolver
Artillery: Maxim Gun, Light Cannon, Light Mortar,
Melee: Bayonet, Truncheon
(http://i.imgur.com/JIhunzS.png)
Adds weapons and turrets from the 1800s.
Credit to Anonemous2

* = Guns that allow bayonets to be attached to them

Rifles: Revolver Rifle, Henry Rifle, Spencer Rifle, Trench shotgun, *Flintlock Rifle
Pistols: Bergmann Pistol, Volcanic Pistol, Colt Revolver, Remington Revolver, Webley Revolver, Beaumont Revolver, Flintlock Pistol, Cavalry Pistol
Melee: Truncheon, Saber, Broadsword
Artillery: Gatling Gun, Field Cannon

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

Author
Inverness


Download
Dropbox (https://www.dropbox.com/sh/erqt2jukj9bdeu5/AADi9652ajG7SF7XPY25nsHRa?dl=0)

Info
This mod needs testing and feedback, especially with balancing. I'm more of an artist than a coder, so rough code is definite. Anything other than XML is sadly beyond me.

I tried not to replace any core features but there may be some edits present such as pawnkinds and apparels. The mod does not remove anything from the game.

Some textures and assets featured in this mod are not my own, please read the credits for the original creators.


Feature Plans
*Taking suggestions
Compatibility
For now place Industrial Revolution near the top of your load order to reduce incompatibility.
Known Issues

Changelog
-6/02/2017 (v0.0.1) - Release for testing
-6/03/2017 (v0.0.2) - Updated graphics. Edited research tabs and tweaked some stats. Removed vanilla replacements.
Made some of the Industrial Era research unlocked by default and added new scenario 'Drifters' which has no research unlocked
-6/06/2017 (v0.0.3) - Fixes. Updated graphics (New broadsword and saber textures). Tweaks to spawning and stats.
-6/07/2017 (v0.0.4) - Balancing and tweaks
-8/09/2017 (v0.0.5) - Multiple fixes and tweaks. New locomotion pack which adds a functional airship and biplane. New weapons: Truncheon, Arc Rifle.
-8/27/2017 (v0.0.6) - Fixes and texture updates
-9/02/2017 (v0.0.7) - Added Bergmann pistol and the Chauchat Machine Gun. Fixes and edits.


Credits
eatKenny/duduluu - Turret Collection (https://ludeon.com/forums/index.php?topic=30720) (Basis for Arc Tower/Tesla Gun)
Skullywag - Skullywags Weapon Packs (https://ludeon.com/forums/index.php?topic=13992.0) (Gauss Weapons Assembly)
Anonemous2 - Historical Weapons (https://ludeon.com/forums/index.php?topic=15069.0) (Remington, Gatling gun, Repeater rifles, Enfield, Volcanic pistol, MP18)
jecrell - Call of Cthulhu (https://ludeon.com/forums/index.php?topic=26078.0) (Bowler hat, Fedora, Trench coat, Shirt)
Shinzy - Apparello (https://ludeon.com/forums/index.php?topic=5085.0)
Vaniat - Headgear Frame (https://steamcommunity.com/sharedfiles/filedetails/?id=931727676&searchtext=headgear)

License
https://creativecommons.org/licenses/by-nc-sa/4.0/


You are free to use any assets/textures from the mod.
Title: Re: [A17][WIP] Industrial Revolution
Post by: Mitz on June 02, 2017, 12:04:04 PM
Looks quite good! will keep an eye on this~
Title: Re: [A17][WIP] Industrial Revolution
Post by: Hydromancerx on June 02, 2017, 01:00:24 PM
Wonderful! I am so glad more modders are filling in the timeline. It is so fun to play through the ages.

Are some assets taken from this mod? Or are they just remade to use the same type of things.

Napoleonic Era Mod
https://ludeon.com/forums/index.php?topic=27053.0

Can you make content that doesn't replace vanilla items?
Title: Re: [A17][WIP] Industrial Revolution
Post by: Inverness on June 02, 2017, 06:38:26 PM
Quote from: Hydromancerx on June 02, 2017, 01:00:24 PM
Wonderful! I am so glad more modders are filling in the timeline. It is so fun to play through the ages.

Are some assets taken from this mod? Or are they just remade to use the same type of things.

Can you make content that doesn't replace vanilla items?

Thanks! No assets from that mod were used. If you are referring to the vanilla replacement pack, I could create a version that adds those items instead of replacing the vanilla ones if preferable. Also, my plan is to create more items that don't replace vanilla, like film projectors for example.
Title: Re: [A17][WIP] Industrial Revolution
Post by: kaptain_kavern on June 02, 2017, 06:49:12 PM
Astounding works !  8)
Title: Re: [A17][WIP] Industrial Revolution
Post by: Hydromancerx on June 03, 2017, 05:14:18 AM
Yes please make your items not replace any vanilla items. Since its fun to advance in technology over time. Thus having say a Comms Console available for later would be nice.
Title: Re: [A17][WIP] Industrial Revolution (3/6/2017)
Post by: Inverness on June 03, 2017, 01:25:54 PM
Update
-3/6/2017 (v0.0.2) - Updated graphics. Edited research tabs and tweaked some stats. Removed vanilla replacements. Made some of the Industrial Era research unlocked by default and added new scenario 'Drifters' which has no research unlocked.

This means, for example, you can research the Telegraph before you get the Comms Console. Both are functionally the same, however.

Title: Re: [A17][WIP] Industrial Revolution (3/6/2017)
Post by: koni on June 03, 2017, 03:38:13 PM
This is wow. You just started it an I love it. Nice mod!
Title: Re: [A17][WIP] Industrial Revolution (3/6/2017)
Post by: Razzoriel on June 03, 2017, 06:02:13 PM
Is it licensed? Can others use your textures? I'd love to use them in a personal overhaul I'm doing.
Title: Re: [A17][WIP] Industrial Revolution (3/6/2017)
Post by: Inverness on June 03, 2017, 09:42:12 PM
My assets can be used freely in your mods, credits to their original creators would be appreciated.  :)
Title: Re: [A17][WIP] Industrial Revolution (3/6/2017)
Post by: koaniil on June 05, 2017, 02:38:48 PM
Prepeare carefully not working with you mod. )
Title: Re: [A17][WIP] Industrial Revolution (3/6/2017)
Post by: IHateRegistering on June 05, 2017, 05:04:42 PM
There seem to be still a few overrides to vanilla stuff with the main mod - it flat out refused to work with the headgear frame mod for example, deleting all the xmls that referenced vanilla defs seems to have fixed it.
Title: Re: [A17][WIP] Industrial Revolution (3/6/2017)
Post by: daman2501 on June 06, 2017, 02:50:28 AM
I love the idea and the concept of the MOD, been rooting for someone to make a propper attempt into this era. Sadly the MODS aren`t Prepare carefully compatible and that kills my desire to test, if you could attempt to do even a makeshift patch just for the sake of testing would really apreciate that ;)
Title: Re: [A17][WIP] Industrial Revolution (3/6/2017)
Post by: Inverness on June 06, 2017, 03:17:11 PM
Strange, I haven't noticed an incompatibility with Prepare Carefully in my own testing, can you provide more information? What is happening when you use it?

Headgear Frame is already included in the mod, so errors will occur if you have them both activated at the same time. I'm inclined to remove it and link to the mod instead, but then my mod will throw errors without it being installed.
Title: Re: [A17][WIP] Industrial Revolution (3/6/2017)
Post by: koaniil on June 06, 2017, 04:00:31 PM
Button prepere carefully, when i create my colonists, disapeare
Title: Re: [A17][WIP] Industrial Revolution (3/6/2017)
Post by: daman2501 on June 06, 2017, 04:22:43 PM
Aight, found a a way to get Prepare carefully to work with it. The problem arise when i use the Base MOD, the button doesn`t seems to appear, then i tested with only the Base Mod and the incopatibility/corrupt message appeared in my screen, so then i wrote the message you replied, but later an idea came to me, "lets try only the weapons MODS without the Base MOD" and it worked now the thing that kills me is that i don`t get te cloths nor the furniture (which is less of an annoyance since i use the industrial times MOD from Jecrel)  so that would be the problem

PD: do you plan to do a 19th century/ early 20th century factions only? i think it would be a great idea and as far as i know its only eliminating the files of the vanilla ones and putting yours (i think only a few errors will appear that says something like "tribal/outsider factions not encountered and thats it" (as explained by the creator of the tribal planet MOD)
Title: Re: [A17][WIP] Industrial Revolution (3/6/2017)
Post by: Inverness on June 06, 2017, 05:17:49 PM
Quote from: daman2501 on June 06, 2017, 04:22:43 PM
Aight, found a a way to get Prepare carefully to work with it. The problem arise when i use the Base MOD, the button doesn`t seems to appear, then i tested with only the Base Mod and the incopatibility/corrupt message appeared in my screen

PD: do you plan to do a 19th century/ early 20th century factions only?

Thanks for the information, I was able to discover some code in the base that was causing issues and fixed it. In regards to Prepare Carefully, I've found you must load it under my mods or it won't function.

I had a plan to create new factions, likely with their own weapons and pawns much like Rimsenal, except the theme would be more old-worldy. This will take time as I have to make lots of sparkly brand new textures.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.3 (6/6/2017)
Post by: daman2501 on June 06, 2017, 06:04:28 PM
Great, thanks for the information, will start testing, really Hope your MOD reach Rimsenal Level of recognition since this has the material and the look it will be a great MOD, cannot wait for full release :3
Title: Re: [A17][WIP] Industrial Revolution - v0.0.3 (6/6/2017)
Post by: daman2501 on June 07, 2017, 10:23:18 AM
Hi again, i come from testing and i find the Flintlock Pistol very underpowered. Since a flintlock pistol is a musket with MUCH less range (but for balancing reasons off course it won`t be a 40 like the musket) maybe cut in half. make it to be 20 damage (25 if you see it possible) another thing is that the Great war rifles are really underpowered as well, all of them IMO should be between 15 and 20 except for the C96. The Maxim should shoot 8 shots instead of 10 (kinda overkill in my opinion). those are some of the things i found to be un-balanced.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.3 (6/6/2017)
Post by: daman2501 on June 07, 2017, 10:26:03 AM
oh, and the revolver rifle should get its damage buffed up a lil bit, and i forgot to tell, but the Maxim seems to have too much range.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.3 (6/6/2017)
Post by: Inverness on June 07, 2017, 04:03:08 PM
Thank you for the feedback, I haven't really had a chance to playtest my mod, so having someone to identify possible imbalances is great. I will upload a new version with some balance tweaks. Let me know what you think.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.3 (6/6/2017)
Post by: koaniil on June 08, 2017, 04:06:50 PM
Quote from: Inverness on June 07, 2017, 04:03:08 PM
Thank you for the feedback, I haven't really had a chance to playtest my mod, so having someone to identify possible imbalances is great. I will upload a new version with some balance tweaks. Let me know what you think.
Fix not helped with Prepeare Carefully.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.4 (7/6/2017)
Post by: IHateRegistering on June 08, 2017, 05:38:57 PM
There's still vanilla replacements found inside your mod. For example, the faction_misc.xml lists the vanilla outlander, tribal and pirate factions. This will increase incompability for no reason because this mod will overwrite any changes made by another mod.

It's the same with the GreatWar_Weapons_Guns def - you have a lot of stuff that seems copypasted from Rimworld's core folder, which will also do the same as mentioned above. It will overwrite any changes made by another mod for no reason. Also you don't need to include the Vanya_Headgear.dll because this will cause issues for people already using that mod.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.4 (7/6/2017)
Post by: Inverness on June 08, 2017, 07:15:06 PM
Thanks for the feedback! Will release an update that fixes these issues soon.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.4 (7/6/2017)
Post by: Source on June 09, 2017, 11:12:44 PM
Loading data... 》」►〉┊〔】
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Translating data...D8ODN5E
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Done...

Only left a Steampunk Theme battle and it's the best historical old mod that i fought.

New data installed, closing database...
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Title: Re: [A17][WIP] Industrial Revolution - v0.0.4 (7/6/2017)
Post by: Soupy Delicious on July 15, 2017, 08:56:44 AM
I gaped at how beautiful the artwork is.  Nice, man
Title: Re: [A17][WIP] Industrial Revolution - v0.0.4 (7/6/2017)
Post by: Xnope on July 15, 2017, 09:10:17 PM
Wow! Love the art so much. It seems like it aligns perfectly with the idea of my mod. I might want to make a texture patch in the future to mesh better with your mod :) (with your permission of course)
Title: Re: [A17][WIP] Industrial Revolution - v0.0.5 (August 9th)
Post by: Inverness on August 08, 2017, 08:38:25 PM
Update
-8/09/2017 (v0.0.5) - Fixes, tweaks, and balancing. New locomotion pack which adds a functional airship and biplane. New weapons: Truncheon, Arc Rifle. New apparel.
Should now have no issues with Prepare Carefully.


Sorry it took so long folks!
Title: Re: [A17][WIP] Industrial Revolution - v0.0.5 (August 9th)
Post by: SpaceDorf on August 09, 2017, 01:17:24 PM
Awesome .. the Zeppelin was something I wished for in general :)
Title: Re: [A17][WIP] Industrial Revolution - v0.0.5 (August 9th)
Post by: Dragoon on August 10, 2017, 09:58:59 AM
Awesome HURRAY for age steampunk!!
Title: Re: [A17][WIP] Industrial Revolution - v0.0.5 (August 9th)
Post by: DrKaine on August 23, 2017, 12:44:22 AM
Hi there, I just downloaded your mod (which looks amazing, by the way), but was unable to run it. Loading only Rimworld's Core, Industrial Revolution, and the Locomotion pack, I get this error: https://pastebin.com/KxkE7N64
The game then disables all mods and resets. I'm running on 0.17.1557.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.6 (August 27th)
Post by: Inverness on August 27, 2017, 05:54:18 AM
Quote from: DrKaine on August 23, 2017, 12:44:22 AM
Hi there, I just downloaded your mod (which looks amazing, by the way), but was unable to run it. Loading only Rimworld's Core, Industrial Revolution, and the Locomotion pack, I get this error: https://pastebin.com/KxkE7N64
The game then disables all mods and resets. I'm running on 0.17.1557.
It should be fixed in the latest version now, thanks for letting me know!
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Inverness on September 02, 2017, 02:37:34 PM
Update
-8/09/2017 (v0.0.7) - Tweaks and fixes. Added new Bergmann pistol and Chauchat machine gun.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: MIK517 on September 15, 2017, 10:12:38 AM
When loading with Medieval Times (https://ludeon.com/forums/index.php?topic=22316.0), this error shows up:

RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.

Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.

Whole XML:

<apparel><worngraphicPath>Things/Apparel/Bodywear/Pants/Pants</worngraphicPath><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li><li>Middle</li></layers><tags><li>Outlander</li><li>Pirate</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Doesn't look game-breaking, but i thought i should report it anyway.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Techgenius on September 15, 2017, 03:37:31 PM
I'm also using aparello 2, getting duplicates.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Lady Wolf on September 22, 2017, 01:12:55 AM
Is there an eta on the CE compatibility patch? Just curious since I plan to be starting a new play through next weekend and hoping it'll be done by then so I can check this mod out.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Xadhoom on October 10, 2017, 12:07:45 PM
I love this mod!

A pity the research tree is pretty messed up... is it normal to have so many "empty" research nodes? (like the medical technologies)
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Nigeroid on December 17, 2017, 01:16:14 PM
Is this mod still in development? Does author support it?
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Slaugveng Moriar on December 18, 2017, 07:29:19 AM
if and when it will be B 18
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: nbielinski on January 15, 2018, 03:40:08 PM
Heyo! Don't mean to take up valuable space for bug testing but I just wanted to offer some support. Your mod is amazing, plain and simple, quite a feat of workmanship, artistry and coding. I for one adore starting out as at tribe and through in game years moving up the ages, and this mod is the best example of going between Medieval and Industrial I have ever seen. Thanks to you peep!
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Simstu on January 22, 2018, 11:59:51 AM
Hi, I downloaded your mod (which is great by the way, thank you), but I've got a problem. Maybe I'm just blind and can't see it, but where can I find crafting of those ,,special'' artillery shells? And how does those turrets on Ship work? Thank you for answers and for the mod, I'ts fantastic (Especially my favorite Colt 1851 Navy (Colt revolver)  and Winchester rifle (,,Henry rifle'')  ;D ).
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Harry_Dicks on January 24, 2018, 09:05:15 AM
Quote from: Simstu on January 22, 2018, 11:59:51 AM
Hi, I downloaded your mod (which is great by the way, thank you), but I've got a problem. Maybe I'm just blind and can't see it, but where can I find crafting of those ,,special'' artillery shells? And how does those turrets on Ship work? Thank you for answers and for the mod, I'ts fantastic (Especially my favorite Colt 1851 Navy (Colt revolver)  and Winchester rifle (,,Henry rifle'')  ;D ).

If you try the mod HelpTab it should show you anything in game that you search for what you need to make it.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Simstu on January 25, 2018, 12:41:54 PM
Quote from: Harry_Dicks on January 24, 2018, 09:05:15 AM

If you try the mod HelpTab it should show you anything in game that you search for what you need to make it.
Thanks, this mod is quite useful, but does not solve the problem with the Airship. Does someone from you know how does it work? And unfortunately it does not solve the problem with shells either, because it looks like they cannot be crafted.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Harry_Dicks on January 25, 2018, 01:04:53 PM
No idea my friend, honestly I did not assume this mod was being kept updated anyway, and thought it was only available for A17. I am only keeping up with things that have been brought into B18.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Simstu on January 25, 2018, 04:32:57 PM
Fortunately I don't use the artillery most of the time, so I don't mind that problem much, but still, I'd like it to work!  ;D
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Vlad0mi3r on March 27, 2018, 11:32:12 PM
Come on Harry you are bringing other mods up to B18. I need that Airship badly but not prepared to go back to A17 for it.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: AseaHeru on March 29, 2018, 12:06:23 PM
 I really do hope that this gets updated soon, and with combat extended comparability to boot.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Renven on October 09, 2018, 09:19:45 AM
I love the idea of this. 1.0?
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Hydromancerx on February 25, 2019, 06:42:49 PM
Any ETA for this mod?
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Canute on February 26, 2019, 02:59:04 AM
ETA: RIP.
You should just click at the username and check his last activity.
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: SargBjornson on February 26, 2019, 10:49:30 AM
If I manage to get some time between projects, I might be able to give a shot at updating and expanding it!
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Canute on February 26, 2019, 04:09:12 PM
Be warned, that project looks like a complete overhaul of vanilla stuff.
I think thats alot of work, ok at last you can use all his artwork at last.
And the airship mod isn't complete update yet (so far i know).
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: SargBjornson on February 27, 2019, 07:50:48 AM
Looking at the mod carefully, updating it is quite simple (except the airship, since Jecrell's vehicle code is not 1.0 yet), the main problem is that most of the mod's content is in use in other mods... Extricating this one from Apparello, Jecrell's industrial age and others would need a LOT of new art
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Simstu on December 21, 2019, 07:02:12 PM
Shame, worked great on A17 especially those guns, still have one on my old PC with steampunk colony.  ;)
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: NinjaSiren on January 26, 2020, 03:12:39 AM
Gosh this mod has promise. I was planning to make a Yes, Vehicles, Finally and Giddy-up vehicles for this. If it was ported to v1.0
Title: Re: [A17][WIP] Industrial Revolution - v0.0.7 (September 2nd)
Post by: Nautiloid on September 03, 2020, 12:56:52 PM
Hello Inverness, I know you haven't been around in a long time but I wanted to know if it would be okay with you if I ottersholdhands further develop this mod? I'm making an airship and steampunk mod later this year and I think this mod would work amazingly in it. If you have any issues with your work being used in such a fashion please contact me on the rimworld discord.

Thank you for making such an amazing mod!