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RimWorld => Releases => Mods => Outdated => Topic started by: Chais on July 19, 2017, 03:16:22 PM

Title: [A17] Autarky 1.8.1
Post by: Chais on July 19, 2017, 03:16:22 PM
Autarky
Are you sick of waiting for the trader that never comes? Or didn't he have any Neutroamine and now you're stuck with herbal medicine? Couldn't get any Luciferium for your bionically improved brawler?

This mod makes Boomalopes and Boomrats more than just walking bombs and nuisances. They produce volatile chemicals that can be used to synthesize Neutroamine. Through extensive research you can find a way to create mechanites. With them you will finally be able to create Luciferium and glitterworld medicine. You will have to build quite a production line to get your hands on the devil's bargain, though.

Is your tribe getting tormented by pirates or other tribes? Send them your strongest or most expendable warriors (your choice, really) and infuse them with demonic power. They'll fight like they've never fought before. Don't expect them to return, though.

Caution
Volatile chemicals should be treated carefully. Leaving them unroofed for too long will corrode the canisters and the mixture might self-ignite.
When stored at too high temperatures the reactive cocktail may build up pressure or eat through the canister and self-ignite. Be wary of heat-waves.

Getting started
To get on your own feet just tame yourself some boomrats and/or boomalopes. Your handler can milk them for the cocktail of chemicals that makes them explode when they die. So be careful with that stuff.
At the drug lab you can synthesise neutroamine from volatile chemicals.

Everything else should become clear with the research projects the mod adds.

Facts
Additions:

Research:

Recipes:

Modifications:

Incompatibilities:

Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=961907715)
GitHub (https://github.com/Chais/Autarky-Rimworld/releases)

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Title: Update 1.7.2
Post by: Chais on July 28, 2017, 04:59:11 AM
Small bugfix release fixing devil's dust healing its own hediff.

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Title: Re: [A17] Autarky 1.7.2
Post by: SpaceDorf on July 28, 2017, 06:35:55 AM
I will try this, your mod sounds more balanced than the other BoomCritter Harves Mod ( Neutroglycerine Neutroamine Harvesting .. )

But it has one feature I would like you to add.
Making Chemfuel out of chemicals ..
Title: Re: [A17] Autarky 1.7.2
Post by: PotatoeTater on July 28, 2017, 12:14:06 PM
Way to go dude!

I love your production trees, although Luciferium might need some rework as all the drugs mixed doesn't seem to be something that leads to it.

Otherwise, everything else you've done is great. A+ for the hard work and good use of programing. Keep it up!
Title: Re: [A17] Autarky 1.7.2
Post by: SpaceDorf on July 28, 2017, 03:56:35 PM
Quote1 devil's dust + 1 wakeup + 1 flake + 1 yayo + 1 gojuice + 1 penoxycyline + 1 medicine + 5 mechanites = 1 luciferium

How about this :
1 devil's dust + 1 wakeup + 1 flake + 1 yayo + 1 gojuice + 1 penoxycyline + 1 medicine + 1 gold + 5 berries + 2 beer
= 1 pangalactic gargle blaster.

But I have to admit too, that I prefer the Luciferium Production of the other mod, that uses extracted mechanoid oil as a base to produce Luciferium .. which is a lot harder and more sinister to come by. Therefore more fitting :)
Title: Re: [A17] Autarky 1.7.2
Post by: Chais on July 31, 2017, 11:42:34 AM
The idea with all drugs + devil's dust + medicine = Luciferium was that devil's dust alone sends the body into an angry overdrive it can only handle for a limited time. The drugs all have some of those effects, but in a less potent form and the meds help mediate the effect. The mechanites were added later as per suggestion of the chat, for balance. I like the idea of using the mostly harmful drugs for production, as in vanilla they have little value other than the monetary one. There are the mood buffs but they are heavily countered by tolerances, high addictivity and heavy mood debuffs for withdrawal. Otherwise you mostly try to keep your chemical fascination/interest pawns away from them. With this recipe you're forced to get into small to medium scale drug production while carefully keeping your (potential) addicts out.
With that in mind, I'm open for suggestions to improve the recipe in regards to balance and/or lore.

As for chemfuel production, I doubt I'm gonna include that. The main point of this mod is to make items accessible that would otherwise rely solely on RNG. Chemfuel doesn't. The process may be tedious and resource intensive, but it exists and it is reliable. I don't want Autarky to be a QoL mod in the sense that it gives easier access to things that are already reliably accessible.
Title: Update 1.8.0
Post by: Chais on August 01, 2017, 05:34:47 PM
Update to 1.8.0. Adds access to flatscreen and megascreen televisions, telescopes and ambrosia. As always, I'm happy about balancing feedback.

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Title: Re: [A17] Autarky 1.8.1
Post by: Chais on August 27, 2017, 10:14:39 AM
Update to 1.8.1.
Fixes flatscreen/megascreen TV and telescope building instantly. Reduces required growing level for Ambrosia to 16.
File attached to OP. And as always also via GitHub and Steam.
Title: Re: [A17] Autarky 1.8.1
Post by: eskoONE on August 31, 2017, 03:53:02 PM
seems like your mod does interference with combat extended for some reason. im posting this here, since this is not stated in ur initial post. maybe you should add a disclaimer for it.

XML error: Duplicate XML node name comps in this XML block: <ThingDef ParentName="AnimalThingBase"><defName>Boomrat</defName><label>boomrat</label><description>Either by deliberate genetic weaponization, or as an unusual defense mechanism, these rodent-like creatures create a powerful fire-starting explosion when killed.</description><statBases><MoveSpeed>3.0</MoveSpeed><MeleeDodgeChance>0.2</MeleeDodgeChance><MeleeCritChance>0.01</MeleeCritChance><ComfyTemperatureMin>-30</ComfyTemperatureMin><MarketValue>130</MarketValue></statBases><verbs><li Class="CombatExtended.VerbPropertiesCE"><verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass><defaultCooldownTime>1.65</defaultCooldownTime><meleeDamageBaseAmount>3</meleeDamageBaseAmount><meleeDamageDef>Scratch</meleeDamageDef><linkedBodyPartsGroup>FrontLeftPaw</linkedBodyPartsGroup><meleeArmorPenetration>0.03</meleeArmorPenetration></li><li Class="CombatExtended.VerbPropertiesCE"><verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass><defaultCooldownTime>1.65</defaultCooldownTime><meleeDamageBaseAmount>3</meleeDamageBaseAmount><meleeDamageDef>Scratch</meleeDamageDef><linkedBodyPartsGroup>FrontRightPaw</linkedBodyPartsGroup><meleeArmorPenetration>0.03</meleeArmorPenetration></li><li Class="CombatExtended.VerbPropertiesCE"><verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass><defaultCooldownTime>1.65</defaultCooldownTime><meleeDamageBaseAmount>4</meleeDamageBaseAmount><meleeDamageDef>Bite</meleeDamageDef><linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup><meleeArmorPenetration>0.05</meleeArmorPenetration></li></verbs><race><body>QuadrupedAnimalWithPaws</body><deathActionWorkerClass>DeathActionWorker_SmallExplosion</deathActionWorkerClass><baseBodySize>0.2</baseBodySize><baseHungerRate>0.35</baseHungerRate><baseHealthScale>0.2</baseHealthScale><foodType>OmnivoreRoughAnimal</foodType><leatherColor>(115,37,28)</leatherColor><leatherInsulation>0.7</leatherInsulation><executionRange>4</executionRange><wildness>0.75</wildness><mateMtbHours>8</mateMtbHours><nuzzleMtbHours>120</nuzzleMtbHours><canBePredatorPrey>false</canBePredatorPrey><gestationPeriodDays>12.5</gestationPeriodDays><litterSizeCurve><points><li>(0.5, 0)</li><li>(1, 1)</li><li>(5, 1)</li><li>(5.5, 0)</li></points></litterSizeCurve><lifeExpectancy>8</lifeExpectancy><lifeStageAges><li><def>AnimalBaby</def><minAge>0</minAge></li><li><def>AnimalJuvenile</def><minAge>0.1</minAge></li><li><def>Autarky_AnimalAdult</def><minAge>0.35</minAge><soundWounded>Pawn_Boomrat_Wounded</soundWounded><soundDeath>Pawn_Boomrat_Death</soundDeath><soundCall>Pawn_Boomrat_Call</soundCall><soundAngry>Pawn_Boomrat_Angry</soundAngry></li></lifeStageAges><soundMeleeHitPawn>Pawn_Melee_SmallScratch_HitPawn</soundMeleeHitPawn><soundMeleeHitBuilding>Pawn_Melee_SmallScratch_HitBuilding</soundMeleeHitBuilding><soundMeleeMiss>Pawn_Melee_SmallScratch_Miss</soundMeleeMiss></race><tradeTags><li>StandardAnimal</li><li>BadassAnimal</li></tradeTags><modExtensions><li Class="CombatExtended.RacePropertiesExtensionCE"><bodyShape>QuadrupedLow</bodyShape></li></modExtensions><comps><li Class="CombatExtended.CompProperties_ShearableRenameable"><compClass>CombatExtended.CompShearableRenameable</compClass><growthLabel>Chemical fullness</growthLabel><shearIntervalDays>5</shearIntervalDays><woolAmount>1</woolAmount><woolDef>FSX</woolDef></li></comps><comps><li Class="Autarky.CompProperties_Harvestable"><resourceDef>Autarky_VolatileChemicals</resourceDef><harvestIntervalDays>1</harvestIntervalDays><resourceAmount>10</resourceAmount><harvestFemaleOnly>false</harvestFemaleOnly><fullnessKey>Autarky_chemicalsFullness</fullnessKey></li></comps></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
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()


there was a second error realated to it, but forgot to copy that one too. can provide it, when its necessary.
Title: Re: [A17] Autarky 1.8.1
Post by: Chais on September 01, 2017, 10:39:55 AM
Likely because CE adds its own resource to Boomalopes/Boomrats. I'll have to think about how to best resolve this. For Now I'll just add a note of incompatibility. Thanks for the notification.
Title: Re: [A17] Autarky 1.8.1
Post by: Canute on September 01, 2017, 11:04:45 AM
At Rainbeau's Fertile Fields, there is a check if Vegetable garden is active or not, and change the recipes based on this.
Maybe you can do something similar.
When CE is active you only use the resources CE get out of boomanimals.
No CE, you add your own milking resource.
Title: Re: [A17] Autarky 1.8.1
Post by: Chais on September 01, 2017, 11:30:54 AM
And CE add its own shearable comp. the thing about using CE's resource is that it likely is balanced differently.
Title: Re: [A17] Autarky 1.8.1
Post by: Lexmechanic on September 01, 2017, 01:33:05 PM
Quote from: Chais on July 31, 2017, 11:42:34 AM
With that in mind, I'm open for suggestions to improve the recipe in regards to balance and/or lore.
Personally, I'd rather have 2-3 of only a few drugs going into it rather than one of everything. Otherwise you get cluttered job bills and stockpiles which... bother me, perhaps irrationally. How about this:

1 devil's dust + 2 wakeup + 2 yayo + 2 gojuice + 1 medicine + 5 mechanites = 1 luciferium

Since yayo is basically a more potent version of flake - with the same effects, only more powerful and addictive - it doesn't make much sense in terms of lore to use both. Penoxycycline is only for staving off disease, so I'm not seeing how it helps to moderate the effects of the other drugs. Requiring a little more of the remaining drugs would perhaps keep the work and monetary cost from dipping too much.
Title: Re: [A17] Autarky 1.8.1
Post by: FosterKicks on September 02, 2017, 07:23:01 AM
Can I use this mod in an existing game?
Title: Re: [A17] Autarky 1.8.1
Post by: Chais on September 02, 2017, 08:21:59 AM
Sure, that's no problem. Just removing also removes any items it adds.
Title: Re: [A17] Autarky 1.8.1
Post by: FosterKicks on September 03, 2017, 09:08:19 AM
Quote from: Chais on September 02, 2017, 08:21:59 AM
Sure, that's no problem. Just removing also removes any items it adds.
Ok thanks