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RimWorld => Releases => Mods => Outdated => Topic started by: minami26 on May 05, 2014, 11:49:17 AM

Title: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: minami26 on May 05, 2014, 11:49:17 AM
Economy Balance + TRADERS, VisitorMedBed and KeyBinding By Haplo! [MOD REPACK]
Updated Patches:
  - Custom Events
  - MAI v1.7.5

(http://i59.tinypic.com/24v6t0h.png)
You want this sexy image as your Signature? then copy paste this code on your forum profile signature!
[center][url=https://ludeon.com/forums/index.php?topic=3464.0][IMG]http://i59.tinypic.com/24v6t0h.png[/img][/url][/center]

Tech Tree Minami is a Gameplay + ModPack overhaul mod for RimWorld.
*This mod is not for beginners of RimWorld. This mod increases the difficulty of RimWorld significantly it may totally annihilate you.

o If you want more challenge and totally ramp up the difficulty this RimWorld mod may be just for you!

o TechTree Minami houses a large and extensive Research Tech Tree that spans from the early beginnings of your colony up to the building of your ship out to space! this extensive Research line contains quality amounts of Building Upgrades to help you further enhance your colony more!

o TechTree Minami puts all the vanilla items into their own respective Research Tree to give overseers the feeling of learning materials first before actually making them.

o Adds more than just a tech tree, features crafting of individual parts for building construction and a fine amount of custom buildings created out of fun ideas and simple thoughts!

o A transition period between survivor colony to a permanent colony which takes dependence on trading ships and TTM's local traders.

o Contains 'Animal Husbandry' which allows taming of RimWorld animals. These Domesticated Animals follow their tamer and breed, complete with pregnancy period and a Kid-Animal aging process.

o Raiders actually has reasons to attack you! TTM possesses the ability to contact attacking raiders and lets you negotiate with them for a hefty sum using the Signal Beacon Building.

o This Signal Beacon Building has access to Establishing a Trading contract and signalling Call/Order TradeShips that eagerly travels to your RimWorld and provides all the Trading items you need for a fee of 800Silver. It also has the capability to send a minor signal to call for other TradeShip types or Risk calling Raiders instead! *you have been warned!

o TTM also posses a T.U.T.O.R.I.A.L. (Temporal Unified Tutor On Reformation & Intricate Artificial Learning) building for colonists to actually Learn skills! and a super efficient C.H.E.S.T (Compression Holder Entity Storage Tank) building that can store a whopping 1200 stacks of items! talk about storage you say? + a FoodPreserver and Fridge for extending your foods expiration date!

o TTM has a Medicine Cabinet that enables you to use Drugs to enhance your colonists and are concocted from the Concoction table complete with nasty side effects and the ability to make Medicine. Current Drugs available are: Crankulant - Rest drug. Bloatulant - Food drug. Hastulant - Movement speed drug. Illusiolant - Mood drug. Regenulant - Healing drug.

o A new food mechanism from the "Fireplace" which lets you put RawFood or PreparedMeat on it and grills them for better food than chewing on raw materials.

o Has the Universal Vending Machine that lets you buy a number of available Comfort Food e.g Pizza, Burgers, IceCream, Fries and BEER!. These comfort food provide a nice mood boost to straighten up the long faces of your colonists.

o Equipped with a Missile Launcher Security Building to annihilate Mass amounts of Raiders or try to subdue siege-ing Raiders. Provided a simple Animal Zapper Security Building perfect for those pesky Animal Insanity waves that overwhelm the colony.

o Now has Entertainment Buildings to provide a Mood Boost for those idling colonists. [PoolTable, Arcade]

o TTM contains additional mods that greatly enhances the quality of the game!

(http://i.imgur.com/s2KSb2A.jpg) (http://i.imgur.com/MyS8rTr.png?1)
*larger image (http://i.imgur.com/MyS8rTr.png?1)


Features:


First of all please help yourself with the TechTree Guide provided by yours truly.

Integrated Mods:
(http://i.imgur.com/XAAby0O.png) (http://goo.gl/umqj5H)
(http://i.imgur.com/Bp2rsXo.png) (http://ludeon.com/forums/index.php?topic=5085.0)
*w/ Thingamajigs!
(http://i.imgur.com/UCfvRqQ.png) (http://ludeon.com/forums/index.php?topic=2541.0)
Enhanced Defence: Phoenix Edition *Shields and Embrasures only! (https://ludeon.com/forums/index.php?topic=6636.0)
MachineGun Nests (http://ludeon.com/forums/index.php?topic=4601.0)
(http://i.imgur.com/RyxKaDD.png)
Mobile AI (MAI) + Traders + VisitorMedBed + KeyBinding (http://ludeon.com/forums/index.php?topic=3612.0)
A2B: Conveyor Belts (https://ludeon.com/forums/index.php?topic=5593.0)
Extended Stoneworking (https://ludeon.com/forums/index.php?topic=6461.0)
Mining & Co.Deepdriller + MMS (https://ludeon.com/forums/index.php?topic=5930.0)
Extended Surgery and Bionics (https://ludeon.com/forums/index.php?topic=7029.0)
Glassworks VII (https://ludeon.com/forums/index.php?topic=3223.0)


TTM is crafting dependent.
*Always start with a colonist with Crafting skill of 5 or more! *the higher the skill the better!

Read the FULL list of features here! (http://tinyurl.com/TechTreeMinamiReadme)

(http://i.imgur.com/xM6J6gz.jpg) (http://imgur.com/bRTlx8Y)
*larger image (http://imgur.com/bRTlx8Y)

(http://i.imgur.com/SOQFr9i.jpg) (http://i.imgur.com/xDUsKsN.jpg)
*larger image (http://i.imgur.com/xDUsKsN.jpg)

I hope you enjoy playing my mod!

Tips:
! Don't forget to set "Ingredient Search Radius" in the bills tab.
*it can get pretty annoying if they haul stuff from far away and get only the exact amount for crafting. =.=
! Do this Urban Defense (http://ludeon.com/forums/index.php?topic=3310.0)
*try it its fun!
! Don't stop researching.

Here's a little defense guide I made for those who are having great difficulty in defending their colony. (http://i61.tinypic.com/14y1pj7.jpg)

Help:
This mod is not compatible on old Saves that doesn't have TTM installed, please start a new World and a new Game before playing with this mod.

Installation:
- After downloading the .rar file, just Extract its contents to your RimWorld/Mods folder and enable TTM and its related mods in the mods panel within RimWorld.

Compatibility:

Works well with EdB Interface Mods. You just have to load EdB related mods LAST.

Heres what you should do:
1. UNLOAD all your mods. *except "core" ofcourse
2. Load ALL TTM related mods. *make sure to load TTM MAIN first!! very important!!
3. then load Edb Interface and Prepare Carefully last.

Quote from: Kitsune on August 29, 2014, 10:12:51 AM
TTM is somewhat compatible with many mods. The biggest problem are mods that change/alter or something doing with map generation. The first thing for look out is trie the mods together and if you get the starting items and the message from TTM, its almost clear and maybe its imbalanced and the other mod is sure not integrated in the TTM techtree. If you dont get the starting items (drop pods and CRT) the mod is not compatible with TTM. :)

So if you want a mod and dont want to wait for anyone to test it, test it yourself, if anything from TTM is not aviable or your game explodes in clouds of fluffy kittens, dont use the mod with TTM. ;)

Tech Tree Minami is compatible with mods that adds new stuff and doesn't edit existing items from the core game.
The only hiccup is that mods that add new stuff to the game do not get placed in the tech tree. If you want a mod to have a TTM patch you can happily request so!

FAQ:
Q: There is something wrong with TTM it has lots of errors when I play with it, help!
A: Are you playing it on an Old Save? if it is your first time playing with TTM. It is Required that you create a New World and a New Game.

Q: Some buildings and things don't work what could be wrong / The game just freezes when I load the mod and nothing happens, what to do?
A: You can try refreshing your RimWorld settings by deleting the Ludeon Studios Folder in

WINDOWS:   C:/Users/[username]/AppData/LocalLow/
(On Windows, the AppData folder may be hidden.)

MAC:       Users/[username]/library/cache/

LINUX:       /home/[username]/.config/unity3d/


to make sure that everything is starting on fresh settings.
*Warning! this will also delete your save files, please go make a copy of them.

Q: When I load up TTM some textures have great big X's on them.
A: After updating TTM, this usually happens. Just close RimWorld and Open the game again and it should be fixed right away.

Q: Im having a Black Screen on loading.
Quote from: Killa on September 19, 2014, 02:10:14 AM
Hey I'm getting a problem activating the mod, the game stops responding and just freezes up. I've waited over 20 mins and it wont start back up, the game will run other mods fine and the same rimworld file will run fine on my laptop so I'm assuming it's not agreeing with something on my pc. Is there anything else you need to know to give me an idea as to what is wrong?

Just left the game on not responding while I went out for about an hour and a half and it's loaded. No idea what's going on but if you could suggest something that would be great as it's going to take about that long every time I load the game up.
A: Read this post for a possible fix. (http://ludeon.com/forums/index.php?topic=6139.0)

Notes:

You are free to adjust and dissect the mod if its too hard for you, but only for your own use.

If you want a survival type game, where there are drama and traitors and less attacking. Try RandyRandom!
If you want the Rimworld Style of events where Attacks escalate play Cassandra Playstyles! I think the events even out on Cassandra.

as of v2.1 randyrandom is again the nicest way to play TTM!

Screenshots:
(http://i.imgur.com/nDR46JQ.jpg) (http://imgur.com/6Zs34gs)(http://i.imgur.com/ChFseUp.jpg) (http://imgur.com/RSk7D7d)(http://i.imgur.com/gxQhGWF.jpg) (http://imgur.com/sbfEcsy)(http://i.imgur.com/2cBV1Gg.jpg) (http://imgur.com/jrfByf7)(http://i.imgur.com/ivsOmmX.jpg) (http://imgur.com/ZoOZrSC)

Download:

Disclaimer
*Functionality may or may not work with OSX based machines.

Alpha 7 v3.3 Full Pack (Includes 15 TTM patched mods) *Please start a NEW GAME.
(http://www.mediafire-movie.com/mediafire.png) (http://www.mediafire.com/?zwlfwkvzfbx2tzq)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/38)

Alpha 7 v3.3 TTM Main only *Please start a NEW GAME.
TTM v3.3 Main only Mediafire Link (http://www.mediafire.com/?qj746614uearmic)

TTM Patched Mods for v3.3:
Mediafire Links
Animal Husbandry (http://www.mediafire.com/download/8szp23vd8du0vg4)
MachineGun Nests v0.1 (http://www.mediafire.com/download/l8xu5921ugopt9o)
Embrasures (http://www.mediafire.com/download/20yyczvgaida2m9)
Extended Stoneworking (http://www.mediafire.com/download/15j1vyuwg611ott)
Project Armory v2.15 (https://www.mediafire.com/?44u41ha0162v3dr)
SurgeryExtended & Bionics (Recipe Nurse Included!) (https://www.mediafire.com/?1oies9phn0c02u9)
Glassworks VII (https://www.mediafire.com/?uybbhe2e3aramep)
Clutter Update25 v0.1 (http://www.mediafire.com/?tibqhy3yossv31q)
Shields v0.3 (https://www.mediafire.com/?yhkbk3gkws3hmfw)
Apparello w/ Thingamajigs v0.3 (https://www.mediafire.com/?b51g0gpb04plekq)
Mining&Co.Deepdriller+MMS v0.2 (http://www.mediafire.com/?udgmsdanwi1anty)
Updated!
Mobile AI (MAI) v0.2 (http://www.mediafire.com/?scubm55f4lgeda9)
Custom Events v0.4 (http://www.mediafire.com/?6783xjh0v6dj693)

Alpha 7 v3.1 FULLPACK
TTM v3.1 FULLPACK Mediafire link (https://www.mediafire.com/?wllvqjtcm5d9qa6)

Alpha 6 v3.0 FULLPACK
TTM v3.0 FULLPACK Mediafire link (http://www.mediafire.com/download/gcqohplq6x448ti)
GoogleDrive Download Link (http://goo.gl/899Aep)

Alpha 6 v2.9 FULLPACK
TTM v2.9 Mediafire link (https://www.mediafire.com/?bq1749ro13jbfdp)

TTM a7 SOURCE CODES *please go easy on my codes I do messy codes :(
TTM a7 SOURCE latest v3.1 (http://www.mediafire.com/download/x13vugi471lws3v)

You can find previous version download links here! (http://goo.gl/OY4Goh)

Changelog:

v3.3 Economy Balance + TRADERS, VisitorMedBed and KeyBinding By Haplo! [MOD REPACK]

Updated Patches:
  - Custom Events
  - MAI v1.7.5

Added: Integrated directly in TTM, these are MUST HAVES!
Haplo's Traders.
- Adds a local trader from a friendly faction to come to the colony and trade items with their TradingPost.
- Integrated especially into TTM Main to replace the existing local trader... Haplo made it 10000000x better.

Haplo's Visitor Medical Bed
- Very Handy Bed for those wanting to ever save their fellow friendly faction.
  *HOW TO USE:
when people from a friendly faction gets incapacitated an option will be available from the VisitorMedical Bed by RightClicking the bed and choosing which person to help.

Haplo's KeyBinding [NEEDS A NEW COLONY]
- Keys 7, 8 and 9 are used to set drafted colonist positions.
*HOW TO USE:
press SHIFT + 7/8/9 to save selected drafted Colonists position.
pressing 7/8/9 will automatically call all selected colonists that are saved into position.

pressing SHIFT + Q sends a colonist to bed if tired.
pressing SHIFT + E sends a colonist to eat if hungry.

Changes:

Economy Balance
- first attempt at balancing Item Prices.
- Everything is higher priced now due to market value scaling.
- Makes items cheaper to make than buying while earning a profit.
- lowered amount of silver traders carry.
- Reconfigured what Local Traders Carry to match needs of the colony. Ship traders feels more like real SPACESHIP traders.

- Balanced Utility Metal and WoodPlank building costs.
- Changed Table and Stool stuff costs, made cheap.
- Removed Uranium as Stuff.

view the old changelogs here!
https://docs.google.com/document/d/1MGuf4y9QtstgS8-g4m7EL4cpsuANt5MHdAjyXFdm5To/pub




Mod Team:
minami26 (Mod Maker)

Texture Artist:


Texture Contributor:



Credits:
Special Mention to these awesome people!
Tynan Sylvester and Ludeon Studios, Evul and the Project Armory Dev Team, Haplo, Mrofa, Renham, Spatula, Ramsis, Kitsune, Shinzy, Jaxxa, PunisheR007, Psyckosama, Compozitor, LordJulian, noone, ItchyFlea, Rikiki, Minus, ITOS.

And to the players of RimWorld, TTM and the RimWorld Community!

Classical/Modern/Spacer art not mine! I just got them from google.

License:
Please ask for permission to use for integration, dissection, and whatnot. Please do not redistribute individual parts as your own. Give credits please, thankyou!
(http://i.creativecommons.org/l/by-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-sa/4.0/)
Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.0 Fully Functional Release!
Post by: mrofa on May 05, 2014, 10:29:33 PM
Its very similar to lost colony mod, and the same i think its a nice and needed addition to rimworld.
But in your case thers not much to do at the start meaning my colonist did haul almost everything at the map and i still wasnt able to build anything usefull.
You could consider some walls at the secound research, since when you get on alien planet shelter is a nice addition when your not sure what are weather conditions or alien life forms, and it also give something usefull to do for the 2 colonist that arent doing anything( maybe except hauling)
Also in the smelting thingy when you can smelt weapons, consider using <category> in recepty of weapons and then just in <parentIngredientFilter> just add specific categorys like pistols and stuff, i think that was done in some mod and it was just one recipe to smelt every weapon.

Thats my first impressions :D
So keep u to good work!
Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.0 Fully Functional Release!
Post by: minami26 on May 07, 2014, 03:16:36 AM
Quote from: mrofa on May 05, 2014, 10:29:33 PM
Thats my first impressions :D
So keep u to good work!

Thankyou so much for checking it out!, I'll sure be thinking about more things to come. So currently i'm brainstorming for some stuff to add! Thanks for the tips!
Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.0 Fully Functional Release!
Post by: a89a89 on May 11, 2014, 07:31:12 PM
If I use a mod that add some type of research, will it still work with this mod?
Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.0 Fully Functional Release!
Post by: minami26 on May 12, 2014, 07:58:24 AM
Quote from: a89a89 on May 11, 2014, 07:31:12 PM
If I use a mod that add some type of research, will it still work with this mod?

yes! it will just add to the current research tree.
Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.1
Post by: minami26 on May 18, 2014, 04:04:50 AM
(http://i59.tinypic.com/24v6t0h.png)
v1.1 Changes and Crafting Balance.


Hey guys! took me a long time to find bits and pieces to sort out. I made some balance changes, and Retextured stuff that I found not in tie with the other items.

Here's a changelog on what i've changed and added ;).

v1.1 Changes and Crafting Balance
Upgraded with ProjectArmory v2.05
Added Fixed Fertilizer Pump by Haplo
Added Fertilizer Pump to (Electronic Devices Research)
Removed (Power Sustainers Research)
Added Rubble Wall (available from the start)
Added Barrett GunSound
Changed Weaponators Texture
Changed UtilityMetal Texture
Tweaked Gunparts Texture.
Decreased Fabricants texture size ingame
Power Conduit and Standing Lamp moved to Review Electronic Circuitry Research
Powered Door moved to Advanced Circuitry Research
Sandbags now needs Stonecutting research
Simple Door does not transmit power anymore

-Fix-
Simple Door changed requirements to 20 Metal
Hopper moved to Biotechnology Research

-Balance-
Reduced WorldWarWeapons crafting time
Reduced NeolithicWeapons crafting time
Greatbow weapon added a bit of damage and a tiny bit of accuracy
Increased Barrett snipers crafting skill requirement to 12
Increased Winchester/M24 sniper crafting skill requirement to 11

Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.1
Post by: WolfgangPolska on May 18, 2014, 07:17:10 AM
Any Let's Plays??  :)
Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.1
Post by: ventriu on May 19, 2014, 07:30:44 AM
interesting, but Uhmmm... can we somehow move the CRT to some place else, cos i usually move my people to a more fertile land instead of just build things on the -drop zone-
Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.1
Post by: minami26 on May 19, 2014, 07:55:50 AM
Quote from: ventriu on May 19, 2014, 07:30:44 AM
can we somehow move the CRT to some place else.

What do you suggest? :) Make it like the sleeping spot, available to build at the start?
because portable research table is kinda impossible for me to do. :)) haha.
Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.1
Post by: ventriu on May 19, 2014, 09:44:40 AM
Quote from: minami26 on May 19, 2014, 07:55:50 AM
Quote from: ventriu on May 19, 2014, 07:30:44 AM
can we somehow move the CRT to some place else.

What do you suggest? :) Make it like the sleeping spot, available to build at the start?
because portable research table is kinda impossible for me to do. :)) haha.


that sounds good, making it buildable but restrict it into -the only CRT- in the map. ^^
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: minami26 on May 27, 2014, 11:39:46 AM
(http://i59.tinypic.com/24v6t0h.png)

Herp derp, v2 now OUT! check out the main post for details!
too much main post editing made me lazy in this bump post. herp derp.
I'm sure Ty would be proud with v2! a million kudos and thanks to that man!

EDIT:
ALSO GUYS! post replies for ideas for Another SET of Custom Events! I'll try to do my best to make some of them into the game! :D
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: WolfgangPolska on May 27, 2014, 01:12:53 PM
Add embrasures please :)
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: Crimsonknight3 on May 27, 2014, 06:15:45 PM
This mod looks amazing I am going to try it out (but first I need to be a good boy and do a little work on my own mod :()

Would it be possible for you to clarify mod compatibility with your mod? I am just wondering because I have the big bang pack and I am wondering whether it will be a case of awesome your modness, then after 1 or 2 researches all of a sudden the world is my oyster type thing, or have you made allowances and added in configs "just incase" a particular mod is installed to include it in the tech tree?

Also ideas on custom events, how about a new custom race, only for these very very rare events. A ship crashes and a few swarms of nano-bots emerge that don't attack colonists but instead prioritise "eating" (Smancy word for destroying) man-made constructions and have high hp --- or require a custom gun with its own tech "emp gun" that is the only way to destroy the swarms, and if you haven't researched the tech the swarm will stay a random amount of time obviously balanced through testing to not destroy ENTIRE bases - Also would need a system in place to blacklist certain items, like the CRT. The nanite swarm doesn't really need to be animated until the game can support it at least :) Although I wonder if there is a way you could create a static "nanite swarm" image for the entity itself but also have them spawn with an invisible gun that has a custom particle effect that appears like the swarm is animated or sparking perhaps... Just an idea that popped into my head
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: Crimsonknight3 on May 27, 2014, 07:49:28 PM
Quote from: Crimsonknight3 on May 27, 2014, 06:15:45 PM
This mod looks amazing I am going to try it out (but first I need to be a good boy and do a little work on my own mod :()

Would it be possible for you to clarify mod compatibility with your mod?

I answered my own question... lol With clutter installed there are ALOT of decorative items available from the beginning... Also with industrialisation installed I already have access to the wind turbine right off the bat, which kinda ruins the feel of your mod... I may patch it myself to fit in with your pack... Shall see... for now I am going to disable the others and play just yours... spent so much time modding and such I havent played rimworld in over a week
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: Crimsonknight3 on May 27, 2014, 09:29:24 PM
Not sure if it's a bug but I am using minami with just wood economy and cremation inc installed, and right from the beginning I was able to build everything... Orbital trade beacon, research table... Solar generator... EVERYTHING... The only things I couldn't build were the things added by this mod..?
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: steveuk on May 28, 2014, 06:20:19 PM
After playing V2 of this mod a couple of times now, I will give some feedback based on the two games I played. I use to mod games (mainly Paradox titles) and know how important it is :)

1) I love how more difficult this mod makes the early game, especially for me as I always take the three colonists selected at start.

2) Creating a foodpack returned a string error.

3) I do not recall any friendly factions visiting.

4) I have only had one hostile encounter which was in my first game, apart from the syndicate ones.

5) In both games, my one additional colonist turned on me with the above syndicate (Maybe lower the chance of this happening).

6) After barely surviving the syndicate in my second game, my three original colonist went mad and killed each other lol The only one that did not was the traitor who was locked up. Perhaps add a condition that will prevent this happening?

7) I have only noticed one trade ship which turned up around day 50 in my second game. I bought much needed equipment and then my colonists went mad.

The only other mod I used was Psyckosama cremation chamber. I also picked Randy Random as you suggested.

Keep up the good work with this mod. I may try it out with the zombie mod although that would be a really short game.



Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: Crimsonknight3 on May 28, 2014, 06:36:30 PM
Quote from: Crimsonknight3 on May 27, 2014, 09:29:24 PM
Not sure if it's a bug but I am using minami with just wood economy and cremation inc installed, and right from the beginning I was able to build everything... Orbital trade beacon, research table... Solar generator... EVERYTHING... The only things I couldn't build were the things added by this mod..?

I am thinking, do I either need to A. Just disable core..? Which makes less sense or B. Disable core and minami, close the mods tab, reopen the mods tab, select minami, close the mods tab again, then open and enable core?...
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: mrofa on May 28, 2014, 07:33:51 PM
If he disable the core all the buttons will vanish and he wont be alble to enter mod tab again.:p
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: steveuk on May 28, 2014, 07:42:21 PM
Quote from: Crimsonknight3 on May 28, 2014, 06:36:30 PM
Quote from: Crimsonknight3 on May 27, 2014, 09:29:24 PM
Not sure if it's a bug but I am using minami with just wood economy and cremation inc installed, and right from the beginning I was able to build everything... Orbital trade beacon, research table... Solar generator... EVERYTHING... The only things I couldn't build were the things added by this mod..?

I am thinking, do I either need to A. Just disable core..? Which makes less sense or B. Disable core and minami, close the mods tab, reopen the mods tab, select minami, close the mods tab again, then open and enable core?...
Would you not do better to disable wood economy & cremation Inc. There is no need to disable the core. Apart from the issues I reported above, the mod seems to work quite well.
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: Crimsonknight3 on May 28, 2014, 08:03:30 PM
Quote from: steveuk on May 28, 2014, 07:42:21 PM
Quote from: Crimsonknight3 on May 28, 2014, 06:36:30 PM
Quote from: Crimsonknight3 on May 27, 2014, 09:29:24 PM
Not sure if it's a bug but I am using minami with just wood economy and cremation inc installed, and right from the beginning I was able to build everything... Orbital trade beacon, research table... Solar generator... EVERYTHING... The only things I couldn't build were the things added by this mod..?

I'll give it a go without but I don't see how they affect minami so far as the vanilla items go....

I am thinking, do I either need to A. Just disable core..? Which makes less sense or B. Disable core and minami, close the mods tab, reopen the mods tab, select minami, close the mods tab again, then open and enable core?...
Would you not do better to disable wood economy & cremation Inc. There is no need to disable the core. Apart from the issues I reported above, the mod seems to work quite well.
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: Haplo on May 29, 2014, 01:16:55 AM
From your description I think that something overwrites the mod.
I would try to disable Minami, leave the mod page and then re-enable it, so that it is loaded last in your mod load list.
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: minami26 on May 29, 2014, 09:40:28 AM
I'm really sorry about the incompatibilities, I changed a lot of core items, because you know I put [Overhaul] at the title. I'm so ashamed of forgetting to update the Compatibility words. in the mainpost :-[.

You can pick the things you want though because I arranged the new buildables with separate xmls and just plop in the ttm.dll maybe I'll do a tutorial for that.

What I wanted to do was take all the original buildings into their own tech tree, so whenever you add in a new mod, it doesn't put into a research so it will show up right at the start. I have overwritten basically the original defs of the game, so if you use a mod that overwrites it too, then it will likely mess up TTM. :)

so if you know how to configure the xmls, you can easily put the Other Mods buildings into a tech tree Research with the <researchPrerequisite> tag. :)

Quote from: steveuk on May 28, 2014, 06:20:19 PM-snip-
@steveuk thankyou for checking out the mod! I'll be sure to update it with your suggestions!
Oh yeah, right. Whenever I play randy random, I guess I'm playing it for the survival mode and not attackers. so raiders and visitors are rare. I guess I'll put up another notes. if you want more enemies and traders  you should play classic :D
Quote from: WolfgangPolska on May 27, 2014, 01:12:53 PM
Add embrasures please :)
@WolfgangPolska hmmm.. we have the embrasures mod (http://ludeon.com/forums/index.php?topic=2222.0) right? or you mean to integrate it to TTM? :D

Quote from: Crimsonknight3 on May 27, 2014, 06:15:45 PM-snip-
@Crimsonknight2 dude, thanks for the idea. :D
I'm really sorry about the incompatibilities, the mod changes a lot of core defs. Its meant to be played alone. and I don't know how to make it auto like how Ty made the xmls.

as for now, I was doing this so I couldn't go check the forum out.
(http://i57.tinypic.com/2vdkyue.jpg)
Ciao, I'll update this when I get back. Thankyou so much everybody!




Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: spatula on May 29, 2014, 11:42:53 AM
wow, thanks for the inspiration kudos.

i'm going to try this out tonight... but I'd love to see a version broken down into elements.. specifically if medbay, "new events", "tech tree" were separate mods.

anyway, I'll play tonight and let you know how it goes!
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: Kumai0214 on May 29, 2014, 12:00:54 PM
I love the random events. Especially the meat jerky one, that one made me laugh. Also the rescue event freaked the hell out of me. I thought something happened when I wasn't looking and all my colonists died in an instant.
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: rutefly on May 29, 2014, 03:59:58 PM
Im kind of stuck at the start. Trying to make a workstation. It says it needs a MakeDoTool and a drop pod beside the metal. Got the metal. Where do i get hands on this tool thing ?
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: Kumai0214 on May 29, 2014, 05:49:54 PM
To get the MakedoTools, you need to sell the drop pods that are given to you in the beginning of the game and not destroy them
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: rutefly on May 29, 2014, 06:32:49 PM
Quote from: Kumai0214 on May 29, 2014, 05:49:54 PM
To get the MakedoTools, you need to sell the drop pods that are given to you in the beginning of the game and not destroy them

It is always what is right infront of you that seems the farthest away ^^. It was driving me nuts. Thank you. And this mod is fantastic. Looking forward to see how it develops and interacts with the rest of the mod community when next big patch comes along.
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: spatula on May 30, 2014, 01:35:17 AM
so i finally played this... and it's fun with some really cool ideas. my favourite were all the random text events- just adds fun flavour to the game, well done. Tech tree felt more organized than stock. Love the turrets, art pieces, torture, medbay... earthquake made me jump. I turned off most of my usual mods (except shield) and it was refreshing to go back to simpler gameplay (ie. no 100 items to build) and in a much more challenging progression...

What I can't do with, is needing a gajillion different parts to build different things, with some only being available via traders who might not even have the bloody one part you need. It took so long just to figure out what I needed for each piece and where to build it- I think it was day 30 before I had solar (using dev mode to supply panels) and still didn't even have a battery because I needed some "battery charging unit" that could only be purchased from a trader...

I don't mind the complexity, but is there any way to simplify this just a bit? Like, instead of "medieval weapons core" and "comms unit module", just "computer chip". I like all the elements in there except the confusing nature of all the part-specific resources.

But really, what I'd like to see is you do a mod just dedicated to text events that could be compatible with other mods. Those were definitely the highlight for me- simple, yet they add so much spirit to the game. Not only did I have a laugh, but grew endeared towards the colonist who kept trying to eat cactus.

other than that, the game semi-freezes (still goes, but i can't do anything except watch) when i go to the loyalty panel on the colonists... maybe something to do with the fear tech? Not sure if others have this as well.

But Bravo! I like the mod overall.
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: loc978 on May 30, 2014, 04:16:35 AM
Three playthroughs in with v2 (Cassandra Classic) and I have quite literally never seen a trade ship with this version of the mod enabled (previous ones worked fine). I finish all of the research, scrap my mini research terminal for the comms station part, and wait... so far I've survived a little over 100 days on my 3rd colony (the first two failed) with scrounged weapons, 3 makeshift solar panels and a few scrap batteries. Sure would be nice to be able to build the rest of it.

Am I doing something wrong? I love the concept of having to buy parts that are beyond our ability to manufacture, but it doesn't do me much good when there's no one to trade with.

Addendum: only other mod enabled: power switch
http://ludeon.com/forums/index.php?topic=2890.0
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2.1 [OIL,New FOOD,Upgrades, Balance]
Post by: minami26 on May 31, 2014, 11:08:46 AM
(http://i59.tinypic.com/24v6t0h.png)

Hello Guys, Update v2.1 is now Out! get it while its hot! it addresses the issues left in v2 and Balanced the traders so that they will appear as often as needed! do tell if you think that they are appearing too often.

(http://i58.tinypic.com/30kpvv6.jpg)

Check out the main post to know how to use these combustible structures!

Here's a changelog for v2.1:

v2.1
-New-
Oil! although I'm treating it as gas, but it's combustible so legit.
get it from an OilDeposit near you!
New Buildings:
Grill,Fireplace,OilTank,OilLamp,GasGenerator.
New Food:
ApobeSalad,BasicDish,GrilledFood,SmokedMeat.
New Resources:
PreparedMeat,Oil.
Added Oil as trading material.
Added Chronicled Artistry and TTM FearTech Custom Thoughts.
Added Custom Thoughts based on events.
Added First Set of Research upgrades:
+FireProofLifeSupportSystems
+BioEfficiencyII
+GunPostHP+
+ImprovisedTurretHP+
+T500Hack

-Fix-
Fixed Sunlamp inconsistencies.
Put Creating Sunlamp construct to Advanced Modifier only.
Tweaked EclipseSubEventA(Feral) Incident to not say "Mechanoids"
Tweaked Annihilation(DestroyerofWorlds) Incident Letter condition checker.
Fixed FoodPack string error.
Tweaked incident favorability factor and added incident intervals.
Tweaked RageVirus(UnknownCalamity) Incident to make uncontrollable colonists automatically controllable again.

-Balance-
Increased Traders Chance
(They now come as often)
Increased Raiders Chance
(They attack more often in RandyRandom)
Increased Eclipse and SolarFlare Subevents chance
(so that they are more scary when Eclipse and solar flares happen)
Increased Visitor Incidents chance.
Medicine Cabinet HP heal reduced to 10-35hp per click.
(it shouldnt really heal you that much.)

Changes:
Food Preparation Table is now using a new recipe in use for the new Food with the Fireplace and griller.
reduced sand fertility to 0.0001
(I like my desert clear as pearls and you are going to be too.)
Removed corny comments on research.
Rubble Walls doesn't drop slagdebris anymore.


Also, can somebody suggest any kind of Research Building Upgrades that you'd like to have? the first research set is the only ones i'd really like to have upgraded.
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2 (Rimcraft+CustomEvents+MedsHeal+More!)
Post by: minami26 on May 31, 2014, 11:34:19 AM
Quote from: Kumai0214 on May 29, 2014, 12:00:54 PM
I love the random events. Especially the meat jerky one, that one made me laugh. Also the rescue event freaked the hell out of me. I thought something happened when I wasn't looking and all my colonists died in an instant.

I know right! even I love reading the messages when I play a colony. I really love the Prisoner messages and Colonists, they make me fuzzy inside knowing what they think, and sometimes they fit too! hilarious!
and the events! URGHH! makes you go WTF! hahaha. thanks for checking out my mod!

Quote from: spatula on May 30, 2014, 01:35:17 AM
I don't mind the complexity, but is there any way to simplify this just a bit? Like, instead of "medieval weapons core" and "comms unit module", just "computer chip". I like all the elements in there except the confusing nature of all the part-specific resources.

other than that, the game semi-freezes (still goes, but i can't do anything except watch) when i go to the loyalty panel on the colonists... maybe something to do with the fear tech? Not sure if others have this as well.

Yeah, Everything can be daunting at first. The mod needs getting used to. I had that complexity feeling too when I first played the mod with Rimcraft.
What I had in mind when using a "medieval weapons core" and "comms unit module", is you need to have the Machine first, but you also have to buy its data. Like a Desktop computer has the hardware and software. plus the Covering or case of the machine in which case is the construct of a particular building.

About that game-freezing, it's in the Thoughts Tab in each colonist right? I've never experienced that, can you give me the save file for that?

Thankyou so much for the feedback! after all the text incident and others are your ideas kudos to you too!

Quote from: loc978 on May 30, 2014, 04:16:35 AM
I have quite literally never seen a trade ship with this version of the mod enabled.

Pardon the lack of trader ships in version 2. it was my lack of testing that made that happen, Version 2.1 now has increased trader ships passing by.
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2.1 [OIL,New FOOD,Upgrades,Balance]
Post by: JinxWolf on May 31, 2014, 11:53:09 AM
I must say, even though I myself have not downloaded this mod yet, it seems fantastic! You've really got something here. I'll probably downloading this in the near future or so.

I do have a question though, will there any stage be compatibility or integration with any other mod? Just so that they may all coincide?
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2.1 [OIL,New FOOD,Upgrades,Balance]
Post by: minami26 on May 31, 2014, 12:14:45 PM
Quote from: JinxWolf on May 31, 2014, 11:53:09 AM
I do have a question though, will there any stage be compatibility or integration with any other mod? Just so that they may all coincide?

For compatibility to happen, It will first focus on the techtree.
it would need to make all other mods have the techtree configuration.
making it automatic just like how Tynan did with the mod integration is very hard. because I don't know how it works yet. in the near future when Tynan Adds more configurable stuff on the core game then it might be a possibility. But putting it in their specific research tree, is in another level.
For now it will just focus on itself.

The features (customevents,oil,meds) are a different story though, im going to make separate downloads on them if everybody asks for them.

I might consider getting the popular mods and work them together, or is that cheap? :D haha.
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2.1 [OIL,New FOOD,Upgrades,Balance]
Post by: beeeeber on May 31, 2014, 12:43:16 PM
Please make a proper presentation of your mod. Seems nice, but my eyes are crying when i read your post ! Delete the old stuff, dont center your texte and make a proper list of your addition :)
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2.1 [OIL,New FOOD,Upgrades,Balance]
Post by: steveuk on May 31, 2014, 07:52:54 PM
I am having another test game with your excellent mod and will post any bugs/suggestions. Glad you fixed the trader and look forward to wood appearing in game.
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2.1 [OIL,New FOOD,Upgrades,Balance]
Post by: SpiritedCanine on June 01, 2014, 12:23:23 PM
I'm not using adfly or anything that requires me to download "software". I had an earlier version and loved it but I can wait.
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2.1 [OIL,New FOOD,Upgrades,Balance]
Post by: Tuvka on June 03, 2014, 03:47:34 PM
I would like to know whether this magnificent mod be updated for alpha 4?
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2.1 [OIL,New FOOD,Upgrades,Balance]
Post by: madpluck on June 03, 2014, 04:32:50 PM
Jeeze. Give the mod creators some time, dude. The update came out a day ago and they have lives. You'll know when the 20 mods you're playing with are updated because the title of the post will be updated to say "Alpha4" instead of "Alpha3."
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2.1 [OIL,New FOOD,Upgrades,Balance]
Post by: spatula on June 03, 2014, 08:05:47 PM
i played again (pre-oil release) and found it a bit better that time (turned off all other mods- didn't get crashes)... i really like this mod, but i think it would be so much more powerful to release these as smaller, more cross-compatible mods.... and then have the "tech tree" be a main mod that ties them together with the majority of your specialized items so it's more the "game-changer" and your smaller-but-very-cool creations could get more play.

Like, if the medbay and text events were their own mods, one could mix and match those with other mods easier.

It's a case where I really like the ambition in this mod- I don't see any other single modder that is digging as deep as you at this stage which is awesome, but I have to chose to play this mod or play a combination of others.... and that's my biggest holdback on playing more (literally having to click off all mods sounds so lazy, but seems like work).

Gameplay wise, it took a LONG time to get everything up and running and I'm pretty sure I cheated (only a bit though) with dev mode to get some items. If there is a way to hail trader ships at least...
Title: Re: [Mod/Overhaul](Alpha3F)TechTreeMinami v2.1 [OIL,New FOOD,Upgrades,Balance]
Post by: Crazytoast42 on June 04, 2014, 11:12:22 PM
I was doing really great, and this mod is amazing. I love the tech tree and all the stuff. The reliance on traders is really frustrating at the start, but once you gather enough stuff and the right trader swoops in, you're set for what you need.

I was doing great when a random event happened. "An unknown calamity" caused all but one of my colonists to go hostile. There was not a thing I could have done.
Now, I love all of the random events, and the moon meteor one was scary, but exciting. This one? It completely gutted my thriving colony, and there wasn't some strategy to prevent it.
It completely killed the fun of the mod with one roll of the dice. Could that event be removed or toned down to maybe a handful of colonists defect? I enjoy this mod, but that was greatly frustrating to have happen.
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: minami26 on June 06, 2014, 09:40:59 AM
(http://i59.tinypic.com/24v6t0h.png)

Hi Guys!
As promised here is Alpha4E Compatible Tech Tree Minami v2.2
I have tested it thoroughly, hope that there would be no problems anymore. If you encounter any errors please post here!

I have separated the Tech Tree Minami [Custom Events] here! (http://ludeon.com/forums/index.php?topic=3859.0)
It is not bundled with this mod anymore.

I have changed a lot of things in this version, due to many additions on Alpha 4. Look at the Changelog for notes on what I have added!

Check out the main page for New Features!

Here's a changelog for v2.2
v2.2
Changes:
Alpha4 compatibility
Changed Some requirements to wooden planks and logs
Put buildings in respective categories
replaced fireplace texture
removed ttm fertilizer pump
removed "de-synthesize slag debris" option in metal synthesizer
removed MedicineCabinet, Research Console
Rubble wall now needs scattered rocks
Some buildings now need WoodTables and Metal Tables.
Im so hungry and im making this changelog.
Equipped with Project Armory v2.06!
Pilum/Pila can now be made in the NeolithicWeapons Kit
Removed Medieval Weaponator and Research
Moved Crossbow to NeolithicWeaponsKit
Removed FoodPack, switched to MealSurvivalPack which can be sold to traders.
Re-Added Gun Sounds to their weapons:
Barrett GunSound
Crossbow GunSound
MA5D GunSound
M41A GunSound

Moved Tech Tree Minami [Custom Events] to a Separate Mod:
Check it out on:
http://ludeon.com/forums/index.php?topic=3859.0

NEW:
Utility Device
moved Medicine Cabine and Research Console uses here.

added new Option:
CALL ORDER VESSEL costs 400silver to Signal.
-Calls for an CallOrder Vessel that sells all of the trader items at high prices.
All trade item prices are now normalized for passingships.

Scattered Rocks:
This is required for rubble walls.
Can be made at the stonecutting table.

Put the new buildings and researches to their respective techtree branch.
Made the new buildings also have their respective item requirements.
Reduced WoodPlank Making time in HandSawmill
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Icemourne on June 06, 2014, 12:13:06 PM
Got this mod for the first time. I cant seem to find any Makedo Tools? I also have 3 drop pods just sitting there. So I'm stuck.

Edit: I also can't get the fireplace to work. I have 3 grills to the left, right and top of it filled with food. Nothing happens.
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Tuvka on June 06, 2014, 02:21:59 PM
Quote from: Icemourne on June 06, 2014, 12:13:06 PM
Got this mod for the first time. I cant seem to find any Makedo Tools? I also have 3 drop pods just sitting there. So I'm stuck.

Edit: I also can't get the fireplace to work. I have 3 grills to the left, right and top of it filled with food. Nothing happens.
I spent so too, and then explained to me that these should sell 3 drops pods.
So sell them and get pleasure from super fashion :)
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Icemourne on June 06, 2014, 05:23:19 PM
Quote from: Tuvka on June 06, 2014, 02:21:59 PM
Quote from: Icemourne on June 06, 2014, 12:13:06 PM
Got this mod for the first time. I cant seem to find any Makedo Tools? I also have 3 drop pods just sitting there. So I'm stuck.

Edit: I also can't get the fireplace to work. I have 3 grills to the left, right and top of it filled with food. Nothing happens.
I spent so too, and then explained to me that these should sell 3 drops pods.
So sell them and get pleasure from super fashion :)

That made very little sense. At least i found out you had to deconstruct the drop pods. Still dont know how to get my fireplace going.
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Tuvka on June 06, 2014, 06:15:22 PM
When it points to the thing you're going to build, then you lack the words and where taken. There are details that you can sooner or later create itself, and there are details that you can only buy from the merchants.
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: madpluck on June 06, 2014, 06:53:19 PM
whoops answered my own question
EDIT: Minami, could you update the info for the research items so it's clearer what you're getting access to?
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: steveuk on June 06, 2014, 08:45:47 PM
I think the ideal scenario would be to have both. I normally play with your tech tree and the zombie mod. But I also like to look at other mods. If you had tech tree complete plus individual modules for the contents of tech tree you would cater for all tastes.
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Morrigi on June 07, 2014, 07:42:39 AM
Well, I've built a WWII weaponator and weaponizer (I may have mixed that up, but I have both), powered them, and made about 30 gun parts. I also have a colonist with 11 crafting skill, but I'm unable to make any weapons from it, and, if I select the colonist and right-click on the machine, there's no context menu.
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Tuvka on June 07, 2014, 07:58:37 AM
Quote from: Morrigi on June 07, 2014, 07:42:39 AM
Well, I've built a WWII weaponator and weaponizer (I may have mixed that up, but I have both), powered them, and made about 30 gun parts. I also have a colonist with 11 crafting skill, but I'm unable to make any weapons from it, and, if I select the colonist and right-click on the machine, there's no context menu.
When you expose the creation of a weapon, in the task settings, you indicate that you need to create. Usually takes some surprising number of shells and weapon parts. Perhaps something of this is not enough.
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Xadhoom on June 07, 2014, 09:03:39 AM
Guys, i have problem making the fireplace working. I have it with 3 grills on its sides, they are almost costantly full of raw food, but nothing happens.
What do i have to do to make it cook stuff?

EDIT: also the "Prepared Meat" doesn't count as food, so i'm living only agaves and bushes
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Tuvka on June 07, 2014, 09:16:30 AM
Quote from: Xadhoom on June 07, 2014, 09:03:39 AM
Guys, i have problem making the fireplace working. I have it with 3 grills on its sides, they are almost costantly full of raw food, but nothing happens.
What do i have to do to make it cook stuff?

EDIT: also the "Prepared Meat" doesn't count as food, so i'm living only agaves and bushes
To grill work, you need a fire, grill and supply fuel oil to the fire. This grill works itself and does not require the cook.

And yes, there is an arrow at the fire where he knocks the food ready, aim it at the wall :)
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Xadhoom on June 07, 2014, 11:02:07 AM
Quote from: Tuvka on June 07, 2014, 09:16:30 AM
To grill work, you need a fire, grill and supply fuel oil to the fire. This grill works itself and does not require the cook.

And yes, there is an arrow at the fire where he knocks the food ready, aim it at the wall :)
Oh...i need OIL! I didn't knew that! I mean, there is already wood... so why do we need oil?!
Thank you for the tip, i wonder if in future the fire could actually burn logs... maybe really few each time?
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Tuvka on June 07, 2014, 11:29:36 AM
Quote from: Xadhoom on June 07, 2014, 11:02:07 AM
Quote from: Tuvka on June 07, 2014, 09:16:30 AM
To grill work, you need a fire, grill and supply fuel oil to the fire. This grill works itself and does not require the cook.

And yes, there is an arrow at the fire where he knocks the food ready, aim it at the wall :)
Oh...i need OIL! I didn't knew that! I mean, there is already wood... so why do we need oil?!
Thank you for the tip, i wonder if in future the fire could actually burn logs... maybe really few each time?

I have not tried this great mod, but it seems as promised, that will require well as logs for the fire. Perhaps not yet fixed or required and this and that.
And oil is thrown herself in oil wells, inspect the area around.
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Morrigi on June 07, 2014, 12:02:56 PM
Quote from: Tuvka on June 07, 2014, 07:58:37 AM
Quote from: Morrigi on June 07, 2014, 07:42:39 AM
Well, I've built a WWII weaponator and weaponizer (I may have mixed that up, but I have both), powered them, and made about 30 gun parts. I also have a colonist with 11 crafting skill, but I'm unable to make any weapons from it, and, if I select the colonist and right-click on the machine, there's no context menu.
When you expose the creation of a weapon, in the task settings, you indicate that you need to create. Usually takes some surprising number of shells and weapon parts. Perhaps something of this is not enough.
It said 15 weapon parts for a Browning machine gun, and I had 20 at the time, and then I bumped it up to 30. Didn't say anything about shells, but I'll make some and report back.
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: Xadhoom on June 07, 2014, 03:57:25 PM
Quote from: Morrigi on June 07, 2014, 12:02:56 PM
Quote from: Tuvka on June 07, 2014, 07:58:37 AM
Quote from: Morrigi on June 07, 2014, 07:42:39 AM
Well, I've built a WWII weaponator and weaponizer (I may have mixed that up, but I have both), powered them, and made about 30 gun parts. I also have a colonist with 11 crafting skill, but I'm unable to make any weapons from it, and, if I select the colonist and right-click on the machine, there's no context menu.
When you expose the creation of a weapon, in the task settings, you indicate that you need to create. Usually takes some surprising number of shells and weapon parts. Perhaps something of this is not enough.
It said 15 weapon parts for a Browning machine gun, and I had 20 at the time, and then I bumped it up to 30. Didn't say anything about shells, but I'll make some and report back.

I have this same issue, i also tried with the Modern Weaponator 2 (that also need shells), but it doesn't work... do i need to put an hopper near them or something like that?
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: DDRMANIAC007 on June 08, 2014, 02:42:20 AM
Used mod but the tech tree is completely unchanged.
Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: dragon2005 on June 08, 2014, 05:15:04 AM
Is there any mods that are required to make this one work?
Like the integrated mods?
because when I load this mod, I get this error.
I'm running version 0.4.466
Initialize engine version: 4.3.4f1 (e444f76e01cd)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvumdshim.dll 9.18.13.3523]
    Renderer: NVIDIA GeForce GTX 670
    Vendor:   NVIDIA
    VRAM:     1985 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
- Completed reload, in  0.045 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1360x768 60Hz; virtual: 1360x768 at 0,0
Platform assembly: C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\System.dll (this message is harmless)
RimWorld 0.4.466 rev38214

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Platform assembly: C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\RimWorld466Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: C:\Users\Dragon\Downloads\RimWorldAlpha4fWin111\RimWorldAlpha4fWin\Mods\Tech Tree Minami A4\Assemblies\TTMa4.dll (this message is harmless)
Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (25x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (25x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (1x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (20x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (6x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (20x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (5x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (25x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (25x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (1x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (20x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (6x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (20x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (5x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (25x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (25x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference to Verse.ThingDef named WoodPlank

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (1x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (20x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (6x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (20x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Could not resolve cross-reference: No Verse.ThingDef named WoodPlank found to give to Verse.ThingAmount (5x null)

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)


Title: Re: [Mod/Overhaul](Alpha4E)TechTreeMinami v2.2 [NEW CALL ORDER TRADESHIP]
Post by: minami26 on June 08, 2014, 06:03:30 AM
Quote from: dragon2005 on June 08, 2014, 05:15:04 AM
Is there any mods that are required to make this one work?
Like the integrated mods?
because when I load this mod, I get this error.
I'm running version 0.4.466
-snip-


hello mod is not working for alpha4f, will have to update the mod again.
guess you have to wait again guys!

also sorry about the weaponators,
I have left something disabled, please the download the new version for alpha4E only!

also about the fireplace,
check the mainpost on the "TIPS" section on how to make food on the fireplace thankyou!
@xuvka, I think you're right it should burn logs instead of oil, thanks for pointing that out!
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.1 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: minami26 on June 08, 2014, 07:58:57 AM
(http://i59.tinypic.com/24v6t0h.png)

Hello guys added a quick update for Alpha4f
I'm still going to use the woodPlanks and Sawmills ty made!

I thought Ty removed the planks and sawmills completely, glad he just set them aside, Thanks Tynan!

EDIT:

For those who downloaded v2.3.1, the sawmills wont be making woodPlanks.
Please Redownload and get v2.3.2

I forgot to the workgivers.xml again.


v2.3.3 adds the changes ty made to the StoneWall and Pila. I used them in the mod, and forgot to change them, hopefully this will be the last quick patch for the mod!

thankyou for using TechTree Minami!
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: decomg on June 08, 2014, 09:00:13 AM
This mod is a great challenge ... loved it.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: Ugo on June 08, 2014, 06:26:00 PM
Hi,

I am using TTM 2.3.3 and TTM Custom Events 1.1.
I am on Day 35 and I have yet to see a much needed trader ship. Is this normal? Could it be because of a conflict between TTM and Custom Events?
I tried turning off Custom Events, but then my saved game did not load.

Did anyone else experience this problem?

Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: steveuk on June 08, 2014, 08:38:41 PM
Quote from: Ugo on June 08, 2014, 06:26:00 PM
Hi,

I am using TTM 2.3.3 and TTM Custom Events 1.1.
I am on Day 35 and I have yet to see a much needed trader ship. Is this normal? Could it be because of a conflict between TTM and Custom Events?
I tried turning off Custom Events, but then my saved game did not load.

Did anyone else experience this problem?

I know the trade ships are working ok with just TTM. I have not tried with Custom Events though.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: minami26 on June 09, 2014, 03:49:01 AM
Quote from: Ugo on June 08, 2014, 06:26:00 PM
Hi,

I am using TTM 2.3.3 and TTM Custom Events 1.1.
I am on Day 35 and I have yet to see a much needed trader ship. Is this normal? Could it be because of a conflict between TTM and Custom Events?
I tried turning off Custom Events, but then my saved game did not load.

Did anyone else experience this problem?

day 35 is still very early. :D
but do you have a comms console ready?
what storymode are you on?

if traderships still arent coming, you can contact a "CallOrder Tradership" which costs 400silver on the UtilityDevice. it sells every part you need at high prices.

I usually play on randyrandom so traderships are usually abundant during midgame when my base is ready during 100days or so.

TTM has 20-ish chance of appearing, while TTMCustomEvents is 30 or 33 chance of appearing.
So they should come more often.

I have yet to try the classic cassandra storymodes, ill have to play a game with her next time.

on a side note, hows the StunGun Guys? Do you think its overpowered? I mean, i get attached to my colonists and tend to not let anyone in the colony except when they have awesome skills. so I don't usually use the stun gun.
I think its very useful though when you have imprisoned someone and they go on a rampage. which is pretty funny. haha.
Soooo, any comments? :)

Thankyou for playing with my mod!
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: xBlackfieldx on June 09, 2014, 06:18:33 AM
Found a bug :P since the game just changed it´s language to german on my computer all items that got a new tooltip now show the german tooltip isted of the parts you need to actually build them...
and while i´m on it: can someone please do a tutorial or some guide?... I´m having a hard time surviving the first attacks etc in this mod even if i put it in easy mode... I´m having problems with money aswell (something I never had in any other mod) so I could realy use a few tipps how to deal with the early game :)

oh and can someone explain me how the fireplace works?... I apear to be to stupid to use it or something...
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: minami26 on June 09, 2014, 06:59:27 AM
Quote from: xBlackfieldx on June 09, 2014, 06:18:33 AM
Found a bug :P since the game just changed it�s language to german on my computer all items that got a new tooltip now show the german tooltip isted of the parts you need to actually build them...
and while i�m on it: can someone please do a tutorial or some guide?... I�m having a hard time surviving the first attacks etc in this mod even if i put it in easy mode... I�m having problems with money aswell (something I never had in any other mod) so I could realy use a few tipps how to deal with the early game :)

oh and can someone explain me how the fireplace works?... I apear to be to stupid to use it or something...

I don't know about translations, I ddnt make the mod to use translations sorry!

Maybe because I play Dota and HoN for that matter, that I do things fast.
First thing I do, is establish my base, in which case find a patch of growing berries and agave, then plant some potatoes.

I research up to makeshift contraptions and metal synthesizing first.
get all the metal in the map, then make some fitted guns and wall in myself using the guide i put in the main post.

read the "tips" sections
I put there how to use the fireplace. I should put a txt file in the mod that has the tips.

Heres the image I put in the main post. you guys should really read the main post Ive put everything there. hahaha
(http://i61.tinypic.com/14y1pj7.jpg)

How to use the Fireplace:
Basically the [Fireplace] is the one that will make the food.
you put any kind of rawfood in the [Griller] and the [Fireplace] will grill it and make "GrilledFood". It will cost 75 pieces of AnyRawFood on the [Griller] to make 3Pieces of "GrilledFood" it costs that much because grilling is a waste and you need food better than raw right?

If you put "PreparedMeat" (prepared on the NEW [FoodPreparationStation]) in the [Griller], it will make "SmokedMeat" which is a meal in itself and can be prepared in the [FoodPreparationStation] to make a "BasicDish" Meal! but still not as good as a Simple meal.

The new FoodPreparationStation prepares the "PreparedMeat" to be grilled, and also makes an "ApobeSalad".
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: Ugo on June 09, 2014, 07:08:34 AM
Quote from: minami26 on June 09, 2014, 03:49:01 AM

day 35 is still very early. :D
but do you have a comms console ready?
what storymode are you on?

if traderships still arent coming, you can contact a "CallOrder Tradership" which costs 400silver on the UtilityDevice. it sells every part you need at high prices.

I usually play on randyrandom so traderships are usually abundant during midgame when my base is ready during 100days or so.

TTM has 20-ish chance of appearing, while TTMCustomEvents is 30 or 33 chance of appearing.
So they should come more often.

I have yet to try the classic cassandra storymodes, ill have to play a game with her next time.


Hi Minami,

Thanks for your answers. First, let me tell you that your mod is amazing and really enriches the game experience.

To answer your questions, I am using Cassandra Classic Chill, and I have the comms console and beacon ready.
I actually have everything ready to build (electric stove, geothermal generator, research bend, utility device, etc.). All I am missing are the parts that need to be bought from the traders. I guess I'll wait until day 100 and see what happens.

My question about the conflict between TTM and Custom Events is as follows. Both TTM and Custom Events have their own event definitions with their own respective probabilities of traders showing up. If I have both xml files, is it possible that the computer does not know which one to read from, so it does not spawn traders? (The question is probably really stupid, but I know nothing about programming and modding, so forgive my ignorance)

I have not tried the stun gun yet. I'll let you know as soon as I do.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: minami26 on June 09, 2014, 07:15:45 AM
Quote from: Ugo on June 09, 2014, 07:08:34 AM
-snip-
My question about the conflict between TTM and Custom Events is as follows. Both TTM and Custom Events have their own event definitions with their own respective probabilities of traders showing up. If I have both xml files, is it possible that the computer does not know which one to read from, so it does not spawn traders? (The question is probably really stupid, but I know nothing about programming and modding, so forgive my ignorance)

Hmm.. what the duplicate codes do is overwrite each other, so what you have to do is load TTM Main Mod FIRST, then Load the customevents Last so that the custom events chance is used, because it is higher due to more events happening.

Oh and thankyou for using TTM! I had a lot of free time and love rimworld so much! I had to share what I made. haha
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: Xadhoom on June 09, 2014, 12:14:58 PM
Thank you for the real fast fixes!
I'm literally LOVING this mod! It makes the game much more complete! I guess it will probably be something like this, maybe with a medium tech start, when it will be released :)
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: nuschler22 on June 10, 2014, 12:24:19 AM
What mods work with this and what mods should I stay away from? 
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: mrofa on June 10, 2014, 01:56:25 AM
At the moment not much mostly mods that dont adds buildings to the game, like armory or zombie mods.
Mods that adds object to the game like my clutter dont play to well, but this mod is excelent on its own so you ont need to add anything else.
Well maybe one turret mod would be nice since with the current changes tynan made with stolytelers, you either need to be a master tactican or masochist :D
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.3 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: nuschler22 on June 10, 2014, 01:58:38 AM
Thank you for the response. :)
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: minami26 on June 10, 2014, 07:47:54 AM
(http://i59.tinypic.com/24v6t0h.png)

Made a fix for buildings that give "ThingSpawnNear" Error.
This happens on buildings that has more than 1 requirements and gets destroyed.
It appears everytime the building gets destroyed.

Please download the new version at the main post!
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: rutefly on June 10, 2014, 10:28:20 AM
Completely missed the poll on your lovely mod.

Was thinking when all has been researched, some infinite looping next-gen research thing that sometimes gives a rare random tech, but mostly it doesnt pay off with anything. Just as an endgame time sink ^^.

More events is never a bad idea 8).

artifacts with rare components, techs or gear etc.

Maybe not easily implemented, but, researching component tech for a spaceship to leave this hellish offworld where icecream-stands are far between and watching grass grow is the only entertainment to keep you sane. Then *spoiler* when the ship is finally done, one of the colonists has second thoughts and blows-it-up-event while cackling insanely and dancing around the burning debris. Would be lol .. the first time anyay ^^.

but, in the end, somegeneric component research & build thing other mods could easily adapt into would be interesting, and alot of work maybe.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: Morrigi on June 13, 2014, 02:15:39 PM
The only real problem I have with this mod is that it doesn't play nicely with any of the others. At the same time, almost all of the other mods do work properly with each other, and offer many things that this one doesn't.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: nmid on June 13, 2014, 04:50:49 PM
Trying this out. Will leave a review later.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: steveuk on June 13, 2014, 05:03:36 PM
Quote from: Morrigi on June 13, 2014, 02:15:39 PM
The only real problem I have with this mod is that it doesn't play nicely with any of the others. At the same time, almost all of the other mods do work properly with each other, and offer many things that this one doesn't.
I suppose it depends what you want from a mod. For me, I love it. You start with absolutely nothing and surviving becomes a real test against the elements. I also use the Zombie apocalypse mod and the two combined give me the most satisfying difficult gameplay. The one occasion I reached 100+ days, was a real accomplishment and I managed it without building any turrets.
The majority of other mods just seem to make gameplay easier rather than enhance the experience. But to each their own I suppose.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: GarrettFox on June 14, 2014, 06:26:14 PM
Food production seems generally non functional unless I'm missing some vital point.

The fireplace never uses the griller as a hopper to produce smoked meat. This in turn prevents the production of more advanced meals. Or really any meals at all. Even if you go in and replace the smoked meat requirement in the basic dish, the colonist will make the dish and then sit there endlessly trying to consume it because it strangely provides no nutrition.  They will be eating and starving at the same time.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: kiko on June 16, 2014, 03:34:05 AM
did you put oil tank near fireplace?
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: forsaken1111 on June 16, 2014, 10:50:01 AM
The fireplace runs on OIL?!

No wonder it never worked.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: GarrettFox on June 16, 2014, 03:21:56 PM
Quote from: forsaken1111 on June 16, 2014, 10:50:01 AM
The fireplace runs on OIL?!

No wonder it never worked.

Hah, no kidding.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: minami26 on June 17, 2014, 03:04:04 AM
Quote from: GarrettFox on June 16, 2014, 03:21:56 PM
Quote from: forsaken1111 on June 16, 2014, 10:50:01 AM
The fireplace runs on OIL?!

No wonder it never worked.

Hah, no kidding.

totally gonna change it next version guys.. heh :))
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: Ramsis on June 18, 2014, 06:47:45 AM
Hate to be a bother, but is there any way you can let us move the starting research table and possibly make us a somewhat expansive guide on what creates what and what it looks like? I have no idea how to make this modifier thingy.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: kiko on June 18, 2014, 07:14:36 AM
yes.. you can simply sell it and put anywhere you want :)
(should find it under misc tab) :D
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: forsaken1111 on June 18, 2014, 08:57:39 AM
Quote from: Ramsis on June 18, 2014, 06:47:45 AM
Hate to be a bother, but is there any way you can let us move the starting research table and possibly make us a somewhat expansive guide on what creates what and what it looks like? I have no idea how to make this modifier thingy.
Just disassemble it and build it again elsewhere
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: Morrigi on June 18, 2014, 05:33:17 PM
Halp pls.

(http://i.imgur.com/YYctk3E.png)
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: kiko on June 18, 2014, 06:23:41 PM
Quote from: Morrigi on June 18, 2014, 05:33:17 PM
Halp pls.

(http://i.imgur.com/YYctk3E.png)



Well you're fu....
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: minami26 on June 19, 2014, 02:56:23 AM
Quote from: Morrigi on June 18, 2014, 05:33:17 PM
Halp pls.

Wow. That's a lot of squirrels a super lot of squirrels.. HOW IN BLAZES did it happen to be that many SQUIRRELS did you breed them or something WTF!!?!?! :OOO

with this im totally gonna let you guys in on something I thought about last night.
The idea was it's like a fly trap. Like the one that buzzes and when a fly decides to stick its face into it, the fly gets ZAPPED! i'll call it the psychotic animals zapinator.
yeah,, that. i'm making that to make our colonies a better place :)
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: forsaken1111 on June 19, 2014, 06:39:20 AM
Looks like one of the 'psychic wave' events that causes a ton of animals to attack
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: Ommyto on June 19, 2014, 07:05:11 AM
Hi, i love this mod (killing muffalo with a crossbow and more!!!!!!!) but i'm having an issue, when i kill animal, i can't haul them to a stockpile nor a dumping stockpile.....how can i fix this?

Thanks!!!!
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.3.4 [STUNGUN + USES WOODPLANKS + FIXES]
Post by: Morrigi on June 19, 2014, 11:30:37 PM
Quote from: forsaken1111 on June 19, 2014, 06:39:20 AM
Looks like one of the 'psychic wave' events that causes a ton of animals to attack
It was, but I've never seen so many at once.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: minami26 on June 21, 2014, 09:43:00 AM
(http://i59.tinypic.com/24v6t0h.png)

Hi guys, new version! I wanted you guys to have these first before I move on to the more yummy stuff. :) gotta update one by one so you guys can taste it all. hahaha

MISSILE LAUNCHAAAAAAA! the animal zapper is freakin super duper useful. :P

(http://i58.tinypic.com/1sdtgp.jpg)

Here's a changelog!
v2.4
Added:
Animal Zapper
(Requires 1350 Energy)
Missile Launcher
(Requires 3000Energy, Needs a Hopper with Missiles to fire.)
Bundled TTM Custom Events with the download.

-Changes-
Changed how the starting buildings spawns.
(Now they spawn together with the Colonist DropPods to reduce chances of being destroyed when deployed at the same place.)
Changed Fireplace requirement, Now needs a WoodPile instead of an OilTank.
(WoodPile can contain Planks or Logs, Using Logs makes more Food with the same Ingredient amounts. Whilst Planks stays the same as one piece of oil.)
Reduced crafting time for shells.

Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: mrofa on June 21, 2014, 09:47:40 AM
Do you ever sleep or rest :D
I know you got a device compressing time hidden ther somewhere ;D
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: minami26 on June 21, 2014, 09:50:39 AM
Quote from: mrofa on June 21, 2014, 09:47:40 AM
Do you ever sleep or rest :D
I know you got a device compressing time hidden ther somewhere ;D

looool :)))

nah, I'm still a student and I like coding so much that i'm having fun everytime. so I end up making lots and lots of things :))
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: jefftan on June 22, 2014, 05:45:16 AM
Quote from: mrofa on June 21, 2014, 09:47:40 AM
Do you ever sleep or rest :D
I know you got a device compressing time hidden ther somewhere ;D
I agree with you,hahaha ;D
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: minami26 on June 22, 2014, 08:31:39 AM
Played with the new version the whole day. this is how far I got, and I made a Missile Launcher!! it's nice to fire at your enemies when they are so far away.  and I think its balanced enough that missiles are so freakin expensive to make! Im losing all my metal!

Here's a pic!
(http://i62.tinypic.com/2urxkk5.jpg)

I managed to get this far after reloading 15times. because the colony died 15 times. I counted how many loads I did in the console. hahaha.
I was so focused on making a missile launcher that I forgot to make lots of turrets. lol.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: Jonesh on June 23, 2014, 06:12:39 PM
Hello there!
Been having some fun with the latest version, sadly no missile launcher for me yet, and I noticed a bug. Reloading a save game when that event chain with the three terrified survivors from a ship causes it to start anew, giving you another three survivors. I only noticed it the second time I reloaded so all of a sudden I had to cram 9 people into my prison :P
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: knoedel90 on June 24, 2014, 05:12:37 PM
hey. nice mod. but i don't want to restart my game. could you make a mod only for Missile launcher and animal zapper?
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: mipen on June 26, 2014, 03:16:35 AM
Hi there, when I try to use the mod with version 4f, it removes all vanila things and only has TTM things available. Is this a bug you've seen?
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: Nantlais on June 27, 2014, 11:18:45 PM
What's the purpose of the drop pods that drop with you but never open? Bug? Also, how do you get the basic tools because I started a new game with this loaded up and there was no way to make the plank making thing. Looks like a great mod though.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: minami26 on June 28, 2014, 04:33:44 AM
Quote from: Jonesh on June 23, 2014, 06:12:39 PM
Hello there!
Been having some fun with the latest version, sadly no missile launcher for me yet, and I noticed a bug. Reloading a save game when that event chain with the three terrified survivors from a ship causes it to start anew, giving you another three survivors. I only noticed it the second time I reloaded so all of a sudden I had to cram 9 people into my prison :P

Ill make sure it is fixed in the next version of custom events! :)

Quote from: knoedel90 on June 24, 2014, 05:12:37 PM
hey. nice mod. but i don't want to restart my game. could you make a mod only for Missile launcher and animal zapper?

I'll think about it. ;)

Quote from: mipen on June 26, 2014, 03:16:35 AM
Hi there, when I try to use the mod with version 4f, it removes all vanila things and only has TTM things available. Is this a bug you've seen?
It is actually a feature, you need to research first before you get all the vanilla items. this mod is for hardcore rimworld overseers! :)

Quote from: Nantlais on June 27, 2014, 11:18:45 PM
What's the purpose of the drop pods that drop with you but never open? Bug? Also, how do you get the basic tools because I started a new game with this loaded up and there was no way to make the plank making thing. Looks like a great mod though.

You deconstruct everything actually. Everything and every building is safe to deconstruct in this mod because you are reimbursed with the materials you made it with.. :)
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: bobisback on June 29, 2014, 04:02:47 PM
Can you tell me how to fix the escape pod event issue? It is really annoying haha, I tend to get a abomination every time it happens haha. And on top of that the pods landed in the middle of my base haha.

P.S I think I found a bug in the another event. The event that drops expensive items from drop pods. I noticed that even after the person that was raging stops raging I noticed that certain people in the base still shoot at him even after he stops raging. I have had this happen a couple of times and I have fixed it twice by doing craziness with dropping guns and drafting undrafting. Also it is unclear what I am suppose to do in the situation for a good outcome. Most of the time I just melee the person until he is incapacitated and then I put them to bed. Another time I just moved everyone out of the way until he was not raging anymore. Either case after he stopped raging after I gave everyone guns again the rager would randomly get gunned down by my other colonist? By not all the colonists would shot at him only a certain few would. Not sure if it was the ones that where in the area when the event happened or what. All the times the even happened it was in the middle of my base.

Any ideas what is going on. Hope I made since.

On another note, I noticed random geothermal engines laying around the map? They seem to come in groups of two and i have seen up to 5 or 6 at a time. It is a nice income source but seems like it may be a bug.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: bobisback on July 01, 2014, 04:33:35 PM
If the comms console gets destroyed and you have nothing else is it game over?
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: ventacon on July 01, 2014, 05:18:46 PM
So i started a new game with this mod and the first attempt it had a research station right off the bat. Every other time I tried to play the game it fails to load a station and nothing in the environment to build one. So it seems to be a lost cause for me.

I have no doubt that i have messed something up and the mod is not to blame but I am stuck.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: minami26 on July 06, 2014, 07:06:18 AM
just a heads up.

i've done a Driller, Refrigerator, a phony Blast Door that kills when something is walking through it AND BLAM closed, a Universal Vending Machine and Drugs... or alchemy and potions but mostly drugs. that colonist moves so fast. loool drugs.


Quote from: ventacon on July 01, 2014, 05:18:46 PM
I have no doubt that i have messed something up and the mod is not to blame but I am stuck.
sometimes it gets covered by a thing. I moved the location of the things. so it shouldn't be covered most of the time.

Quote from: bobisback on July 01, 2014, 04:33:35 PM
If the comms console gets destroyed and you have nothing else is it game over?

I think so. you have to be really careful with it. OR you can just spawn a CRT in the debug tool, whenever you feel like it. :)
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: Ramsis on July 06, 2014, 08:48:32 AM
Quote from: minami26 on July 06, 2014, 07:06:18 AM
just a heads up.

i've done a Driller, Refrigerator, a phony Blast Door that kills when something is walking through it AND BLAM closed, a Universal Vending Machine and Drugs... or alchemy and potions but mostly drugs. that colonist moves so fast. loool drugs.


Quote from: ventacon on July 01, 2014, 05:18:46 PM
I have no doubt that i have messed something up and the mod is not to blame but I am stuck.
sometimes it gets covered by a thing. I moved the location of the things. so it shouldn't be covered most of the time.

Quote from: bobisback on July 01, 2014, 04:33:35 PM
If the comms console gets destroyed and you have nothing else is it game over?

I think so. you have to be really careful with it. OR you can just spawn a CRT in the debug tool, whenever you feel like it. :)

Hey Minami, any chance we could get animal breeding in before the next big update to 5.0? Also do you have a donation link up yet?
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: minami26 on July 06, 2014, 09:17:59 AM
Quote from: Ramsis on July 06, 2014, 08:48:32 AM

Hey Minami, any chance we could get animal breeding in before the next big update to 5.0? Also do you have a donation link up yet?

sure ill do that. I was really thinking of making domesticated muffallos.
im hooking up a donation link now. :)
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: Ramsis on July 06, 2014, 09:27:29 AM
Good times. Would you also possibly have a Skype/Steam you wouldn't mind PMing to me? You're a damn fine modder in my opinion and one that I'd like to pick the brain of once in a while.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: minami26 on July 06, 2014, 09:38:47 AM
Quote from: Ramsis on July 06, 2014, 09:27:29 AM
Good times. Would you also possibly have a Skype/Steam you wouldn't mind PMing to me? You're a damn fine modder in my opinion and one that I'd like to pick the brain of once in a while.

haha, thanks.
unfortunately I don't use skype and the only time I use steam is when playing dota2. I get to be online on facebook though. want to be friends there? :D
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: Ramsis on July 06, 2014, 09:42:41 AM
Sure! Link me in PM's!
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: Jonesh on July 07, 2014, 01:52:47 PM
Hate to nag, but I am just wondering if there is an approximate ETA for the next version? I like this almost a little bit too much to play vanilla now ;D
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: minami26 on July 08, 2014, 02:50:35 AM
I think ETA will be 3days from now. But that's the worst case.

I'm almost done updating CustomEvents, I'm gonna start working on the main mod later.

I'm a bit excited on the next release! It's gonna be the BOMB!
It's got a lot of new Interactable Buildings!

but husbandry won't be in it yet. I'll be polishing husbandry a lot so I want it to have it's own release version. :)
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: Reysuke on July 08, 2014, 06:09:34 AM
Quote from: minami26 on July 08, 2014, 02:50:35 AM
I think ETA will be 3days from now. But that's the worst case.

I'm almost done updating CustomEvents, I'm gonna start working on the main mod later.

I'm a bit excited on the next release! It's gonna be the BOMB!
It's got a lot of new Interactable Buildings!

but husbandry won't be in it yet. I'll be polishing husbandry a lot so I want it to have it's own release version. :)
Take these for being awesome 🍪 🍪 🍪 🍪 🍪
Cant wait for the Update :p
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: Xadhoom on July 09, 2014, 12:47:47 PM
While i'm waiting for the next version, i'm still playing the last:
can you tell me how to destroy the buzzant hill? I can't attack it...
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: Jonesh on July 10, 2014, 12:55:54 AM
Quote from: minami26 on July 08, 2014, 02:50:35 AM
I think ETA will be 3days from now. But that's the worst case.

I'm almost done updating CustomEvents, I'm gonna start working on the main mod later.

I'm a bit excited on the next release! It's gonna be the BOMB!
It's got a lot of new Interactable Buildings!

but husbandry won't be in it yet. I'll be polishing husbandry a lot so I want it to have it's own release version. :)
Awesome, thanks! Looking forward to it :D
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: minami26 on July 10, 2014, 05:03:56 AM
Quote from: Xadhoom on July 09, 2014, 12:47:47 PM
While i'm waiting for the next version, i'm still playing the last:
can you tell me how to destroy the buzzant hill? I can't attack it...

THIS IS A SPOILER!-------- if you don't want to be spoiled. :)

Force throw a grenade at it,
It gets destroyed with just 5throws.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: Xadhoom on July 10, 2014, 07:40:18 AM
Thank you!
It appeared in early game, and i still don't have grenades... not so bad, because after finishing all food around their lair now the buzzant are providing me free meat :)
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: forsaken1111 on July 10, 2014, 02:58:17 PM
Quote from: Xadhoom on July 10, 2014, 07:40:18 AM
Thank you!
It appeared in early game, and i still don't have grenades... not so bad, because after finishing all food around their lair now the buzzant are providing me free meat :)
Build a wall around it and call it a buzzant farm.
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: minami26 on July 11, 2014, 03:55:57 AM
I have finally done updating the mod for alpha5, i'm on testing phase now. I'm gonna play a game and see if everything works.
Hopefully will release tomorrow!

Quote from: forsaken1111 on July 10, 2014, 02:58:17 PM
Quote from: Xadhoom on July 10, 2014, 07:40:18 AM
Thank you!
It appeared in early game, and i still don't have grenades... not so bad, because after finishing all food around their lair now the buzzant are providing me free meat :)
Build a wall around it and call it a buzzant farm.
- now that you guys have mentioned it, do you want a muffallo spawner as a prototype for Muffallo Husbandry? I could easily make it for the update tomorrow :D
Title: Re: [Mod/Overhaul](Alpha4F)TechTreeMinami v2.4 [Missile Launcher + Animal Zapper]
Post by: Reysuke on July 11, 2014, 05:41:43 AM
Quote from: minami26 on July 11, 2014, 03:55:57 AM
- now that you guys have mentioned it, do you want a muffallo spawner as a prototype for Muffallo Husbandry? I could easily make it for the update tomorrow :D
Yes pls *-*
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [BIG UPDATE]
Post by: minami26 on July 12, 2014, 09:25:50 AM
(http://i59.tinypic.com/24v6t0h.png)

Hey guys, Releasing the alpha5 TechTree Minami Update!
Update v2.5 adds a tremendous amount of excitement and playability to the game you just can't hide it.

also it makes the game harder but super replayable.

Here's the changelog!
v2.5
Alpha5 Compatibility.

Added:
1 new Architect Category:
Food Utilities.

New Buildings:
FoodPreserver
(Stores 1 type of meal to extend spoil time to 2 weeks.)
Fridge
(Stores 1 type of meal to prevent spoilage.)
Driller
(Extracts Metal and Gems, Check Info Button provides more information about the building.)
Blast Doors
(Big Bad Doors, Don't close it whilst pawns are still walking through it.)
Universal Vending Machine
(Sells comfort food.)
Concoction Table
(Makes drugs from making herb solutions with medicine.)
Traps:
TrapHole, Caltrops, Net Trap
(Unlocks after researching TrappingSkillset. Buildings at Security Tab)

Drugs in Medicine Cabinet:
Crankulant - will not be Tired for 2 days.
Make Herbs.
Stimulant - will HealLife over time.
Bloatulant - will not be hungry for 3days.
Hastulant - move faster
Illusiolant - Gain Happiness for 5 days.

*Made at Concoction table, applied at Medicine Cabinet.
*All Drugs have MoodKiller AfterEffects.

Re-Used Buildings:
Medicine Cabinet:
(Interact with this building to heal and apply drugs to colonists)
CallOrder Signal Beacon:
(Interact with this building to call a CallOrder Vessel. Doesn't need a Hopper to use Silver anymore, it will search for silver in any storage.)

New Upgrades:
Wall Refining I,II and III
(Increase Metal and Stone Wall HP, upgrade unlock after Pneumatics)
Nutrient Garnishing
(Upgrades Nutrient paste Nutrition,Taste and Thought)
Missile Payload
(Increase Missile Launcher Damage by 2x)

New Item:
MedKit: Works like a Gun, Force attack to a colonist to Heal. Made at the concoction table.

-Changes-
Now Equipped with ProjectArmory v2.11!
Transfered buildings that deal with food to the "Food Utilities" Category.
Decreased Meals spoil time by 1 day.
Meals now display stackcount.
Made meals made in the Fireplace Unburnable.
(It was getting annoying.)
Transferred Upgrades that can be put into XML.
Made a separate class for Special Upgrades so that they will no longer need the UtilityDevice.
Nerfed Chronicled Artistry and Fear Tech.
Reduced Animal Zapper and MissileLauncher UtilityMetal Cost
Increased ScatteredRocks StackCount to 420.
Increased Missile Launcher effect radius by 2x.
Now properly interacts with TTM custom Interaction Buildings.
Added [Info Button] for TTM custom Interaction Buildings.
CallOrder Tradeship now contains new items.
New kind of Plants for Concoction table solutions.
Added TTM Custom ShortCircuit Condition.
(This prevents a gamebreaking bug on custom Batteries whenever this event is queued.)
Updated Tech Tree!

Prototype:
Added a Muffalo Shed in the Misc Tab.
A Prototype Muffalo Spawner for Muffalo Husbandry for next Version.
Spawns Muffalos, same chance as oil deposit yield.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [BIG UPDATE]
Post by: rutefly on July 12, 2014, 12:14:04 PM
Quote from: minami26 on July 12, 2014, 09:25:50 AM
(http://i59.tinypic.com/24v6t0h.png)

Hey guys, Releasing the alpha5 TechTree Minami Update!
Update v2.5 adds a tremendous amount of excitement and playability to the game you just can't hide it.

also it makes the game harder but super replayable.


Omg.. OMG its a MONSTER !  ^^
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: esk81 on July 12, 2014, 01:00:35 PM
Rly love this mod/overhaul. Minami, your ideas are excellent!
I wait for your updates with same intensity as i wait for ty's updates.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: esk81 on July 12, 2014, 06:06:48 PM
I started a new randy colony today but im at day 60 and no events happend, just some sparking oil lamps and short circuits in rain... no merchants arrived, no attacks. Anyone can confirm this?
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Sindrael on July 12, 2014, 07:29:42 PM
Installed this mod and I love the attention to detail.

That said, I'm having a tough time getting going along the various research paths before the story teller AI starts to hammer away at my colony.  Any tips on research path progression?
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: damblaon on July 12, 2014, 09:33:18 PM
I may have found an imbalance: Shattered rocks produced on the stonecutters bench greatly increase colony wealth. As a result one finds himself overrun quite easily since even a single order of rocks produces a huge pile of them, sending the wealth chart and threat value skyhigh. I accidentally made 500 of them and got besieged by an army of greedy pirates eager to get their hands on them. :o
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: P_ndaa on July 13, 2014, 01:01:01 AM
Whenever I use the mod, I don't spawn with the CRT. Can someone help?
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: theapolaustic1 on July 13, 2014, 05:32:43 AM
Feels like something's wrong here. I can't seem to get the "solar scrap panels" anywhere, no matter where I look. There doesn't seem to be any indication on where I'm supposed to get them, either.

I also didn't get the drop pods to deconstruct at the very beginning, though I think that's on my end (changed some of the worldgen info to use the custom colonist mod), spawned in the makeshift tools myself. Is the scrap solar panel supposed to be part of the initial drop as well, and I just busted that without noticing?
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: unergarments on July 13, 2014, 07:10:52 AM
Traders bugged for me doesnt matter how long i wait can only call in expensive trade ship which limits what i can do as it doesnt sell everything, the mod is unplayable unless someone can help me with a possible fix?
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Reysuke on July 13, 2014, 08:11:31 AM
Quote from: P_ndaa on July 13, 2014, 01:01:01 AM
Whenever I use the mod, I don't spawn with the CRT. Can someone help?
Had same problem. Activated the mod as last. worked for me fine

Quote from: theapolaustic1 on July 13, 2014, 05:32:43 AM
Feels like something's wrong here. I can't seem to get the "solar scrap panels" anywhere, no matter where I look. There doesn't seem to be any indication on where I'm supposed to get them, either.

I also didn't get the drop pods to deconstruct at the very beginning, though I think that's on my end (changed some of the worldgen info to use the custom colonist mod), spawned in the makeshift tools myself. Is the scrap solar panel supposed to be part of the initial drop as well, and I just busted that without noticing?
You can get the scrap solar panels by deconstructing the drop pods ^^
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: minami26 on July 13, 2014, 09:51:57 AM
Quote from: esk81 on July 12, 2014, 06:06:48 PM
I started a new randy colony today but im at day 60 and no events happend, just some sparking oil lamps and short circuits in rain... no merchants arrived, no attacks. Anyone can confirm this?

You are playing on alpha5 right?
if so, randy isn't as exciting now, but i figured randy is more balanced now than ever :) it's just the merchants thing, I'm gonna make a quick update for it.

Quote from: Sindrael on July 12, 2014, 07:29:42 PM
Installed this mod and I love the attention to detail.

That said, I'm having a tough time getting going along the various research paths before the story teller AI starts to hammer away at my colony.  Any tips on research path progression?

The most efficient way to research progression is mainly to Research all 4 starting research on all branches. All of them are basically the important starting equipments. Then you can decide whether to go the Turret Defense way, or you can make weapons and make mortars and the missile launcher.

also use the TRAPS! super helpful
use them like this:    TrapHole:NetTrap:Caltrops
put it like that in your base entrance.
as just the GunPost for defending the colony will screw you right away.

Quote from: damblaon on July 12, 2014, 09:33:18 PM
I may have found an imbalance: Shattered rocks produced on the stonecutters bench greatly increase colony wealth. As a result one finds himself overrun quite easily since even a single order of rocks produces a huge pile of them, sending the wealth chart and threat value skyhigh. I accidentally made 500 of them and got besieged by an army of greedy pirates eager to get their hands on them. :o

Thankyou for reporting this! I think I forgot to lower the price for them. and also because of alpha5 calculating wealth at higher rates.
-so that's why I lose right away after 3 raids in cassandra. haha.

Quote from: unergarments on July 13, 2014, 07:10:52 AM
Traders bugged for me doesnt matter how long i wait can only call in expensive trade ship which limits what i can do as it doesnt sell everything, the mod is unplayable unless someone can help me with a possible fix?

actually the expensive trade ship sells everything.
I've been playing a colony and Alpha5 has lower events happening and more shock attacks.

I'm going to make a quick update, and make a cheap Tradeship caller for 50silver that only has 30% chance of "ANY" kind of trader coming.
It will hail the transmission after 1 day or report that no tradeship has come, that should balance it..

or maybe we should change the Expensive Trade ship and make prices normal but a higher calling fee?
What do you guys think. :D


---------------
as for everyone else. When you load this Mod together with another Mod that uses the MapGenerator def folder, you will lose the CRT and DropPod spawns. make sure the Other Mod that you are using together with TTM doesn't use the MapGenerator def Folder.

this mod is fine to use with mods that only adds items and more buildable stuff like clutter. you only get to have them early on.

As Reysuke has said, if you want this with other mods load this mod last. The next fast update should include a more useful starting message that says what to do when you land on the RimWorld with absolutely nothing.
it will say to $deconstruct the droppod and CRT if you want them moved.

Thanks for checking the mod out!

Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: damblaon on July 13, 2014, 01:35:12 PM
Quote
Thankyou for reporting this! I think I forgot to lower the price for them. and also because of alpha5 calculating wealth at higher rates.
-so that's why I lose right away after 3 raids in cassandra. haha.

and while you are at it, could you also check prices on other wall/building materials like wood, planks, etc. I think that normal bricks' price may also be a bit imba.

BTW, totally loving the mod.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: sidfu on July 13, 2014, 04:46:35 PM
looks like TT mod for cotton and such dont work it conflicts with the need berries for the basic meal. its probaly cause recipe calling for rashberrys where if u use tt it removes rashberrys
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: unergarments on July 13, 2014, 05:26:11 PM
Sorry that was my first post so i was not clear with what i meant, on a plus 100 days game i had no other traders at all appear and i had a working comm station and beacon since day 50, i checked the files at with my limited modding knowledge it looked like traders were still supposed to have a daily chance of appearing but did not but i will clean install and see if it was a bug casued by having a previous mod installed and unistalled, on the note of 50 silver to have any trader appear at a 30 percent chance that sounds like a fantastic idea as the luxury ship had almost everything but didnt sell weapon drives for constucting weapons or sell slaves, as much as i am against slavery(real world) i liked to think i was saving them evertime i bought one in rimworld  :D, but i think thats just a bug with my game.

as much as it pains me to say this pit traps are completely overpowered i was able to wall off my colony then just put one at either side of the door going into my colony and get 3-4 power armoured mercenaries in the one trap at a time which made it too easy so that might be worth looking into.

the animal consumption rates are set too high seems that squirrels eat as much as muffalos and humans which mean they would be very fat squirrels indeed! but when i wall off my comunity which does not take much of the map up the animals eat the entire outside world barren and end up starving to death from about day 40 onwards if you could tweaj the animals consumtion rates so that muffalos ate the same amount as colonists but squirrels and boom rate at 1/8th as much it might stop this from happening.

apart from that this is an amazing mod and your custom events are awesome too(especially like the 3 crash landed colonists emergency event) its even sparked my interest into trying to get a bit more modding knowledge and having a go myself  :), keep it up its great, also have you checked out Miscellaneous w. MAI's mod as incorperating this mod into your very late game research and trading would be excelent for getting that late game longevity(its about contructing robot helpers that are not op). Thanks for replying to my original post   ;D
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Xadhoom on July 13, 2014, 05:56:08 PM
Quote from: minami26 on July 13, 2014, 09:51:57 AM
Quote from: unergarments on July 13, 2014, 07:10:52 AM
Traders bugged for me doesnt matter how long i wait can only call in expensive trade ship which limits what i can do as it doesnt sell everything, the mod is unplayable unless someone can help me with a possible fix?

actually the expensive trade ship sells everything.
I've been playing a colony and Alpha5 has lower events happening and more shock attacks.

I'm going to make a quick update, and make a cheap Tradeship caller for 50silver that only has 30% chance of "ANY" kind of trader coming.
It will hail the transmission after 1 day or report that no tradeship has come, that should balance it..
That will be awesome! I was only able to buy a Computer Terminal, from a merchant, then he left... and nobody came after him. Now i'm without a enought silver to call another ship, and with almost all research project completed but no way to actually benefit from them (also, i wasn't attacked a single time since i started the game... Randy is pretty boring, now)

Oh, by the way, the net trap slow down colonist ... i'm not sure it should do that.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: esk81 on July 14, 2014, 12:15:27 AM
Quotealso, i wasn't attacked a single time since i started the game... Randy is pretty boring, now

Same problem here. Randy is no running events at all. I made 3 colonies since last mod update, play 50 or 60 days in each and can count 4 or 5 events in every game, at early beginning.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: vagineer1 on July 14, 2014, 10:48:11 AM
The Fireplace doesn't seem to do anything. I've added the proper addons for it, gave it wood logs and food yet it does not cook them. On a side note I love this mod but the description of some items seem really confusing.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Spare74 on July 14, 2014, 12:24:50 PM
I tried this mod out yesterday and today, tried in cassandra classic and friendly phoebe, in both I ended up having no event at all after a month of two ...

edit: just  tried on randy random -> I had a traitor in the 1st 5minutes, I reload an autosave and since then not a single event ...

What's causing this ?
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Kitsune on July 14, 2014, 03:35:29 PM
Hm i have the little problem or blindness that i cant find the bulb for the oil lamp in the workstation. I'm needing more research? I have build only the workstation the sawthingy and the research to this, the game say i can build the lamp. :-[

Edit: Ok the game description on the bulb is wrong. It's saying bulb@workstation but its on the metalworks. ^.^
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Xadhoom on July 14, 2014, 07:12:16 PM
I tried another colony with Callie, and after about 4 months i don't have any issue... only the merchants are a little rarer.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Halinder on July 14, 2014, 08:52:35 PM
That abomination, holy crap. I'm just glad that I had all M24's, I outran the thing and shot it to death but it completely ravaged every one of my prisoners.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Psyckosama on July 14, 2014, 09:52:15 PM
If you're interested I'd like to offer up my Synthmeat, Machine Gun Nest, and Nuclear Reactor mods if you're interested in them.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: klofrd on July 15, 2014, 02:31:55 AM
Excuse my lack of knowledge but I having trouble getting this mod working? Can someone explain how I can install it.

My thanks!
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: minami26 on July 15, 2014, 03:19:47 AM
Quote from: unergarments on July 13, 2014, 05:26:11 PM-snip-

awesome dude, thanks! I'm working on a fast feature for the traders.
I'll let the traps stay as they are for now.
I'll think about the MAI :)

Quote from: vagineer1 on July 14, 2014, 10:48:11 AM
The Fireplace doesn't seem to do anything. I've added the proper addons for it, gave it wood logs and food yet it does not cook them. On a side note I love this mod but the description of some items seem really confusing.

I'm sorry for the confusion. Can you tell me which description is confusing?
Oh for the fireplace, did you read the information on the "info button"?
if you want to make GrilledFood in the Fireplace, you need to make sure to put exactly 75 pieces of any kind of RawFood in the Griller.
if you want to make GrilledMeat, you need to make PreparedMeat in the FoodPreparation station and put it in the Griller.

Thankyou so much for checking out my mod!

Quote from: Spare74 on July 14, 2014, 12:24:50 PM
I tried this mod out yesterday and today, tried in cassandra classic and friendly phoebe, in both I ended up having no event at all after a month of two ...

edit: just  tried on randy random -> I had a traitor in the 1st 5minutes, I reload an autosave and since then not a single event ...

What's causing this ?

I'm working on a fix for this today, lets hope that the events transition gets fixed :)

Quote from: Kitsune on July 14, 2014, 03:35:29 PM
Edit: Ok the game description on the bulb is wrong. It's saying bulb@workstation but its on the metalworks. ^.^

Thankyou for pointing that out!

Quote from: Xadhoom on July 14, 2014, 07:12:16 PM
I tried another colony with Callie, and after about 4 months i don't have any issue... only the merchants are a little rarer.

I'm almost done with a new feature for the next version to make traders come by :)

Quote from: Halinder on July 14, 2014, 08:52:35 PM
That abomination, holy crap. I'm just glad that I had all M24's, I outran the thing and shot it to death but it completely ravaged every one of my prisoners.

hahaha. goodjob! freaking abomination it is! :D

Quote from: Psyckosama on July 14, 2014, 09:52:15 PM
If you're interested I'd like to offer up my Synthmeat, Machine Gun Nest, and Nuclear Reactor mods if you're interested in them.

I'll look into it! Your synthmeat mod is nice! I used it a lot during Alpha3f :)

Quote from: klofrd on July 15, 2014, 02:31:55 AM
Excuse my lack of knowledge but I having trouble getting this mod working? Can someone explain how I can install it.

My thanks!

Once you download the zip file, extract its contents and put it in the mods folder of your RimWorld directory.
to make sure it is working, be sure to have "TechTree Minami" in the mods folder and Open up the game and go to the [Mods] section of the game by pressing the [Mods] button in the starting screen (*Together with new game and other buttons)
When you get to the Mods sections look for "TechTree Minami" and press the [X] Button to activate it. It will turn into a [ ./ ] Check mark and it will be activated.
Make sure to activate "TTM Custom Events" too so that you can play with the Custom Events.

------------------------------

on a side note.

Instead of making a 50silver calling trader, I've made a LocalTrader that will notify you every second half of the month. you can trade with this trader in the comms console.
The LocalTrader contains some items, in its respective trader type.

Oh and I'm still making another signal in the signal beacon for a tradingship, but it will now be free, and has a chance of signalling raiders instead. so make sure you are prepared!

and i've changed how tradingShips arrive.
they will now come every month at a 45% chance of coming.

Will be testing it today, hopefully I will release this much needed feature tomorrow.
I think it will make this mod much more fun and easier to start your colony. :)

Thankyou so much guys!
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Killaim on July 15, 2014, 04:03:48 AM
huh that would be a nice device actually

"emergency beacon" - increase trader and raider event chance :D
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: vagineer1 on July 15, 2014, 04:26:40 AM
Quote from: minami26 on July 15, 2014, 03:19:47 AM
Quote from: unergarments on July 13, 2014, 05:26:11 PM-snip-

awesome dude, thanks! I'm working on a fast feature for the traders.
I'll let the traps stay as they are for now.
I'll think about the MAI :)

Quote from: vagineer1 on July 14, 2014, 10:48:11 AM
The Fireplace doesn't seem to do anything. I've added the proper addons for it, gave it wood logs and food yet it does not cook them. On a side note I love this mod but the description of some items seem really confusing.

I'm sorry for the confusion. Can you tell me which description is confusing?
Oh for the fireplace, did you read the information on the "info button"?
if you want to make GrilledFood in the Fireplace, you need to make sure to put exactly 75 pieces of any kind of RawFood in the Griller.
if you want to make GrilledMeat, you need to make PreparedMeat in the FoodPreparation station and put it in the Griller.

Thankyou so much for checking out my mod!

Quote from: Spare74 on July 14, 2014, 12:24:50 PM
I tried this mod out yesterday and today, tried in cassandra classic and friendly phoebe, in both I ended up having no event at all after a month of two ...

edit: just  tried on randy random -> I had a traitor in the 1st 5minutes, I reload an autosave and since then not a single event ...

What's causing this ?

I'm working on a fix for this today, lets hope that the events transition gets fixed :)

Quote from: Kitsune on July 14, 2014, 03:35:29 PM
Edit: Ok the game description on the bulb is wrong. It's saying bulb@workstation but its on the metalworks. ^.^

Thankyou for pointing that out!

Quote from: Xadhoom on July 14, 2014, 07:12:16 PM
I tried another colony with Callie, and after about 4 months i don't have any issue... only the merchants are a little rarer.

I'm almost done with a new feature for the next version to make traders come by :)

Quote from: Halinder on July 14, 2014, 08:52:35 PM
That abomination, holy crap. I'm just glad that I had all M24's, I outran the thing and shot it to death but it completely ravaged every one of my prisoners.

hahaha. goodjob! freaking abomination it is! :D

Quote from: Psyckosama on July 14, 2014, 09:52:15 PM
If you're interested I'd like to offer up my Synthmeat, Machine Gun Nest, and Nuclear Reactor mods if you're interested in them.

I'll look into it! Your synthmeat mod is nice! I used it a lot during Alpha3f :)

Quote from: klofrd on July 15, 2014, 02:31:55 AM
Excuse my lack of knowledge but I having trouble getting this mod working? Can someone explain how I can install it.

My thanks!

Once you download the zip file, extract its contents and put it in the mods folder of your RimWorld directory.
to make sure it is working, be sure to have "TechTree Minami" in the mods folder and Open up the game and go to the [Mods] section of the game by pressing the [Mods] button in the starting screen (*Together with new game and other buttons)
When you get to the Mods sections look for "TechTree Minami" and press the [X] Button to activate it. It will turn into a [ ./ ] Check mark and it will be activated.
Make sure to activate "TTM Custom Events" too so that you can play with the Custom Events.

------------------------------

on a side note.

Instead of making a 50silver calling trader, I've made a LocalTrader that will notify you every second half of the month. you can trade with this trader in the comms console.
The LocalTrader contains some items, in its respective trader type.

Oh and I'm still making another signal in the signal beacon for a tradingship, but it will now be free, and has a chance of signalling raiders instead. so make sure you are prepared!

and i've changed how tradingShips arrive.
they will now come every month at a 45% chance of coming.

Will be testing it today, hopefully I will release this much needed feature tomorrow.
I think it will make this mod much more fun and easier to start your colony. :)

Thankyou so much guys!

It's a lot of the descriptions, a lot of them have $ symbols and others that do not make sense. I personally think it would be better if it just told you what certain things required to be made.

As for the fireplace. I had a full stack of wood and food. Yet the fireplace did nothing. I thought I had to set a bill or have someone man the fireplace for it to work. It is still a great mod. (In my opinion some things seem to take too long to research but that is just me)
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Xadhoom on July 15, 2014, 06:57:10 AM
Quote from: vagineer1 on July 15, 2014, 04:26:40 AM
It's a lot of the descriptions, a lot of them have $ symbols and others that do not make sense. I personally think it would be better if it just told you what certain things required to be made.

As for the fireplace. I had a full stack of wood and food. Yet the fireplace did nothing. I thought I had to set a bill or have someone man the fireplace for it to work. It is still a great mod. (In my opinion some things seem to take too long to research but that is just me)
There is a symbol legend in the research tab that explain what all the symbol means. Like:
$ -> Deconstruct this object to get the desired item
@ -> Made by this work place
^ -> Sold by this type of trader

I don't know what is the issue about the fireplace... are you using the "griller" for foods and the "wood pile" for fuel, right? Mind that you need about 75 of one kind of food and a lot of wood (i usually put there about 50 logs, by making all "hoppers" around the fireplace as "critical" ) to make it begin cooking stuff.
Oh, and mind that the big green arrow point to an empty space (don't place an hopper there).
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: vagineer1 on July 15, 2014, 07:12:49 AM
Quote from: Xadhoom on July 15, 2014, 06:57:10 AM
Quote from: vagineer1 on July 15, 2014, 04:26:40 AM
It's a lot of the descriptions, a lot of them have $ symbols and others that do not make sense. I personally think it would be better if it just told you what certain things required to be made.

As for the fireplace. I had a full stack of wood and food. Yet the fireplace did nothing. I thought I had to set a bill or have someone man the fireplace for it to work. It is still a great mod. (In my opinion some things seem to take too long to research but that is just me)
There is a symbol legend in the research tab that explain what all the symbol means. Like:
$ -> Deconstruct this object to get the desired item
@ -> Made by this work place
^ -> Sold by this type of trader

I don't know what is the issue about the fireplace... are you using the "griller" for foods and the "wood pile" for fuel, right? Mind that you need about 75 of one kind of food and a lot of wood (i usually put there about 50 logs, by making all "hoppers" around the fireplace as "critical" ) to make it begin cooking stuff.
Oh, and mind that the big green arrow point to an empty space (don't place an hopper there).

Yes I have placed everything which the fireplace uses appropriately. It just seems that nothing is happening. I have also placed the correct amount of food and wood.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Kitsune on July 15, 2014, 08:18:31 AM
Quote from: minami26 on July 15, 2014, 03:19:47 AM

Quote from: Kitsune on July 14, 2014, 03:35:29 PM
Edit: Ok the game description on the bulb is wrong. It's saying bulb@workstation but its on the metalworks. ^.^

Thankyou for pointing that out!

Happy to help. ;D

I have a little idea, if i'm not wrong and it already works that way. The electric sawmill, is it possible to let them work as the fireplace? They get the energy and an hopper with wood, an colonist set it to work and it works automaticly alone. Because it works exactly as the manual sawmill but needs energy the same amout of wood and an colonist? If i'm wrong and its better, so say me what it makes better as the manual sawmill. ;)

Edit: So far i can say i like the mod really. :D But i have the problem that i dont get any traders. I builded the communication-thingy, the normal beacon and the callorder beacon but im not getting any trade and the "callorder" dont work somehow and it's not using silver. I'm only unlucky or is really something broken with the traders? :) And without the trading i think i'm not getting some of the buildings. xD I'm looking forward to the next update.^^

Edit2: @vagineer1: Uhm only to be sure, you have an colonist with cooking enabled? ;)

Edit3: I'm looking a bit on the codes. Is it ok that for example the general trader have a chance for 33, in the vanilla code its only 13. Or is this an other "trader"-line in the code that has nothing to do with our trading-ships? ??? I'm not really good at looking at the codes and get everything working in my head. ;D I'm only trie to understand a bit of the code~
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Xydonus on July 15, 2014, 07:05:17 PM
Just wondering, should my colony start with the 'MakeDoTools'? I'm looking for the drop pods but don't see any starting off and the tools are a requirement for a lot of things. Also can't produce the compact research station.

Do I have to wait for the drop pods or should they have spawned with my colony?
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: esk81 on July 15, 2014, 09:11:30 PM
Quote from: Xydonus on July 15, 2014, 07:05:17 PM
Just wondering, should my colony start with the 'MakeDoTools'? I'm looking for the drop pods but don't see any starting off and the tools are a requirement for a lot of things. Also can't produce the compact research station.

Do I have to wait for the drop pods or should they have spawned with my colony?

You can obtain the MakeDoTools deconstructing the pods where your colonist land. The compact research station can't be produced, spawns where u land and u can deconstruct it and becomes an item that you can construct somewhere else
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: BlackDog on July 16, 2014, 12:02:30 AM
Something i'm wondering about this mod when i looked at my Trader menu and the things I was capable of produceing, is it possible to make a fully self sufficiant colony? Meaning I don't need to buy a drill machine from a trader, or a gunbuilding machine from one as well if I wanted another, i can simply build one myself with the correct production line?
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: BigSasha on July 16, 2014, 01:59:06 AM
I have a problem. I'm playing with techtree v2.5 and i have no traders for 90 days! Signal beacon(that uses 400 silvert to call trader) dont work too.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Xydonus on July 16, 2014, 05:00:06 AM
Quote from: esk81 on July 15, 2014, 09:11:30 PM
Quote from: Xydonus on July 15, 2014, 07:05:17 PM
Just wondering, should my colony start with the 'MakeDoTools'? I'm looking for the drop pods but don't see any starting off and the tools are a requirement for a lot of things. Also can't produce the compact research station.

Do I have to wait for the drop pods or should they have spawned with my colony?

You can obtain the MakeDoTools deconstructing the pods where your colonist land. The compact research station can't be produced, spawns where u land and u can deconstruct it and becomes an item that you can construct somewhere else

Hmm, then I might have to do a restart. For some reason I never got drop pods near me.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Killaim on July 16, 2014, 06:18:35 AM
would be nice if you could somehow manage to build the advanced items yourself.

having to rely on the trader is a bit annoying - though could be a good way to get a headstart

just make it hard to produce the items inquestion
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Spare74 on July 16, 2014, 06:48:08 AM
Quote from: Xydonus on July 15, 2014, 07:05:17 PM
Just wondering, should my colony start with the 'MakeDoTools'? I'm looking for the drop pods but don't see any starting off and the tools are a requirement for a lot of things. Also can't produce the compact research station.

Do I have to wait for the drop pods or should they have spawned with my colony?

You have a mod that create a conflict, colonist creation mod and any mod affecting the map generation keep the pod from spawning
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: Xydonus on July 16, 2014, 08:22:02 AM
Yep, already discovered it was the colonist creation mod conflicting. Removed it and it works fine.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: minami26 on July 16, 2014, 09:05:07 AM
(http://i59.tinypic.com/24v6t0h.png)

Hello guys, this update should hopefully fix the no events happening bug and added more options for traders to arrive in the colony, I've added localtraders and an Option to negotiate with Raiders in the Signal Beacon.

I have made TradeShips feel a lot like Ships and made them have more stocks and silver and sell at lower prices even on the CallOrder Vessel.

The LocalTraders deals with some items and priced depending on the items they have.

also made the AIpersona core buyable from the CallOrder Vessel in case you are super rich and want to get out of this RimWorld.

also added and changed a lot more stuff. check the changelog!

Heres a full changelog for v2.6
v2.6
Added:
Added a Starting Lettermessage to tell what to do with the DropPods and CRT at the Start.

Local Traders:
Once Every month there will be a localTrader coming on the second half of the month.
The local trader will trade some items in its respective trader type.

New ShipTrading Mechanics:
Every month there will be a 45% chance of a Tradeship coming.

Static Discharger:
Produces low power erratically varying from time to time.
Check its Info Button for more information.

Made PlantHerbs sowable in the HydroponicsTable.

Added Figurine recipe in StoneCutters Table
*Figurines are an income source item.
*Figurines can only be sold to LocalTraders.

Made AI Persona Core buyable from the CallOrder Vessel.

Added 2 new menu options in SignalBeacon:
Signal TradeShip: Signals a TradeShip but Raiders may come!
Negotiate with Raiders: You can now Negotiate with raiders to stop their attack, they're greedy bastards and wants a lot of silver! (They may backstab you!)


-Changes-
Scrap Power Bank:
Now stores a max of 500energy.
now 1x2size and modified texture.
(this is needed for the Original ShortCircuit Event to work and to prevent a gamebreaking bug.)

CallOrder Vessel now sell items at normal prices.
Tradeship Vessels now sell items at cheap prices.
Tradeship Silver and Items Amounts Skyrocketed.
Modified starting battery packs amount.
Changed "CallOrder Signal Beacon" name to "Signal Beacon".
Made Signal Beacon building restricted to Unroofed areas only.
Removed Custom TTM ShortCircuit Class Restored the original ShortCircuit Class.
Lowered NetTrap movement speed slow to half.

-Fix-
This update should hopefully fix the no events occuring bug.
(Tested it thoroughly and im happy to say that more events are happening again.)


This update may have made TTM easier, but i think for the sake of fun and not stress it's a gamble im willing to take. :)

Also if you are not Getting A Starting Message on the Start of a game upon activating TTM, then some mod may be conflicting with the MapGeneratordef.XML
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 16, 2014, 09:31:53 AM
Thank you for the work, after eating and kicking away my darling i'm testing the new version. ;)
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: minami26 on July 16, 2014, 09:39:22 AM
Quote from: vagineer1 on July 15, 2014, 07:12:49 AM
Yes I have placed everything which the fireplace uses appropriately. It just seems that nothing is happening. I have also placed the correct amount of food and wood.

as long as its, Griller:FirePlace:WoodPile it should work. I wonder what's happening. is it lighting up? does it ever set on fire? does it glow?
can you send me the save?

Quote from: Kitsune on July 15, 2014, 08:18:31 AM
I have a little idea, if i'm not wrong and it already works that way. The electric sawmill, is it possible to let them work as the fireplace? They get the energy and an hopper with wood, an colonist set it to work and it works automaticly alone. Because it works exactly as the manual sawmill but needs energy the same amout of wood and an colonist? If i'm wrong and its better, so say me what it makes better as the manual sawmill. ;)

That's actually a nice idea. I'll try to implement that!

Quote from: Killaim on July 16, 2014, 06:18:35 AM
would be nice if you could somehow manage to build the advanced items yourself.

having to rely on the trader is a bit annoying - though could be a good way to get a headstart

just make it hard to produce the items inquestion

I'm still halfway to finishing the mod. I'm still thinking whether to go the Industrial Craft way or Factorio for that matter, or stick with RimWorld crafting style less of a hassle really.

Quote from: BlackDog on July 16, 2014, 12:02:30 AM
Something i'm wondering about this mod when i looked at my Trader menu and the things I was capable of produceing, is it possible to make a fully self sufficiant colony? Meaning I don't need to buy a drill machine from a trader, or a gunbuilding machine from one as well if I wanted another, i can simply build one myself with the correct production line?

sadly, TTM is not yet on the Self-Sufficient production line. I'm still halfway there :)

I'll start with the plans for Self-Sufficient colony in the next versions. I like planning like that :)
I'm looking over Factorio style of things. but then it's much of a hassle. so i'm still finding balance and more like searching for ideas to implement the self-sufficient line. :D
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: vagineer1 on July 16, 2014, 09:48:12 AM
How do you get Utility Metal? And how do you build a Bulb?
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: minami26 on July 16, 2014, 09:50:55 AM
Quote from: Kitsune on July 16, 2014, 09:31:53 AM
Thank you for the work, after eating and kicking away my darling i'm testing the new version. ;)

Dude can you report here if the Signal Beacon is working? use the Signal CallOrder Vessel and see if it works.

everything works perfectly fine on my side, maybe because i have a clean game, and it's only Tech Tree Minami and Custom Events activated.

Quote from: vagineer1 on July 16, 2014, 09:48:12 AM
How do you get Utility Metal? And how do you build a Bulb?

Utility Metal is crafted on the MetalSynthesizer on the Production Tab, you need to research Metal Synthesizing first.

The Bulb is crafted on the Metal Works. that also needs Metal Synthesizing Research first. :)

----------------
can everybody tell me what other mods you are playing TTM with?
Because everything is fine in my version. I don't know what to fix really :(
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: vagineer1 on July 16, 2014, 09:55:39 AM
Quote from: minami26 on July 16, 2014, 09:50:55 AM
Quote from: vagineer1 on July 16, 2014, 09:48:12 AM
How do you get Utility Metal? And how do you build a Bulb?

Utility Metal is crafted on the MetalSynthesizer on the Production Tab, you need to research Metal Synthesizing first.

The Bulb is crafted on the Metal Works. that also needs Metal Synthesizing Research first. :)

Thank you.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 16, 2014, 12:54:35 PM
Quote from: minami26 on July 16, 2014, 09:50:55 AM
Quote from: Kitsune on July 16, 2014, 09:31:53 AM
Thank you for the work, after eating and kicking away my darling i'm testing the new version. ;)

Dude can you report here if the Signal Beacon is working? use the Signal CallOrder Vessel and see if it works.

everything works perfectly fine on my side, maybe because i have a clean game, and it's only Tech Tree Minami and Custom Events activated

Sure i tried it but i think today randy have something against girls. ;D He killed my colony three times in a row. :'( He work again. I cant say beyond savegames or something but he finished my colonies after 20-30 and 40 day's. After he throw's a couple new colonist to me AND killed them right away. xD

I think i'm a bit slow in building, i play now a game with pheobe to test the traders. I'm be back after i played a little bit with pheobe. ^.^

Edit: Oh yes by the way. I use the Mod's:
Embrasures, burn cloths, machine gun nests and your mod. And for the time i played, i have no problems.^^
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Spare74 on July 16, 2014, 01:07:36 PM
In 15days in game I had 3 earthquake, it's a little bit too much imo, I've built outdoor and it's still annoying as hell, mountains are full of whole now.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 16, 2014, 01:26:39 PM
I'm thinking that too. The game is somewhat earthquake intensive. ;D

Tried the trading-thingy's. I builded an comm-thingy and in the second the building is complete i got an trade ship and the call-order works but how i remember, have you not sayd you will turn down the price? Its still 400 silver. But i think thats not a big problem, hm maybe at least i suggest to lower it to 200 silver.^^ But its only my taste. Oh yes i have made a little deal with the trader and it worked. :)

Edit: Its almost 2-3 days i got the first trading ship and now i got another one, i think nothing stay's in the way for trading. ;D I'm now trying a new game with randy.

Edit2: Dam the drone of insanity has come and slaved my colonists. :o In the situation if anyone like to play without the big -25 happiness, you have to edit the TTMCustomEvents_Incidents.xml in the folder: Mods\TTMCustomEventsA5\Defs\IncidentDefs search drone, you get the psychicdrone and after "<chance>" you have to set 0. Now its disabled i dont know but maybe you have to change the same line in the Mods\Core\Defs\IncidentDefs\BaseIncidents.xml. The dev self had disabled it in the last update.^.^ So have fun playing.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: esk81 on July 16, 2014, 06:09:33 PM
Yeah! New update! Thanks for all this hard work minami. I love the mod so far and love playing it in randy!!
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.5 [GINORMOUS UPDATE]
Post by: ZozZ on July 16, 2014, 09:45:47 PM
Quote from: Spare74 on July 16, 2014, 06:48:08 AM
Quote from: Xydonus on July 15, 2014, 07:05:17 PM
Just wondering, should my colony start with the 'MakeDoTools'? I'm looking for the drop pods but don't see any starting off and the tools are a requirement for a lot of things. Also can't produce the compact research station.

Do I have to wait for the drop pods or should they have spawned with my colony?

You have a mod that create a conflict, colonist creation mod and any mod affecting the map generation keep the pod from spawning
is there any workaround i can do other than uninstalling CCM? like editing the map generation file or something?
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 17, 2014, 02:34:36 AM
Hm my idea is, to find the drop-pod and research-thingy spawn-lines in the code of the mod and copy it to the map generation mod. Sadly i dont know in what file they are. ;D

Edit: Hm i searched but i think i'm not able to find the lines. :'( I would like this mod is compatible with the map generation mod and the colonists creation mod.^^ And so much more, i'm sad that i have not so much experience with the code otherwise i worked on the mods for compatibility. ;D
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Spare74 on July 17, 2014, 06:03:36 AM
T500 turret is a beast, I'm trying an urban defense but I had a weak flank, with only 6 colonists it's hard to cover each side, but now I have a fully upgraded T500 turret :)
Survived the few pirates without trouble (randy wasn't too agressive) but I jsut got owned by the boomrats going mad, mod or not this event is so damn op :s


I've had this bug : http://goo.gl/YHPaVg
It happens some time when I load an autosave, I just need to load an older one.

I jsut had another one, two times : http://goo.gl/xkMKKW
When I rescue/capture someone he puts him in bed and then the person that I rescued/captured bugs out and keep teleporting to the guy that just captured him ...
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Poko on July 17, 2014, 09:39:43 AM
Amazing mod, thank you! 

Just to report it as well, I've also had this bug, and it happens with non-autosaves as well as autosaves :(
Quote from: Spare74 on July 17, 2014, 06:03:36 AM
I've had this bug : http://goo.gl/YHPaVg
It happens some time when I load an autosave, I just need to load an older one.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: sidfu on July 17, 2014, 09:51:40 AM
ive had that bug also. seems to be random havent yet found out why it does that.

also wouldnt it be good to keep a small list of mods thats known to work with it. i dont mean item mods more like the other mods that modfiy parts of the game like this does.
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 17, 2014, 12:14:23 PM
A little nice list is good to have.^^ I think the biggest part of mod's should work without mods which modify the world generation, like map generation. For my self i play with Embrasures, burn cloths and machine gun nests so far the only problems are that the embrasures and the machine gun nest is aviable right from the start, so unfortunately no research needed. The burn cloths should work with the crematory but at the time i dont get it to that far in the research-tree. :) For someone with coding experience i think its possible to make other mod's compatible. I would love to make it myself but i'm a typical girl that have to do alot of learning to understand the codes. ;) I only can tweak the storytellers a bit and i dont know how succesfully. ;D

Edit: I have found a little bug or something that way.^^ I got attacked from a group of tribeman they lit a few buildings, in my "tavern" 2 normal tables got burned and now 2 of the items what i needed to build the tables lay on the ground and say's "Tables x0"... the biggest problem is with that, my colonists try to haul them to my stockpile but they only stand there, sure there are Tables x0... so there is nothing they can haul. ;D No error showing up, nothing, they are only unable to haul it. I already have the same bug in a game befor an oil lamp get destroyed and left an "slag chunk x0" the same problem, but i was able to solve the problem with the saving and loading the game but with the tables, it dont work with save&loading.

Edit2: I think in the building file under tables, the line that something drops if the two wood tables get destroyed is missing. :)

TTM_Buildings_Furniture.xml attached.

Have set that they drop wooden planks but i have to test it that the item is dropt right not that i have typed the false item. ;)

Edit3: Tested and it worked. And found the same problem with the oil tank and the oil lamp.^^ I found a few more with x0 drops, i post the full file-changes. ;)

TTM_Buildings_Survival.xml Attached.

Search continued. ;D - Search complete. I found at least in the decoration.xml a few of the same problems and fixed it. :) But it's to long for the post now. Uploaded.

If i find more problems, i report it. ;)

[attachment deleted by admin: too old]
Title: Re: [Mod/Overhaul](Alpha5)TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: ZozZ on July 17, 2014, 04:05:53 PM
where can i find the file that make the starting drop pods event?
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Seth1483 on July 18, 2014, 12:42:25 AM
That's already in the mod, if it isn't working for you it is most likely caused by other mods interfering with the mapgen. What other mods are you currently using with TTM?
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: ZozZ on July 18, 2014, 12:54:11 AM
Quote from: Seth1483 on July 18, 2014, 12:42:25 AM
That's already in the mod, if it isn't working for you it is most likely caused by other mods interfering with the mapgen. What other mods are you currently using with TTM?
yes i am using CCM (colonist creation mod) and it does interfere with TTM so i am trying to find the event so i can modify the files and make the two mods compatible if i can
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: minami26 on July 18, 2014, 02:40:55 AM
Colonist Creation Compatible MapGen.xml (https://www.mediafire.com/?as569onib3dxtsx) Here ya go guys a Colonist CreationMod Compatible MapGeneratorDef xml file.
It's the TTMSpawns that come with the guns guys. I thought someone might get it.
But then you can't spawn the OilDeposit if you don't add it too. So I made a compatible one. and it should probably work I ddnt test it Im on another computer.

just delete the TTM_MapGenerator.xml and replace it with ColonistCreation&TTM_MapGenerator.xml in this file and i think its good to go. try it out.

Quote from: Kitsune on July 17, 2014, 12:14:23 PM
-snip-

Thanks kitsune, most of the problems you guys is because of what kitsune is reporting, I kinda fixed this problem in alpha4 but I tried to put <leaveResourceswhenKilled> on. I guess I ddnt focus on it that much because my colony never gets destroyed. hehe.

What happens with tables(x0) is that its picking up nothing. A "Table" thats 0 amount. so it makes an error that it's not picking up anything! why am I picking nothing! haha.

to prevent this for now. Go open up your debug menu.
Go to option=>debug mode on
and use debugtool Destroy. and click on that (x0) item to destroy it. because its nothing it should get destroyed.

im gonna update with a fix.

thank you so much for playing with TTM! :)
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: ZozZ on July 18, 2014, 02:53:57 AM
Quote from: minami26 on July 18, 2014, 02:40:55 AM
Colonist Creation Compatible MapGen.xml (https://www.mediafire.com/?as569onib3dxtsx) Here ya go guys a Colonist CreationMod Compatible MapGeneratorDef xml file.
It's the TTMSpawns that come with the guns guys. I thought someone might get it.
But then you can't spawn the OilDeposit if you don't add it too. So I made a compatible one. and it should probably work I ddnt test it Im on another computer.

just delete the TTM_MapGenerator.xml and replace it with ColonistCreation&TTM_MapGenerator.xml in this file and i think its good to go. try it out.

Quote from: Kitsune on July 17, 2014, 12:14:23 PM
-snip-

Thanks kitsune, most of the problems you guys is because of what kitsune is reporting, I kinda fixed this problem in alpha4 but I tried to put <leaveResourceswhenKilled> on. I guess I ddnt focus on it that much because my colony never gets destroyed. hehe.

What happens with tables(x0) is that its picking up nothing. A "Table" thats 0 amount. so it makes an error that it's not picking up anything! why am I picking nothing! haha.

to prevent this for now. Go open up your debug menu.
Go to option=>debug mode on
and use debugtool Destroy. and click on that (x0) item to destroy it. because its nothing it should get destroyed.

im gonna update with a fix.

thank you so much for playing with TTM! :)
Thanks minami
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 18, 2014, 03:55:23 AM
Quote from: minami26 on July 18, 2014, 02:40:55 AM
Colonist Creation Compatible MapGen.xml (https://www.mediafire.com/?as569onib3dxtsx) Here ya go guys a Colonist CreationMod Compatible MapGeneratorDef xml file.

Thank you for the compatible file. ^.^

Edit: Something dont work right. :'( I get the creation menu and the batteries but the drop pods and the research-thingy do not show up.^^ And i have to disable the TTM mod, close the game and enable the creation colonist mod and after that the TTM mod again, otherwise i get error window opend. Can i ask where the code is, that spawns the drop pods? How do it work?^^

Quote from: minami26 on July 18, 2014, 02:40:55 AM
Quote from: Kitsune on July 17, 2014, 12:14:23 PM
-snip-

Thanks kitsune

I'm happy to help.^^ If you not changed anything in the files i attached on my post befor, you can use them right away, if the "kill"item drop with the ground materials(wooden plank) are ok. ;D Was something new to look at the code of an game. o.o Beside Rimworld i only play games but with that game it draws my attention on the modding side. :o

Quote from: minami26 on July 18, 2014, 02:40:55 AMthank you so much for playing with TTM! :)

Its an really nice mod, i alway's like mods that make games harder or add new content. ;) Keep up the good work.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: minami26 on July 18, 2014, 06:15:45 AM
sorry about that I ddn't test it. here's a new one that I totally tested and is fully compatible.

Follow these steps thoroughly.
Download CCM Compatible MapGen for TTM File Here (https://www.mediafire.com/?as569onib3dxtsx)

1. Download CCM Compatible MapGen File
2. Go To => RimWorld => Mods => TechTree Minami A5 => Defs
3. Delete "MapGeneratorDefs" folder
4. Go to the Downloaded CCM Compatible File. Extract its Contents.
5. Copy Extracted "MapGeneratorDefs" Folder to RimWorld => Mods => TechTree Minami A5 => Defs
6. Open RimWorld => Go to Mods Section
7. Uncheck all mods. Except Core
8. Check all other mods you use *Except Colonist Creation, TTM, CustomEvents.
9. [*IMPORTANT] Check Colonist Creation Mod FIRST!
10. [*IMPORTANT] Check TechTree Minami A5 then Check TTM Custom Events LAST.
11. Play the Game! and see if DropPods and CRT has spawned.
12. Report Here if still not working.
13. Tell me how my mod is doing.
14. Finally instructions worth following!
18. Did you know that I watch anime and that I'm half japanese that doesn't know nippon?
15. Hey i'm still using another computer!?
16. My second name is minami.
17. for the lulz.
20. did you know that there's no 19! what!?!
21. as always thankyou for playing TTM. and go tell argain ive made a compatibility patch for his mod and mine, P.S tell argain how awesome his mod is. :D -minami26
22. Someone changed the title of this THREAD!? O: whoever you are!! scareehh..

I tested it. Should be Properly working. Here's a Screenshot:
(http://i.imgur.com/Q9O4cJk.jpg)

hooo. compatibility.. :(
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 18, 2014, 07:48:56 AM
Maybe i can in a little bit time(after dinner-making) upload an compatible version of the machine gun nests and an "somewhat"-compatible version for clutter. The clutter version is... a bit hard(alot of text changes  ;D). I think i fixed the research menu so no clutter-objects from start on but they are builded with normal ressources and not from craftet items from TTM. But if i find enough time and motivation i fix that. ;) How i sayed, clutter UNCOMPLETE at the moment but if you like to look at it or play it right now. ;)

The folders are to big. :o I uploading it somewhere else.
Link deleted <- Clutter, compatible patch outdated
Link deleted <- Machine Gun Nests outdated, got updatet and i'm working on it.^^
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Spare74 on July 18, 2014, 08:11:09 AM
Quote from: minami26 on July 18, 2014, 06:15:45 AM
20. did you know that there's no 19! what!?!
No 18 either !

I'm gonna test this :)
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 18, 2014, 08:28:00 AM
Tested and it worked, the only problem i have with the compatibility is that they plop out of nothing on the start.^^ No drop pods falling from the sky. But the pods and the research-thingy get spawned. But i dont fully know if thats not normal in the CCM mod. :o
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: minami26 on July 18, 2014, 08:43:41 AM
there's an 18 after 14. loool
at least it worked! :D if you play with only CCM and choose 5colonists to start with, does it drop 5 dropPods at the start?
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 18, 2014, 09:16:52 AM
In my test with 5 colonists it only spawns 3 drop pods. :)
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Spare74 on July 18, 2014, 09:55:50 AM
Quote from: minami26 on July 18, 2014, 08:43:41 AM
there's an 18 after 14. loool

Damn, you're a master troll.

Tested and it worked fine : only 3 pods for my 4 colonist.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 18, 2014, 11:50:48 AM
Updated the compatible Machine Gun Nest version. Here you go. ;D Its the full mod you not need to download the uncompatible mod. :)

So far i see i have integratet it in the research menü(after worldwar research and the addons for modernwar research) and changed the building materials to TTM craftet items. I dont balanced it or something like that, report if you see any bugs. ;)

Edit: Got an nasty problem. Its with the colonist creation mod. It works well but if i try to load an savegame i get an blurry colorful screen and lots of error messages. Here is an screenshot. :)
(http://i59.tinypic.com/if62c3.jpg)

Befor the screen got black it looked like the screenshot from Spare74. For the clear say in my situation it was not an autosave and i tryed it without any other mods, only colonist creation and TTM&TTM event-thingy. :(
Quote from: Spare74 on July 17, 2014, 06:03:36 AMI've had this bug : http://goo.gl/YHPaVg
It happens some time when I load an autosave, I just need to load an older one.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Undecided on July 18, 2014, 02:41:51 PM
Not sure if this has been suggested or not yet, but one thing that I'd like to see is an increase of oil deposit output. Right now, it's too slow and irregular to actually power a gas generator consistently, making it unreliable as a long-term power source.

Also, an idea: maybe make oil a construction resource for certain items using plastic? It would keep it oil relevant towards the mid and late game rather than just making it either a bad power source and/or merchant fodder.

Another idea, maybe make oil deposits require a structure to extract, like an oil rig. That way the player can choose whether or not oil chunks will spawn, in case they don't use oil and don't want extra stuff cluttering the map.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 18, 2014, 02:45:14 PM
Quote from: Undecided on July 18, 2014, 02:41:51 PMAnother idea, maybe make oil deposits require a structure to extract, like an oil rig. That way the player can choose whether or not oil chunks will spawn, in case they don't use oil and don't want extra stuff cluttering the map.

If its possible to make it like mortars or the calltrader, an usable object for the colonists and say per use they get x amount of oil. I like the idea. ;D
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Spare74 on July 18, 2014, 04:36:30 PM
Oh, apparently with colonist creation mod enabled it causes this bug : http://goo.gl/YHPaVg to happen systematicly... None of the save wanna load...
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: 123nick on July 18, 2014, 05:00:10 PM
how compatible is this with other mods? like i know it will work,but the fact that other mods have the vannila-like research system, is it overbalanced? underbalanced? Overpowered? underpowered? stuff like that.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 18, 2014, 05:16:15 PM
Quote from: 123nick on July 18, 2014, 05:00:10 PM
how compatible is this with other mods? like i know it will work,but the fact that other mods have the vannila-like research system, is it overbalanced? underbalanced? Overpowered? underpowered? stuff like that.

Its somewhat incompatible like that other mod's research projects dont really fit in the techtree of TTM. In term of balance i dont know really, in the most mod's they dont use the craft materials from TTM. I have made 2 mods compatible(dont testet really much^^) Machine Gun Nests and the Clutter mod. The Machine Gun Nest mod is attached on one of my last posts and i wait for the creator of the clutter mod that i get the permission to give my compatible version to the world, only to be sure to not draw angry mod creator to me. ;D

Edit: Oh yes, TTM is mostly not playable with other mod's that change anything in the mapgenerator.^^
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Spare74 on July 18, 2014, 06:15:40 PM
I just encountered a problem : during an earthquake (one more :s ) my comm console was destroyed and didn't droped a little research thingy (can't recall the name) so I can't reconstruct my comm console without buying a research kit (let's call it that) but I can't buy anything since I don't have a comm console :s
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 18, 2014, 06:55:48 PM
In that situation, turn on the dev.mode and "cheat" it or take the situation and let the colony live on and watch they step by step get destroyed, muahaha. ;D

Edit: Got the permission for clutter, so here you go. ;D The main clutter mod is required. If you find any bugs or ideas for balancing say it. ;)

http://ul.to/erybyqj3 (http://ul.to/erybyqj3)

Machine Gun Nests are researched after worldwar and the addons are researched after modernwar, clutter items are researched after beautification schematics, bio technology and techs like hydroponic and metal synt. :) I put things that uses mutch metal after researched "metal"-research, it make sense. xD
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: minami26 on July 19, 2014, 10:33:08 AM
I really don't know what to do with that error. It's the Colonist Creation Mod. I guess it ain't really compatible. :(

you can ask argain for that. I've done my part. I'm reading his thread and I think that error is from his mod for version 1.5 it's still not stable yet :)

I'm just gonna leave this here. :)

(http://i.imgur.com/axZQeVy.jpg) (http://imgur.com/8obo9OT)
*larger image (http://imgur.com/8obo9OT)

(http://i.imgur.com/aInoqA1.jpg) (http://imgur.com/X5fEGv6)
*larger image (http://imgur.com/X5fEGv6)
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 19, 2014, 11:46:56 AM
Looks nice. ;D

Edit: Clutter got updated and with that, i updated my patch. Here you go. ;D Edited my signatur that the actual versions are always there. :)

Clutter - TTM compatibility patch (http://ul.to/0pfzvbkl)

So far i tested no savegame compatibility but maybe its only me. :'(

Edit2: I looked at the floor's and i think maybe there are something wrong? :o For exemple, the carpets are somewhat useless, they dont increase the beauty of room's and i think wooden plank floor should be better as "neutral"^^ it say's "Wood plank flooring. For that warm, homey feeling." at least they need to have nicetiny. ;D Or is there something behind? To easy nice rooms?

And for the "fast move"-floors maybe an <pathCost>-1</pathCost> i think that will be nice, ;D

I attach the modifyed floor's on that post, if you have interesst, take a look. :)

Oh i looked at the core game and its the same. In that way... take my text as an... suggestion. ;)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Ramsis on July 21, 2014, 08:56:42 AM
Everything is looking good :D
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Eivind on July 21, 2014, 12:12:01 PM
I've tried trading with about 10 different traders, and none of them have had data drives or CRTs(or was it CTR? The research thing you start with).
Am I just extremely unlucky, or is there some way I can get them other than by trading?
It kind of sucks since I'm stuck on research after building the comms console. :P
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Oragepoilu on July 21, 2014, 12:15:48 PM
Hi,
any news about the bug when you load a save ?

I have no clues to avoid this and it kinda sucks,
none of my saves actually work.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 21, 2014, 12:33:26 PM
@Eivind: I think it must be there, i think the general trader have it.^^

@Oragepoilu: I think its an mod incompatibility or an game error that out of nothing appeard.^^ What mod's you are using? For my part i have once an bug that had problems with pathfinding in the result of the same screen that we see on the screenshots that was postet.^^ So its not 100% sure if that error is because of "that" mod and an other error is because of "that other" mod. If you not already did, make please an screenshot. ;)
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Oragepoilu on July 21, 2014, 01:29:00 PM
I'm not atually using another mod.
it happened before in 2 other games, with the 2.6version, but not with the 2.5version.
Nothing happened specially during the game - just the basic stuff (making metal, food, hauling stuff in the map ....)
I'v already seen your post, and i'v looked everywhere and yet i found nothing weird like a stack of 0 items.
Most of the time it bug with this message :


(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDrawerUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at VerseBase.RootMap.Update () [0x00000] in <filename unknown>:0
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 21, 2014, 04:54:13 PM
Hm in that situation i cant help. :( For me the problem only pops up with the try with colonist creater, i think the problem is within the code somewhere and for me i can only do compatibility work in xml files. I'm not even know how minami spawn the drop pods and the research thingy in the beginning. I hope minami can help you. :)
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Eivind on July 21, 2014, 11:19:20 PM
I have also gotten the save game bug, using Colonist Creation Mod 1.6 and the latest TTM (2.6).
The problem began occurring right after another survivor fell down in a pod (not one of the inital ones), I reloaded a savegame before this, and it's working fine now.
Afaik the survivors lack a faction, maybe CCM is trying to access that (why would it though?).
I've played a game before with only TTM, where I'm fairly certain that I have gotten several new people like that, and have yet to encounter the bug on that save. I'm not really sure why it would be caused by having both CCM and TTM enabled though, unless TTM adds this event?
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: minami26 on July 22, 2014, 02:57:01 AM
specifically you can get CRT on the CallOrder Vessel. but you don't need that. you only need the Computer Terminal which is sold by many traders to make a Research Bench. make the Research Bench Instead.

@Oragepoilu
what RimWorld version are playing specifically? Can you post the screenshot of that error? that's a very weird error because the error lines you posted has something to do with the Map. in which I ddnt really modify anything in the map.

how about clearing your AppData/LocalLow/LudeonStudios Folder by deleting that. *This will delete all your saves. be sure to copy them. and Start your Rimworld for a new Config for your Rimworld files.

@Eivind
most save game bugs is caused by CCM, I havent looked into it. im busy with exams this week. I'll be checking it out :)
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: forsaken1111 on July 22, 2014, 07:44:12 AM
Not sure if it's been mentioned but I belive the batteries are what is screwing with events. I placed a few of the makeshift batteries and they ended up killing all events except attacks. When I removed them all and used dev mode to fire the short circuit event, all of my events started working again.

Apologies if this is old info, I just found out via experimenting and didn't see it come up recently.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Oragepoilu on July 22, 2014, 08:26:51 AM
Quote from: minami26 on July 22, 2014, 02:57:01 AM
@Oragepoilu
what RimWorld version are playing specifically? Can you post the screenshot of that error? that's a very weird error because the error lines you posted has something to do with the Map. in which I ddnt really modify anything in the map.

how about clearing your AppData/LocalLow/LudeonStudios Folder by deleting that. *This will delete all your saves. be sure to copy them. and Start your Rimworld for a new Config for your Rimworld files.


Want it, got it.

Version used is 0.5.492 for windows.
I already have cleaned everything before i'v used this mod BUT i'v upgraded from 2.5 to 2.6 (by deleting my save, the moditself and adding the new version) whitout doing anything more special.

@Eivind
[SPOILER OF THIS MOD FOR OTHER PEOPLE READING THIS]
i DO in EACH case my save got bugged the event with the 3 pod whith sometime an aberration, even if in this save, there wasn't any aberration.
the thing is, that it didn't bugged right after; i could play a long time after this.
[/spoiler end]

this error is only one of a lot i can get. Sometime it's about a key of a faction that should be dropped from a pawn, and a lot of weird thing like this ~ i can't write down all because i didn't have the save of it (deleted to try a new game).

i could make a screen but it's pointless because the error repeat overtime each tic when i try to load a game.
it's the basic bugged screen, with colours messed up (in a pink way usually) while the game don't show ine the right way the colony while you can still image it's loaded in some way, because you can see some weird names moving in the screen.


Here a copy of the output log that bugged my save in this case : (it's the part that is repeated overtime)

(Filename:  Line: -1)

KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[RimWorld.Faction,System.Collections.Generic.List`1[Verse.Pawn]].get_Item (RimWorld.Faction key) [0x00000] in <filename unknown>:0

  at Verse.ListerPawns+<PawnsInFaction>c__Iterator95.MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.Pawn].MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.Alert_ColonistNeedsRescuing+<>c__Iterator6D.MoveNext () [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.First[Pawn] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.FirstOrDefault[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

  at RimWorld.Alert_ColonistNeedsRescuing.get_Report () [0x00000] in <filename unknown>:0

  at RimWorld.Alert.get_Active () [0x00000] in <filename unknown>:0

  at RimWorld.AlertsReadout.AlertsReadoutUpdate () [0x00000] in <filename unknown>:0

  at RimWorld.UIMapRoot.UIRootUpdate () [0x00000] in <filename unknown>:0

  at VerseBase.Root.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDrawerUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at VerseBase.RootMap.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDrawerUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at VerseBase.RootMap.Update () [0x00000] in <filename unknown>:0


It didn't writte last time the whole stuff because i wasn't able to find the output log the first time and i can't really copy the whole thing because of the spawn~



I don't have error in game untill i save & reload.
Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.0 Fully Functional Release!
Post by: Mr_Green on July 22, 2014, 10:53:13 AM
The author prompt how to open please DropPods? ? ? ?
Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.0 Fully Functional Release!
Post by: Oragepoilu on July 22, 2014, 11:34:05 AM
Quote from: Mr_Green on July 22, 2014, 10:53:13 AM
The author prompt how to open please DropPods? ? ? ?

Sell it like other buildings.
Title: Re: [Mod/Overhaul] (Alpha3F) TechTree Minami v1.0 Fully Functional Release!
Post by: forsaken1111 on July 22, 2014, 12:42:50 PM
Quote from: Mr_Green on July 22, 2014, 10:53:13 AM
The author prompt how to open please DropPods? ? ? ?
Dismantle it like any other furniture
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Asterix909 on July 23, 2014, 10:18:44 AM
If my compact research terminal dies in a fire am I completely shit out of luck?
It looks like I need a computer to build a regular research table but I need a compact research terminal to build the comm console to trade for the computer... so that compact research terminal is pretty much literally the one and only item you CANNOT lose or it is game over, it seems.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Eivind on July 23, 2014, 10:42:52 AM
So I tried editing the mod (I hope you don't mind minami), and I replaced all of the custom factions that are set during the 3 pods event with the default ones ingame, and I've yet to encounter the save bug in a 4+ hour game (although I did encounter some other quirky stuff happening because of that).

In the same game however, events simply stopped happening about 3 hours into the game. Enabling developer mode showed that there was a nullreference exception happening every tick with one of the sicknesses (the flu one I think). I edited the files once more to simply remove the flu, but the events did not start up again.
That might just be a problem that I got because I edited the mod though.


Quote from: Asterix909 on July 23, 2014, 10:18:44 AM
If my compact research terminal dies in a fire am I completely shit out of luck?

Yeah, if you lose the CRT you're pretty much screwed afaik.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Oragepoilu on July 23, 2014, 11:10:56 AM
Quote from: Eivind on July 23, 2014, 10:42:52 AM
So I tried editing the mod (I hope you don't mind minami), and I replaced all of the custom factions that are set during the 3 pods event with the default ones ingame, and I've yet to encounter the save bug in a 4+ hour game (although I did encounter some other quirky stuff happening because of that).

In the same game however, events simply stopped happening about 3 hours into the game. Enabling developer mode showed that there was a nullreference exception happening every tick with one of the sicknesses (the flu one I think). I edited the files once more to simply remove the flu, but the events did not start up again.
That might just be a problem that I got because I edited the mod though.


Quote from: Asterix909 on July 23, 2014, 10:18:44 AM
If my compact research terminal dies in a fire am I completely shit out of luck?

Yeah, if you lose the CRT you're pretty much screwed afaik.

Could you please explain how i set the chance of the event to 0 ? it could help in a new game.

edit : for the ctr, you can always use the debug mode to give you a new one in case of. It's pretty lame to lose it because of his 50hp
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Eivind on July 23, 2014, 12:33:09 PM
Quote from: Oragepoilu on July 23, 2014, 11:10:56 AM
Could you please explain how i set the chance of the event to 0 ? it could help in a new game.

There's a 'chance' value for all of the events in the TMMCustomEvents_Incidents.xml file.
You can find it in "rimworldInstallDir/Mods/TTMCustomEventsA5/Defs/IncidentDefs/".

I'm not completely sure how it works though, setting an events chance to 100 does not make it trigger immediately.
You might be better of just removing the entire event (from <incidentDef> to </incidentDef>), although that might break something else, idk, I haven't tried.

The three pods event is called 'Anomaly_MysteriousTransmission'. There's also another pod event added by the vanilla game, it's called 'RefugeePodCrash'.

I guess you can try remove those two, or setting the chance to 0, and see if you get the save game bug.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Oragepoilu on July 23, 2014, 12:45:27 PM
Quote from: Eivind on July 23, 2014, 12:33:09 PM
Quote from: Oragepoilu on July 23, 2014, 11:10:56 AM
Could you please explain how i set the chance of the event to 0 ? it could help in a new game.

There's a 'chance' value for all of the events in the TMMCustomEvents_Incidents.xml file.
You can find it in "rimworldInstallDir/Mods/TTMCustomEventsA5/Defs/IncidentDefs/".

I'm not completely sure how it works though, setting an events chance to 100 does not make it trigger immediately.
You might be better of just removing the entire event (from <incidentDef> to </incidentDef>), although that might break something else, idk, I haven't tried.

The three pods event is called 'Anomaly_MysteriousTransmission'. There's also another pod event added by the vanilla game, it's called 'RefugeePodCrash'.

I guess you can try remove those two, or setting the chance to 0, and see if you get the save game bug.

I quickly tested. Set to 0, still happening. Same for 0.0, or 100.
I'v tryed to delet the event, and still happening.
(yes, i quit the game before changing anything)

Because i don't know anything about coding i can't understand. Anyway, in another save, the saves got corrupted after an error message when a colonist try to eat some food inside  a small building i'v made (i'v set a stockpile for it inside) when :
Someone already eat this food
the food doesn't exist while he go pick up the food

the mod itself is quite fun to play, just so bad that saves get corrupted so easy.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Eivind on July 23, 2014, 01:54:22 PM
Quote from: Oragepoilu on July 23, 2014, 12:45:27 PM
I quickly tested. Set to 0, still happening. Same for 0.0, or 100.
I'v tryed to delet the event, and still happening.
(yes, i quit the game before changing anything)

Because i don't know anything about coding i can't understand. Anyway, in another save, the saves got corrupted after an error message when a colonist try to eat some food inside  a small building i'v made (i'v set a stockpile for it inside) when :
Someone already eat this food
the food doesn't exist while he go pick up the food

the mod itself is quite fun to play, just so bad that saves get corrupted so easy.

That sucks, but I haven't really looked into how the events are chosen, so I've no idea how it works.
If you're really set on trying it you can just load back to a previous save whenever you get the specific events.
But yeah, there are a few bugs that can make the game unplayable, which is a shame.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Oragepoilu on July 23, 2014, 02:03:04 PM
Quote from: Eivind on July 23, 2014, 01:54:22 PM
Quote from: Oragepoilu on July 23, 2014, 12:45:27 PM
I quickly tested. Set to 0, still happening. Same for 0.0, or 100.
I'v tryed to delet the event, and still happening.
(yes, i quit the game before changing anything)

Because i don't know anything about coding i can't understand. Anyway, in another save, the saves got corrupted after an error message when a colonist try to eat some food inside  a small building i'v made (i'v set a stockpile for it inside) when :
Someone already eat this food
the food doesn't exist while he go pick up the food

the mod itself is quite fun to play, just so bad that saves get corrupted so easy.

That sucks, but I haven't really looked into how the events are chosen, so I've no idea how it works.
If you're really set on trying it you can just load back to a previous save whenever you get the specific events.
But yeah, there are a few bugs that can make the game unplayable, which is a shame.

I'v tryed the last 3 days to go back and load, but it's quite annoying because corrupted saves come after a lot of stuff that i can't really avoid. It's not only the event, it happen when they try to eat, haul stuff to craft, etc ...
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: minami26 on July 26, 2014, 09:17:37 AM
sry for the lack of reply guys, my exams just finished. im totally gonna crush these bugs!
:D see ya in a couple! gonna update soonest!
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 26, 2014, 10:35:45 AM
Hope the best for your exams. ;)

Looks like i get soon new work for the compatibility side. ;D
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: minami26 on July 27, 2014, 08:08:17 AM
hey guys, I really don't know whats the problem with that Faction error yet.
I tested the game this whole day and upon inspection the error only occurs whenever I enable Development mode.

So its like CCM that you must NOT enable development mode or else you'll get the error.

I've been playing with Alpha5 only not 5D before and this does not occur. when I switched to Alpha5D today the error happens but only when you enable development mode.

so when you play a game with TTM refrain from using Development mode. I played a good 12hours and even got my colonists launched with all ship parts, loading and saving does not get corrupted.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Oragepoilu on July 27, 2014, 09:01:13 AM
Quote from: minami26 on July 27, 2014, 08:08:17 AM
hey guys, I really don't know whats the problem with that Faction error yet.
I tested the game this whole day and upon inspection the error only occurs whenever I enable Development mode.

So its like CCM that you must NOT enable development mode or else you'll get the error.

I've been playing with Alpha5 only not 5D before and this does not occur. when I switched to Alpha5D today the error happens but only when you enable development mode.

so when you play a game with TTM refrain from using Development mode. I played a good 12hours and even got my colonists launched with all ship parts, loading and saving does not get corrupted.

thx for testing it out. I'll try this, but if i loose my ctr (50 hp dude :/) it will be really annoying if i can't cheat another.

like, an earthquake happen and DANG ctr out. Game over.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 27, 2014, 10:46:22 AM
Hm i dont use the dev. mode so i dont know. ???
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Oragepoilu on July 27, 2014, 11:41:13 AM
tested again, disable drop pod event with 3 colonist and still corrupt saves whithout dev mode.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Eivind on July 27, 2014, 05:50:59 PM
It might not be an issue with the faction stuff directly, I can't really remember, and I haven't played that much since.
But it might just be an issue with extra colonists not being accounted for.
IIRC both the faction bug and the sickness bug were both just null reference exceptions, so it might just be trying to access null colonists?

I've tried peeking a bit, but the decompiler messed up some of the code, so I can't really tell if the bugs I'm getting are because of the messed up decompiler or are actually present in the source code.
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: minami26 on July 28, 2014, 07:03:22 AM
for the sickness bug it happened because a colonist died or the colonist might have gotten another sickness then that happens. I might entirely remove the illnesses for the next version due to this and something more. Hope that doesn't affect much I mean it causes that error anyway.

but with the 3Colonist DropPod it doesn't error that much. unless! one of the 3 colonist died because I set it so that one of the three colonist needed to be alive to give an extra message.

Im gonna refine the events next version for alpha6, I'm still making a new Way of creating events so that it wont error much.

I hope that it doesn't happen to all, because All i've added for 2.6 really is that Trader schedule and negotiating, I suspected that negotiating was the one but it aint.

Im still running through the events soo it'll really take a while, I can't make new stuff because of these. T_T huhu.

but let me tell you whats in line for new stuff!
1. I have made muffalo capturing and they breed when you have  a male and female muffalo.
2. Im making an Computer Terminal that teaches skills. basically a colonist uses it and he/she gains xp on what skills he/she is learning.

hope I can work on them soon :D
Title: Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
Post by: Kitsune on July 28, 2014, 11:10:20 AM
Interessting, the new stuff.^^

Would like to help but i'm only in xml modding for now, i dont get the other coding. ;D

Thank you for your work by the way. ;)
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.6.1 [MAJOR FIX]
Post by: minami26 on July 30, 2014, 01:44:21 AM
(http://i59.tinypic.com/24v6t0h.png)

Hello guys, I have finally found the culprit behind that nasty save game corrupting bug. it was the way I made the local trader. No more custom local trader names though :(

But its ok since I've fixed a lot of nasty bugs.
Thank you so much @Oragepoilu, @Eivind and @Kitsune for taking the time to report the bugs and helping me figure them out.

delete the old v2.6 version in your mods folder and replace it with the New update!

Please do report if ive missed out some bugs! thanks everyone!

Here's a little changelog on the things I have fixed:
v2.6.1
Fix:
Fixed how the LocalTrader is called in the code, Hopefully fixes that nasty save corrupting bug.
Fixed errors on using Medicine Cabinet
Fixed Medicine Cabinet Drug Usage null reference Exception error upon load, now loads the saved effect on colonist properly.
Fixed x0 things spawning upon destruction of a building
Fix minor issues on power and settings of AnimalZapper and MissileLauncher
Fixed Trading Ship Arrival to not give LocalTraders

Changed:
Changed how starting Items spawn E.G(DropPods, OilDeposit, Starting Supplies).
You only need to have "TTM_StartSpawns" in the MapGenDef.xml file for easier editing on compatibility for mods.
Meals now really unburnable.
Drills max stackcount set to 1, to prevent wasting a drill.


For those who want to make TTM compatible with other mods, I made the custom TTM spawns in the MapGenDef.xml file into just one calling method
You just have to add this line to obtain the DropPods and the starting items from TTM mod
<!-- This Spawn Contains Everything TTM (DropPods,OilDeposit,StartingSupplies) -->
  <li Class="Genstep_ScatterThingGroups">
        <thingDefs>
          <li>TTM_GameStartSpawns</li>
        </thingDefs>
        <spotMustBeStandable>true</spotMustBeStandable>
        <forcedPlaceOffsets>
          <li>(0,0,0)</li>
        </forcedPlaceOffsets>
      </li>



oh and animal husbandry now works guys! I can make a fun little muffalo farm now! sweeeeet. but I ddnt add it in this version yet, just finished it this morning. so I've yet to test it first! :D

first you look for a pair of muffalo's, capture them then they follow their tamer. then you can make them stop following their tamer through a button, after some time they will breed and make cute little muffaloKids! only Domesticated Muffalo's breed so that they will not conquer your whole map full of muffalos. D:
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.6.1 [MAJOR FIX]
Post by: Kitsune on July 30, 2014, 03:00:21 AM
Wuhuuu shiny new update. ;D Thank you for your work! As i have time i look into it and working on my compatibility patches.

I like little fluffy cute muffalos, want to hug them. ::)

Edit: Good new's, my compatibility patches are working so far without new download. :) As always if anyone found a bug/problem with them, say it to me and i fix it.

Edit2: @minami: I think you missed in the decoration file the  <filthLeavings> for slagrubble. Its there but it's count 0. :) And in the building_survival are a few of the same x0 problems but not with filth, there are the chunkslag with count 0.^^
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.6.1 [MAJOR FIX]
Post by: minami26 on July 31, 2014, 04:45:06 AM
omg, you'll totally love the muffalo's :D HAHAHA

Quote from: Kitsune on July 30, 2014, 03:00:21 AM
@minami: I think you missed in the decoration file the  <filthLeavings> for slagrubble. Its there but it's count 0. :) And in the building_survival are a few of the same x0 problems but not with filth, there are the chunkslag with count 0.^^
Oh right, i ddn't check that cause i put a <leaveResourcesWhenKilled> set to true in the main configuration so it shouldn't really drop a x0 thing anymore. :) I'll patch that right up next version though! thanks kitsune!

on another note I'll be putting a poll on what mods you want TTM to be compatible with :) that'll be awesome!
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.6.1 [MAJOR FIX]
Post by: Kitsune on July 31, 2014, 05:02:42 AM
I'm happy to help. ;D

Ok, so i'm totaly looking forward to cute fluffy muffalo's and hug them to death. ::)

With the x0 Problem i think with the filth its not a big problem, dont know if its important that they have the count 1 but with the chunk thingy's also you have forgotten the <leaveResourcesWhenKilled> in the building_survival or is it enough to have the <leaveResourcesWhenKilled> in the buildingbase? ???

I have to say, i have not tested the parts with the x0, i have first looked at the code befor i have started playing. ;)

Edit: Hm i tried it and ok, im wrong, its not needed to have on every "building" the leave resources. So forget what i sayd. :'(

Edit2: Oh i forgot, the mods i wish to be compatible with TTM, clearly MachineGunNests and Clutter, for no other reason i have made them compatible for TTM. ;D And what would be cool are the "big mod pack" but i think there are an other research mod that aims to be integrated in the mod pack, so i dont know if thats good and all. ??? Otherwise, i have no direct mod's that i prefer, i take what i get. ;D
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.6.1 [MAJOR FIX]
Post by: Konycz on July 31, 2014, 08:16:29 AM
Greetings. I have a question. Have you ever tried to see if Mods: TechTreeMinami v2.6.1 and v2.1.3 TTM Custom Events.
It works mod Colonist Creation Mod v2.2? Alternatively, you know how these mods work?
Thank you for your response.

Edit: I have already found a solution to the functioning of these mods.
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.6.1 [MAJOR FIX]
Post by: Oragepoilu on August 01, 2014, 06:31:15 AM
Hi,
i'm gonna try this version and see so far if something nasty end coming (i mean game breaking bug like corrupt saves).

I'll cross finger. Anyway thx for this man :3

Edit :

okay, so far it for work.

I got an error about the utility metal

Exception registering RimWorld.Bill Synthesize Raw Metal(UtilityMetal) in loaded object directory with unique load ID Bill_1959193438: System.ArgumentException: An element with the same key already exists in the dictionary.

  at System.Collections.Generic.Dictionary`2[System.String,Verse.LoadReferenceable].Add (System.String key, LoadReferenceable value) [0x00000] in <filename unknown>:0

  at Verse.LoadedObjectDirectory.RegisterLoaded (LoadReferenceable reffable) [0x00000] in <filename unknown>:0


pretty harmless for the game itself as far as i noticed
(just to let you know, i 'v build many of each crafting station with the same bill in each)

There is just a few thing, but well, it's mainly about balance ...
-Animal MK2 zapper insta kill everything within the blue area. If you put the area on ALL the map, all animals will instant die Oo
Free meat for low cost. no more food problem, no more crazy problem.
More,
You can make boomrat near raiders explose by using this. They will cath fire.

-Missile launcher isn't count as you are attacking people. You can target friendly tribe with it whitout trouble (but it'(s quite convenient, because at day 350+ it start to lag as hell when there is too much people in the map)

-Some weapons are the same (PK and rpd as example). What's the point about this ? :3

-Static discharger is OP as hell. With only a few you can power everything. At last, the minimum should be near 0 - to force theu se of batteries.

-Oil should be used in generator without the need of trader, really. it's way too weak in term of power to get it in middle/late game because of the discharger/steam.
Could be an idea to get an upgrade of it with traders but be able to use it before.

-electric sawmill could use a buff, like use an hopper to cut down wood log, because actually it's not that much an upgrade (and at this stage you don't use that much wood but mainly metal from raiders)

Anyway go a lot of fun playing this. thx :)
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Capturing and More!]
Post by: minami26 on August 02, 2014, 03:48:22 AM
(http://i59.tinypic.com/24v6t0h.png)

Hello guys time for a new update and new features! this update packs a punch be sure to check it out! thank mina! :D

oh and btw, you need to research animal husbandry first before you can start capturing muffalo's and the colonist that is set as the WARDEN will be the one to capture the muffalo's.

Be sure to post here for any problems!

New Features:
Animal Husbandry v1:
You can now capture muffalo's!
captured muffalo's breed, you need 1 male and female for them to start. There is a chance of conception so it will not overpopulate captured muffalo's.
KidMuffalos are the children of captured muffalo's and matures after 2.5days.
Pregnancy takes 4days.

Propaganda Buildings e.g(Speaker, CCTVCamera, Hologram) and Fear Tech Buildings now has a new function!
- When placed in a prison the buildings have a small chance to convince a prisoner to switch sides and join the colony!

New Mechanics:
General Colony Mood:
- if the Colony's General mood is high, there is a 20% chance of attracting possible refugees to the colony.

Added Global Thought:
"Survived a Raid"
- have you felt that surviving a raid is a very important event that needs some cherishing? well here it is! after every raid this thought goes into mind of each colonist.

New Buildings:
C.H.E.S.T (Compression Holder Entity Storage Tank) - Stores 1 type of material at a time, stores a total of 1200stacks. Doesn't store food.

T.U.T.O.R.I.A.L (Temporal Unified Tutor On Reformation & Intricate Artificial Learning) - An interactable building that teaches skills to a colonist.
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Capturing and More!]
Post by: Seth1483 on August 02, 2014, 04:42:15 AM
Sweet! Testing it in a few minutes. Also, is this version still compatible with CCM?
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Capturing and More!]
Post by: jefftan on August 02, 2014, 05:00:59 AM
muffalo,dear muffalo ;D
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Capturing and More!]
Post by: Kitsune on August 02, 2014, 07:30:27 AM
Uh shiny new features. ::) Time to hug and squeeze some muffalos. ;D

Hm but first i have to look at the files. :)

Edit: As far i see my compatibility patches work with the new version without and update. :)
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Capturing and More!]
Post by: Oragepoilu on August 02, 2014, 08:51:37 AM
I got 1 to 2 colonists per days :/
I don't even know what i could do with 'hem. maybe i'll try to send 'hem in space just to get rid of :D
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Capturing and More!]
Post by: minami26 on August 02, 2014, 10:25:26 AM
Quote from: Seth1483 on August 02, 2014, 04:42:15 AM
Sweet! Testing it in a few minutes. Also, is this version still compatible with CCM?
as long as you do that compatibility thing in page 12 it will become compatible! :)
you might need to follow the new tutorial on the new MapGenDef.xml file though its on its folder make sure to read it carefully!

---------------
are the colonist refugees too much? they max out at 14 thought and i put a lot of conditions before they come out. D: but i think they balance out since you don't get that much incap raiders, i dunno. im gonna play test more ;) thanks for that balance notes @oragepoilu!

I forgot to put a new texture for medical supplies, hehe, i'll put a new texture for it next update! totally forgot about it :D pardon me!
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Capturing and More!]
Post by: lswjones on August 02, 2014, 11:52:01 AM
Whenever I turn this mod on, it gets rid of the game's main menu. Is this something to do with my hardware or have a fix for it?
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Capturing and More!]
Post by: Kitsune on August 02, 2014, 11:52:45 AM
Can it be that you disable "core"? You need it, its the game and all, no core no menu no game. ;D
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Capturing and More!]
Post by: lswjones on August 02, 2014, 12:06:53 PM
No, it's not that. I checked multiple times to make sure haha
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Capturing and More!]
Post by: Oragepoilu on August 02, 2014, 01:20:44 PM
About refuges,
I'm playing with randy random and got an average of 99%~hapiness, year 4.

Righ before this i wasn't able to get any new colonists - you can't really incap raiders because of the range/power of new weapons, and slaves trader don't come often, so it's nice to get a new way to get fresh meat.

But i got so much people at a moment that now i struggle to get food (i don't have anything to hunt, and i'm waiting for crops) and to give them nice house.

Well, it could be done, but maybe it's a bit too easy to get people with randy random - especially if you look at tought bonus from statues.

The fact that they may come up so much sometime is weird. Maybe it's just because it's randy random.

Day 320 = 4 dudes
340 = 11
420 = 15
482=24
487=31

550=40
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Capturing and More!]
Post by: minami26 on August 04, 2014, 01:38:11 AM
Quote from: Oragepoilu on August 02, 2014, 01:20:44 PM
About refuges

yep, randy random has a maximum of 50 colonists, so it will try to max out your colony :D haha, it only has 20% chance of happening a day! you really are lucky, I think I should lower it to 10%.

Quote from: lswjones on August 02, 2014, 11:52:01 AM
Whenever I turn this mod on, it gets rid of the game's main menu. Is this something to do with my hardware or have a fix for it?

are you playing this on RimWorld Alpha5D? are playing with other mods installed? :)
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: lswjones on August 04, 2014, 07:28:53 AM
Yeah, I have the most recent one.
I've tried it both with mods and without them (including removing all mods from the mod folder except core and the two that comes with this).
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: The_Shaikan23 on August 04, 2014, 02:23:08 PM
The custom event Dark Void has caused a game crash, I think it has to do with the sheer amount of entities spawned that cause the pathing engine to go bonkers.
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Oragepoilu on August 04, 2014, 02:32:36 PM
Quote from: The_Shaikan23 on August 04, 2014, 02:23:08 PM
The custom event Dark Void has caused a game crash, I think it has to do with the sheer amount of entities spawned that cause the pathing engine to go bonkers.

Weird, because there isn't THAT much dark void when this even come - they spawn/despawn over time near light.

If you'r a bit stuck with this, just put a light at the entrance of your base.

But pathing shouldn't be a problem. At last, way less that massive raider at years 2 or more; maybe your computer spec is too weak, you could try to send your save at last ressort to see if someone can go trought this while you aren't able to.
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: The_Shaikan23 on August 04, 2014, 09:41:56 PM
It most definitely is not my computer, I can run much more taxing games than Rimworld without problems. It may be an isolated event and something else could be the culprit entirely, the last thing I saw in the error log before the game became entirely unresponsive was an abundance of pathing errors for the Dark Void event spawns. I run a few other mods, such as BetterPower and Arsenal I could try and replicate the problem in devmode, maybe I can get a more specific cause.
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Oragepoilu on August 05, 2014, 02:41:32 PM
mind if i report a few things that i come across ?

I'v found an Unboundcrystal, but i don't know if it have any purpose. I tought that's something that come along this mod ?

Metal wall and stone wall got a lot of hp (over 2 000) when you do the upgrades. Spiked wall have way less (1200 i think) and do nothing more.
Spiked wall cost also more than metal/stone and do nothing else ; Would be nice to look at this, by adding an effect to make them valuable or something like this.

Ours people can fire while the blasted door is closed (Oo). enemis can do this also, but because there isn't any path, most of the time they just try to hit a wall/door instead of fire.

Blasted door can block the voids. they won't attack the door and will a-void colonist to go out, so you'r safe during event if you don't have any light.

Could be nice if the stone from the driller were always "haulable" by defaut. The only way to deal without ask them to move them, is actually to put a stone cutter table near it and add a task for infinite crafting with a low range. it work but well, i would use them as cover instead ^^

Edited because first post lack of sense. Poor english. Sorry for that.

Another edit :

Buzzant hill can spawn in the mountain, where a gasp was created with the hearth quake. this lead to am assive amount of ant in a very short space that you can't reach ... thx for the missile launcher, i was able to get ird of it.
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Colonist51 on August 06, 2014, 12:01:56 PM
Hi. First of all, great mod. But I got a problem, I tried to install the CCM-TTM compatibility patch and I followed the instructions step by step as shown in page #12. However when I launch the game I get this error and if I start a game, the screen is too bright and it's basically unplayable:
(http://s28.postimg.org/koeseg4pl/Error.jpg) (http://postimg.org/image/koeseg4pl/)

And that's with all mods disabled except TTM. I have also noticed that this problem only occurs when I use the 'MapGeneratorDefs' folder from the compatibility patch. Any idea how I can solve this issue?
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Kitsune on August 07, 2014, 03:09:01 AM
Trie the file i attached here. :) Copy the file and go to the folder below.

CCM folder->Defs->MapGeneratorDefs

Paste the file here and overwrite, i hope this solves the problem. Oh yes make it sure you use the normal and not the "mapgenthingy.xml" from the seperate compatibility patch(for the easy way redownload TTM). It dont work but the new version and text what minami postet works, at least for me. ;)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Colonist51 on August 07, 2014, 05:37:24 AM
Thanks Kitsune, but unfortunately it still doesn't work. Just to be clear, first I tried your file (BaseMapGenerators.xml in CCM\Defs\MapGeneratorDefs) with the original 'TTM_MapGenerator.xml' (in the folder: TTM\Defs\MapGeneratorDefs) and the colonists spawned from the pods as usual without the CCM screen appearing. Then I tried your file with the 'ColonistCreation&TTM_MapGenerator.xml' from the compatibility patch, and I got a similar error to the one I mentioned in my previous post, here's the screenshot:
(http://s10.postimg.org/due3i4exh/Error_2.jpg) (http://postimg.org/image/due3i4exh/)

The only mods which were enabled when I got this error were CCM, TTM and TTM Custom Events.

I'm not an expert in this field, so forgive me if I did something wrong.
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: minami26 on August 07, 2014, 07:43:03 AM
hey colonist51,

do this instead!

make sure you use new downloads and not edit anything first.

1. Put the three mods in the mods folder of your rimworld game.
2. Load TTM, TTM Custom Events and finally Load CCM last! > this is important!
3. now go to CCM => defs folder => MapGenerator defs folder
4. Open BaseMapGenerator.xml with notepad and scroll to the bottom
5. Copy all of these codes just above the
<!-- Fill the Ecosystem -->
and before the </li>

<!-- This Spawn Contains Everything TTM (DropPods,OilDeposit,StartingSupplies) -->
  <li Class="Genstep_ScatterThingGroups">
        <thingDefs>
          <li>TTM_GameStartSpawns</li>
        </thingDefs>
        <spotMustBeStandable>true</spotMustBeStandable>
        <forcedPlaceOffsets>
          <li>(0,0,0)</li>
        </forcedPlaceOffsets>
      </li>


then save it.

try out the game!
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Colonist51 on August 07, 2014, 11:52:10 AM
I tried it and so far it works like a charm! :D Two of my favorite mods can finally co-exist with each other. Thanks! :)
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: sidfu on August 07, 2014, 07:48:58 PM
would be awsome if the kitchen mod was part of this and would be the midtech area for food, but that mod hasnt been updated.

on that mapgen stuff do u need to add it to every mod with a map getn file or just the last one u load?
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: minami26 on August 08, 2014, 01:39:02 AM
Quote from: sidfu on August 07, 2014, 07:48:58 PM
on that mapgen stuff do u need to add it to every mod with a map getn file or just the last one u load?

Only the last one you load, because on loading mods the last file loaded overlaps everything of the same name.
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Kitsune on August 08, 2014, 02:33:51 AM
Quote from: Colonist51 on August 07, 2014, 11:52:10 AM
I tried it and so far it works like a charm! :D Two of my favorite mods can finally co-exist with each other. Thanks! :)

Happy that it work now, can it be that the problem was that CCM was loaded befor? I think that i have tried as the next solution but minami was faster. ;D
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Ramsis on August 13, 2014, 07:28:57 PM
Update coming soon folks, just sit tight!
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: sidfu on August 13, 2014, 11:45:37 PM
yeah we will wait for your updated. i dont plan to play till u update. also btw can u incorprate that guys clutter patch and such?
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Kitsune on August 14, 2014, 04:10:56 AM
After TTM is updatet for alpha 6 i make my clutter and machinegun nests patches no worry. ;)
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: minami26 on August 16, 2014, 05:21:41 AM
hey guys anyone want to help me find bugs in the compatibility patch? pm me for the file and the bugs you find. I'll wait till tomorrow so we can release the patch soon. :)

was eagerly waiting for Alpha6 before I make new features. so expect more amazing things after this patch! :D
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Kitsune on August 16, 2014, 05:39:02 AM
Sure i help as much i can. :D *throw pm to minami*
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Javaman on August 16, 2014, 04:59:52 PM
Ya let me know, i would like to help expand TTM. Hopefully you can extend the power tech line, the turret tech line, and add some cool future tech stuff once you reach a certain tech level. I saw some cool stuff in the mai mod like robots and replicators. any thoughts? maybe add that stuff to the tech once you are down the tech tree lines a bit.
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: sidfu on August 16, 2014, 07:39:18 PM
think next should work on the food line cause right now once u get the  power cook stove there not much use for the none powered one. probaly look at the abandoned kitchen mod and do something like that. also u could start looking at how to do a life cycle for colonist or better yet see if u can do seasons. so many games go easy route and just put biomes and a bit of weather and forget all about seasons.
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Kitsune on August 17, 2014, 04:10:35 AM
For my taste the kitchen equipment is good as it is.^^ I think with the unpowered cook stove, its for the start not for "mid"- or "end"-game. Its the same with the power buildings, are you building the little solar collectors after you are able to build the bigger version?

I dont know how deep modder can go into the code and engine of the game, if not so deep i think a life cycle for colonists and season are an thing they cant do because it's not possible at the moment. ;)
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Jonesh on August 17, 2014, 04:55:33 AM
It would be nice to add the Embrasure mod as well I think, I always use it cuz I like building little bunkers :P
Title: Re: [MOD] (Alpha 5D) TechTreeMinami v2.7 [Muffalo Herding and More!]
Post by: Kitsune on August 17, 2014, 06:28:23 AM
After the testing and release of the new update and update of my compatibility patches maybe i look and make embrasures compatible too. I also use them. ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 17, 2014, 09:37:27 AM
(http://i59.tinypic.com/24v6t0h.png)

Hello guys! Alpha6 compatibility patch is out!
also some minor changes!

here's a changelog!

v2.7.1
Minor Tweaks and Alpha6 Compatibility

Changes:

Building:
Caltrops(Traps)
- Will now only do scratch damage.
- will not kill incapacitated raiders anymore.

Decreased Chairs/Stools Material Requirements.

Removed Stimulant, Heal with Medicine and MedKit from the Medicine Table and Concoction Table - they don't work.

Environment:
Removed Red/Green/Yellow Herbs from the environment, instead herbs are now only growable and will not spawn in the wild.

Decreased refugees chance to come into colony from Colony Mood Factor to 15%.

Tweaked Research costs on some research projects.


------------------------------------------------------
Discussion:

Hello guys i'm thinking about all the things you guys are suggesting and i've decided to add the mods that you want to be included in TTM!

Here's the first batch of the Best and Greatest Mods that we're gonna add to TTM:
- Architect's BetterPower+
- Shinzy's Apparello
- Jaxxa's Shields
- Punisher's Embrasures
- Beeeeber's Kitchen Unit
- Mrofa's Clutter
- Psyckosama's Machine Gun Nests

as you all guys know, Haplo's workplaces and Evul's Project Armory are already included in TTM so we'll be expanding the mods that are included to make RimWorld the most awesome game ever! hope you guys will be happy with my decision!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kolael on August 17, 2014, 12:10:16 PM
Love the mod, been using it for a while. I justed the alpha 6 version and I get the starting message when I start a new game so I know it is active, but drop pods and the research terminal does not spawn. I get slag chunks and I can't research, so I can't build. Any ideas?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 17, 2014, 12:13:44 PM
Does the center of the map have a mountain? if so, it blocks the spawn of droppods and CRT.
the only way to fix this is to start a new game that doesn't have a mountain in the center.

I have set the droppods to spawn in the center of the map due to the mapgen limitation in alpha6.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kolael on August 17, 2014, 12:16:34 PM
Quote from: minami26 on August 17, 2014, 12:13:44 PM
Does the center of the map have a mountain? if so, it blocks the spawn of droppods and CRT.
the only way to fix this is to start a new game that doesn't have a mountain in the center.

I have set the droppods to spawn in the center of the map due to the mapgen limitation in alpha6.

Yeah, exactly what happened. Started a new game and they appeared.  Thanks.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Javaman on August 17, 2014, 12:35:49 PM
Awesome! this is an excellent list of mods to add. Couple questions:
1. Will you be phasing out the automatic turrets due to the addition of manned turrets. The balance is pretty good with machine gun nests mod, allowing you to have colonists carry their own weapons or use stronger stationary ones. This works well with the manned mortars. Perhaps you should replace the gun post, improvised turret and t500 turret with some more unique auto defenses for when you research further techs and have sufficient power generation tech.

2. Haplos Miscellaneous mod has a couple fun future techs you might want to add. I would imagine you are extending the tech lines to include some cool future tech. Especially once you research things like future weapons, power generation, and space ship construction, or start collecting enemy mechanoid parts. Robots would be fun to help man your mounted turret defense. Any thoughts?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Iwillbenicetou on August 17, 2014, 04:05:45 PM
Is TTM compatible with current save files?
And do we put the whole folder in or the sub folders like the custom events and the actual mod?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 17, 2014, 04:49:30 PM
Updated my patches and added the embrasures to my little list of compatiblity patches. ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Iwillbenicetou on August 17, 2014, 08:19:36 PM
Also there is a new update for PA. (Project Armory)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 18, 2014, 01:42:55 AM
Quote from: Iwillbenicetou on August 17, 2014, 04:05:45 PM
Is TTM compatible with current save files?
And do we put the whole folder in or the sub folders like the custom events and the actual mod?

TTM Custom events needs a new World to be generated because the abomination and terminator factions needs a new world to be created.

- Just extract the contents of the .rar file into the mods folder directly. :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Jonesh on August 18, 2014, 03:08:27 AM
Those mods looks awesome, thanks Minami (and Kitsune)!
I know what I'll be playing tonight, though I wish I didn't have to work today ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 18, 2014, 03:22:58 AM
Quote from: Jonesh on August 18, 2014, 03:08:27 AM
Those mods looks awesome, thanks Minami (and Kitsune)!
I know what I'll be playing tonight, though I wish I didn't have to work today ;D

:D haha it's not yet added ok! its in for version 2.8 maybe this week. 2.7.1 is just a compatbility patch! ^___^
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: sidfu on August 18, 2014, 04:50:35 AM
kitsune can u upload the compatitly paches somewhere else. that site only allows 1 dowload a hour so takes 3 hours to get all 3 of them
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 18, 2014, 07:45:58 AM
Quote from: sidfu on August 18, 2014, 04:50:35 AM
kitsune can u upload the compatitly paches somewhere else. that site only allows 1 dowload a hour so takes 3 hours to get all 3 of them

Any suggestions? I uploaded it there because i often used uploaded for myself. ;)

@Jonesh: I'm happy that i can do something, i wish to do more but my limited understandings with coding i can only do compatibility patches. ;D

Edit: For first quick light solution i added dropbox, i hope its better. :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: zenkmander on August 18, 2014, 12:52:37 PM
Hey guys, just started using this last night and wanted to report a few issues.

First new world/colony, drop pods landed near mountains so no research item dropped. Second world/colony, pods landing in a flat area but still no research item. By the third time the research item dropped.

Also there were no drop pods to deconstruct in any of these games, and I can't figure out how to get Makedo tools. Are those supposed to come from the drop pods? Not sure how to progress now.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: sidfu on August 18, 2014, 01:11:48 PM
much better now kitsune. most dont use uploaded cause its one of those sites that likes to put timers on everything to try to get u to create accounht and such.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Sailor Dave on August 18, 2014, 01:29:41 PM
Quote from: zenkmander on August 18, 2014, 12:52:37 PM
Hey guys, just started using this last night and wanted to report a few issues.

First new world/colony, drop pods landed near mountains so no research item dropped. Second world/colony, pods landing in a flat area but still no research item. By the third time the research item dropped.

Also there were no drop pods to deconstruct in any of these games, and I can't figure out how to get Makedo tools. Are those supposed to come from the drop pods? Not sure how to progress now.
In a pinch, you can enable development mode, then click the "debug actions" button at the top of the screen, one of the little white icons. Then select Tool: Try place direct thing, and type in makedo tools, along with the other stuff that the droppods usually drop.

Development mode is an option in the options menu, btw.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: ayoblub on August 18, 2014, 02:50:49 PM
I wasn't seeing anything different besides new events. Then i noticed that there was a dll at the core of this mod. Being on OSX this will not work. Too bad…

Could you add a disclaimer to the front page, that the mod is windows only in it's current state?

thank you :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 18, 2014, 04:45:32 PM
The drop pods and researchthingy spawn alway's in the direct center of the map, if there is an mountain, the drop pods and researchthingy vanish. :( Minami sayed its because how the spawning of the colonists and all start items is handled in alpha 6. I think its a lot of work to find the problem here or maybe its impossible to "fix" it in this release, so maybe with time or an other rimworld release. ;)

I think the best way to start the game, at the moment, is play in an flat map, lesser mountains, smaller chance of vanishing stuff. ;)

@sidfu: That makes me happy that it is now better. ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: DaPieGuy on August 18, 2014, 06:05:30 PM
I have played this for a while and I haven't had a single raid yet, I've been playing for about 5 in-game months now. Is there a mod that would stop it working when its on with TTM or am I missing something?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: zenkmander on August 18, 2014, 06:42:34 PM
How do we craft the Compact Battery? It says the WorkStation but I don't see the option. Does it require some late-game research?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Iwillbenicetou on August 18, 2014, 09:42:51 PM
I think so, try doing all the energy research.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: MasterHooDie on August 18, 2014, 10:14:18 PM
Really enjoying the mod, and the compatibility patches.

Something may have messed with graves? Bodies are able to be pulled back out of the graves and had to be marked as forbidden. Also, the clutter patch allows the Reinforced Metal Door from the start. Oil also has the forbidden red x even if not forbidden.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 19, 2014, 02:34:59 AM
Quote from: zenkmander on August 18, 2014, 06:42:34 PM
How do we craft the Compact Battery? It says the WorkStation but I don't see the option. Does it require some late-game research?

I think you have to research the makeshift contraption.

Quote from: MasterHooDie on August 18, 2014, 10:14:18 PM
Something may have messed with graves? Bodies are able to be pulled back out of the graves and had to be marked as forbidden. Also, the clutter patch allows the Reinforced Metal Door from the start. Oil also has the forbidden red x even if not forbidden.

For the graves maybe you have forgotten to disable "allow buried corpses" in your stockpiles, if its enabled your colonists buried corpses and right away take them back to stockpiles. ;D The Reinforced Metal Door is already fixed, please redownload.^^ The forbidden red x is intended, i think, so you can controll what oil your colonists picking up and not run across the map and collect ALL oil. ;D Also i think its the same spawn-mechanic what is used for crashing supply pods, the thingy's from them are always forbidden.^^

Quote from: DaPieGuy on August 18, 2014, 06:05:30 PM
I have played this for a while and I haven't had a single raid yet, I've been playing for about 5 in-game months now. Is there a mod that would stop it working when its on with TTM or am I missing something?

What mods you are using? :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: MasterHooDie on August 19, 2014, 02:58:04 AM
Thanks for update and info about allow buried corpses, they were burying and then putting back in stockpile. I think the red x is actually because there is a stack of oil at the oil thing, when I used the "next thing in same square button" it would switch between different amounts of oil.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 19, 2014, 03:07:09 AM
I sadly dont know how the oilthingy work, it spits out an amount of oil with a few stacks but i think it uses maybe how i sayd the normal respawn mechanic like the supply drops and because of that its forbidden or what i think more that minami set it automatic forbidden because your colonists run across the map to collect the oil and you have to manualy forbidd all oil you dont want. I think its the better solution to forbidd all and manually pick the oil you want.^^ Its a bit more work for the player but i think an better solution is only an building that produce oil and have to be build on top of an oilthingy. :) I dont know how to write this building otherwise i had written it myself long ago. ;D

Edit: And no problem for the update, if you find any bugs, say it and i trie to fix it. ;D With the door its not an "bug"... i only forgotten it. :-[
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 19, 2014, 03:14:23 AM
Quote from: zenkmander on August 18, 2014, 06:42:34 PM
How do we craft the Compact Battery? It says the WorkStation but I don't see the option. Does it require some late-game research?

Compact Batteries are spawned together with the starting supplies in the middle of the map with the DropPods and CRT


Quote from: DaPieGuy on August 18, 2014, 06:05:30 PM
I have played this for a while and I haven't had a single raid yet, I've been playing for about 5 in-game months now. Is there a mod that would stop it working when its on with TTM or am I missing something?

What difficulty are you playing on? AFAIK when you choose a difficulty lower than challenge it will take a long time for raids to occur. especially with the custom events.

Quote from: MasterHooDie on August 19, 2014, 02:58:04 AM
Thanks for update and info about allow buried corpses, they were burying and then putting back in stockpile. I think the red x is actually because there is a stack of oil at the oil thing, when I used the "next thing in same square button" it would switch between different amounts of oil.

bodies are supposed to be put in graves and marked forbidden for them to stay in the graves and not be hauled anymore.
also the OilDeposit spawns Oil in the same spot, so there will be many different stacks of oil in the same place. They are forbidden at spawn because you don't want your colonists to get them everytime half way across the map.

Quote from: ayoblub on August 18, 2014, 02:50:49 PM
I wasn't seeing anything different besides new events. Then i noticed that there was a dll at the core of this mod. Being on OSX this will not work. Too bad�

Could you add a disclaimer to the front page, that the mod is windows only in it's current state?

thank you :)

Alright I'll put a disclaimer that this isn't available on OSX. also because I don't have an Apple computer too so I can't develop it there. :(

-------------------------------
also for everybody else, take note that all starting items will Spawn in the center of the map. So make sure that the map you choose doesn't have  a mountain in the direct center or else the items will not spawn.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Neurotoxin on August 19, 2014, 07:17:25 AM
Quote from: ayoblub on August 18, 2014, 02:50:49 PM
I wasn't seeing anything different besides new events. Then i noticed that there was a dll at the core of this mod. Being on OSX this will not work. Too bad�

Could you add a disclaimer to the front page, that the mod is windows only in it's current state?

thank you :)

Unless the mod uses OS specific code it should work fine on a mac. Rimworld itself uses dll's
(http://i.imgur.com/uoKtBly.png)

Other Unity games that allow assembly mods (such as Kerbal Space Program) work on mac as well. Maybe you missed something or the mod requires a new game (it does seem pretty extensive) or, there's OS specific code but dll mods (generalizing) should typically work fine on Mac.

Quote from: minami26 on May 05, 2014, 11:49:17 AM
This mod is not compatible on old Saves, please start a new game before playing with this mod.

Did you try on a new save?
I want to also mention, I'm not hunting you down, just trying to help although it may seem (in this text based format) that I'm being condescending or like I know it all I'm not. I'm just saying that because it contains a dll doesn't necessarily mean it won't work.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: ayoblub on August 19, 2014, 07:28:06 AM
As far as i know Unity uses Mono as a wrapper for windows code (c++?), which would account for DLLs. Native, compiled libraries are usually in osx's dylib format.

I used a clean install of alpha 6 and created a new world and a new colony before i tried. I placed only this mod inside the apps mod folder (applications > rim world app > mods > techtreeminami)

Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Neurotoxin on August 19, 2014, 07:31:56 AM
Quote from: ayoblub on August 19, 2014, 07:28:06 AM
As far as i know Unity uses Mono as a wrapper for windows code (c++?), which would account for DLLs. Native, compiled libraries are usually in osx's dylib format.

I used a clean install of alpha 6 and created a new world and a new colony before i tried. I placed only this mod inside the apps mod folder (applications > rim world app > mods > techtreeminami)

Yes, you're right, Unity uses a mono wrapper, which should also wrap loaded external libraries. If it doesn't work, it doesn't work, I'm just saying don't write it off because it has a dll. Have you tried any other dll mods? Is there anything in your console after activating this mod? I'm just curious why it wouldn't work. :/
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: ayoblub on August 19, 2014, 07:34:52 AM
As far as i could tell, only custom events and a few textures that were described by xml files worked. neither the tech tree nor any build options changed. A clean game started with the default build options.

And no worries. I don't feel hunted in any way. As far as i see it, this is one of the most pleasant forums out there. I actually wouldn't have bothered to post otherwise. I have tried a couple of mods and neither of those which relied on dlls seemed to work.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Neurotoxin on August 19, 2014, 07:39:44 AM
Quote from: ayoblub on August 19, 2014, 07:34:52 AM
As far as i could tell, only custom events and a few textures that were described by xml files worked. neither the tech tree nor any build options changed. A clean game started with the default build options.

And no worries. I don't feel hunted in any way. As far as i see it, this is one of the most pleasant forums out there. I actually wouldn't have bothered to post other ways. I have tried a couple of mods and neither of those which relied on dlls seemed to work.

:/ that's a bummer, sorry to hear it. A lot of the cool features require dll's besides just adding more of what's already in the game. sounds like unity just isn't wrapping the mod assemblies correctly or at all. Well damn, I wanted to solve this problem lol. If it was something specific we could narrow it down for future mods/modders to look out for.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: ayoblub on August 19, 2014, 08:04:02 AM
i just have tried it again with better power+ and superior crafting. No changes to the games content.
Yeah that would be great. How can i access the log file from rim world or how could i log the data, if i have to enable it manually? Perhaps this might give some insights.

The great thing of this game in this early stages seems to be the devotion of the modders. I have no windows installed currently (and SSD space is valuable ;) ), since all of the design apps i use regularly are available on osx.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 19, 2014, 08:27:46 AM
Thanks @Neurotoxin for looking into that OSX thing, I can't really do anything about that >.<

@ayoblub sadly, it pains that you can't play with TTM :(
the log file is inside the RimWorld Content Folder, its the only Log.txt file inside.

-------------------------------
Discussion:

So I have obtained permission for most of the mods that will be integrated into TTM, one thing though.
About Clutter Mod: My idea is to take Clutter into its own Custom Tab in the Architect Menu and it will have its own Research which will take place on Beautification Schematics, then BS will then be replaced with "Basic Furnishings"

Beautification Schematics details will be for "Clutter Corp High-End Furnitures" which will need Fabricants from the Chronicler Machine in the Chronicled Artistry Research. I won't be using the Clutter's Turrets though only the awesome furnitures it has.

can anybody comment on this?

currently no news on BetterPower+ so the new TTM version won't be released with it, betterpower+ still needs updating and I don't want to upset sir Architect on that matter so I won't include it yet, I still need his confirmation if he will allow me to add BP+ to TTM. :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Neurotoxin on August 19, 2014, 08:39:32 AM
The log should I believe be in \RimWorld534Mac.app\Contents\Data
Even though I don't have/use a mac I do have a copy of each OS's rimworld for development purposes haha.

@Minami I'd love to comment but I haven't even gotten to try out the mod yet. Came to download, ended up trying to solve problems. *sigh* I can't turn down a challenge.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 19, 2014, 09:34:10 AM
Quote from: minami26 on August 19, 2014, 08:27:46 AM
Discussion:

So I have obtained permission for most of the mods that will be integrated into TTM, one thing though.
About Clutter Mod: My idea is to take Clutter into its own Custom Tab in the Architect Menu and it will have its own Research which will take place on Beautification Schematics, then BS will then be replaced with "Basic Furnishings"

Beautification Schematics details will be for "Clutter Corp High-End Furnitures" which will need Fabricants from the Chronicler Machine in the Chronicled Artistry Research. I won't be using the Clutter's Turrets though only the awesome furnitures it has.

For me its ok. I think the "Basic Furnishing" fit it better but i suggest that the "Floor" research is in the same position because for my taste its somewhat strange that we have to research furniture first and after that floors. ^^ So i suggest enable floor research after "Rimworld for Dummies" or name "Beautification Schematics" into uhm... "Basic housing"? And after that the research for clutter as "Basic Furnishing". But again its only my taste and my little suggestion. :3

For the clutter turrets for the most time i dont use them anyway, i like more the turrets from TTM or the MachineGunNests. :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Javaman on August 20, 2014, 03:31:48 AM
Hopefully you can get better power added. I think you should have the turret progression go manned turrets -> mortars -> auto turrets. This progression works well when you dont need power in the beginning, but lots when the auto turrets are discovered.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: khromosone on August 20, 2014, 06:56:49 AM
No one is cutting trees or making planks. Jobs are logged and skills are there. Caltrops and the pits also do nothing to invaders :/
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Iwillbenicetou on August 20, 2014, 10:19:05 AM
I have a question- How do we delete the mod. I want to use it for some worlds, and other ones... I just want vanilla with some other mods. So I can have all the mods!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Flemmi on August 20, 2014, 11:12:28 AM
I like the idea of a deeper techtree. but i think you overshot a little, all these new recourses need that can only be gains through very spezial and expensive needs, makes it realy hard to progress at all.

I am in a game at a point where I don't see a reason to research anything because i can't get the nessecery resources to build what i research.

The food changes however are good. The Recourses for that i was able to get.

And the new Random events are realy interesting and can really make me think what i want to do.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 20, 2014, 05:16:25 PM
Quote from: Flemmi on August 20, 2014, 11:12:28 AM
I like the idea of a deeper techtree. but i think you overshot a little, all these new recourses need that can only be gains through very spezial and expensive needs, makes it realy hard to progress at all.

I am in a game at a point where I don't see a reason to research anything because i can't get the nessecery resources to build what i research.

The food changes however are good. The Recourses for that i was able to get.

And the new Random events are realy interesting and can really make me think what i want to do.

I think the main-problem with this is the dependence of the traders, if there is an expensive crafting-way to get the needed resources, your problem will be solved. The big problem with that is, this makes the trader somewhat unimportant or nearly useless.^^
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: WolfgangPolska on August 21, 2014, 06:54:48 AM
Can you make muffalo breeding as separate mod, like custom events? I'd like idea of herding animals, but tech tree is too... deep for me.:C
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Iwillbenicetou on August 21, 2014, 12:49:01 PM
Minami/Kitsune, can I use parts of your mod for my upcoming mod pack?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 21, 2014, 02:02:20 PM
My patches are free to use for everyone. ;D

With TTM you have to only ask minami, its his/her mod.

I'm only a little helper that makes compatibility patches for players. 8) I'm not an important person for the mod. :'(
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Iwillbenicetou on August 21, 2014, 02:08:40 PM
Quote from: WolfgangPolska on August 21, 2014, 06:54:48 AM
Can you make muffalo breeding as separate mod, like custom events? I'd like idea of herding animals, but tech tree is too... deep for me.:C

Edit it out in the files :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: LuisMH on August 21, 2014, 03:12:43 PM
Hello!
I'm unable to download the mod through the Nexus page.
Is it possible to make it available in some other way, please?
Thanks
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 21, 2014, 04:33:21 PM
Quote from: LuisMH on August 21, 2014, 03:12:43 PM
Hello!
I'm unable to download the mod through the Nexus page.
Is it possible to make it available in some other way, please?
Thanks

I upload the mod to my dropbox, you can download it there. Link in my signatur. :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 22, 2014, 02:32:39 AM
Quote from: Javaman on August 20, 2014, 03:31:48 AM
Hopefully you can get better power added. I think you should have the turret progression go manned turrets -> mortars -> auto turrets. This progression works well when you dont need power in the beginning, but lots when the auto turrets are discovered.
:( i really hope i can get better power+ permission. Architect is so busy Im getting no answers, or maybe because he hates me :( nawwww.

Quote from: khromosone on August 20, 2014, 06:56:49 AM
No one is cutting trees or making planks. Jobs are logged and skills are there. Caltrops and the pits also do nothing to invaders :/

What Computer OS are you playing on?

Quote from: Iwillbenicetou on August 20, 2014, 10:19:05 AM
I have a question- How do we delete the mod. I want to use it for some worlds, and other ones... I just want vanilla with some other mods. So I can have all the mods!

what do you mean?

Quote from: Iwillbenicetou on August 21, 2014, 12:49:01 PM
Minami/Kitsune, can I use parts of your mod for my upcoming mod pack?

Uhm. I just want you to put my name in the middle of your modpack! :D JOKE!
its ok all I ask is you put my name somewhere in your mod :)

Quote from: Flemmi on August 20, 2014, 11:12:28 AM
I like the idea of a deeper techtree. but i think you overshot a little, all these new recourses need that can only be gains through very spezial and expensive needs, makes it realy hard to progress at all.

I am in a game at a point where I don't see a reason to research anything because i can't get the nessecery resources to build what i research.

The food changes however are good. The Recourses for that i was able to get.

And the new Random events are realy interesting and can really make me think what i want to do.

yeah I meant the mod to be hard. You really have to play it over and over again until you get the hang of it, as per this post im now going to put "This MOD makes RimWorld so hard you're gonna rip your pants off." lol. :D kidding!

You just have to wait for the Traders to come so that you can progress, that's the main feature of this mod so that you don't progress too quickly.

Quote from: WolfgangPolska on August 21, 2014, 06:54:48 AM
Can you make muffalo breeding as separate mod, like custom events? I'd like idea of herding animals, but tech tree is too... deep for me.:C

Hmm, soon! ill think of it promise!

Quote from: LuisMH on August 21, 2014, 03:12:43 PM
Hello!
I'm unable to download the mod through the Nexus page.
Is it possible to make it available in some other way, please?
Thanks

You can't use Mediafire too? D:
Ill try to put it on GoogleDrive.

--------------------------
Discussion:

Updating TTM's Project Armory to v2.13 took a lot of time!
but its done now! and everything is now craftable. All the new weapons are good! and I've put new weapon sounds its awesome!

Im done putting Embrasures, MachineGun Nests, and Shields. Next up is Apparello integration and Clutter.
Architect is not responding to my message. :(

That's all for now here's a picture.

My colonist have begun to assimilate into this RimWorld culture and has begun saying UGA UGA!
(http://i.imgur.com/ndyU6dr.jpg)

- Yo dawg, I heard you like defenses. So I put defenses in your defenses so that you can defend while you defend your defenses.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 22, 2014, 04:42:14 AM
Yay, good work minami! ;D Is the download on the first post the new version or you continue work on it befor upload? ^.^

Now with integrated compatibility patches, i have nearly no work. :'( Time to go on... searching for an new mod that needs help.*sniff* That makes me sad... it was a good time with you minami. ;_;
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Sprayer2708 on August 22, 2014, 05:39:32 AM
I just had the custom event which dops three droppods with survivors and one of the turn into an abomination - upon putting it out of it misery, it exploded, exploded, exploded, exploded, exploded and exploded. Well it didn't actually quit exploding because I quit the game after watching my fps slowly drop to 0.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Benson on August 22, 2014, 08:56:22 AM
My fireplace doesnt work: Had grilled berrys one time... but settlers put fire out. Delete Homezone on fire. How can I start the fire again?
Build again but fire never lit up?! O.o
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Scribblon on August 22, 2014, 09:30:55 AM
Hi hi,

First time poster here. Enjoying the hell out of rimworld and this mod (together with A2B, Embrasures, Practrise Targets, and the custom events).
There is only one thing I have noticed since I started using the mods: I can't seem to claim structures anymore. Before, this button could be found under the "Orders"-menu. But since I activated the mods this button has disappeared. To 'debug' the situation I decided to deactivate each mod individually to see which took away the button, and found that this one makes it go 'poof'.

I have no idea if this is intentional or not, as I can't seem to find any reference about this through google, and the forum search function. And I can't seem to find it in recent pages of this thread (or I just missed it...)

It is not a big issue, it is only a hassle when dealing with the cleanup of siege sites.

Let me know if I messed up somewhere on my own ;)

With regards, 
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Scribblon on August 22, 2014, 09:36:42 AM
Quote from: Benson on August 22, 2014, 08:56:22 AM
My fireplace doesnt work: Had grilled berrys one time... but settlers put fire out. Delete Homezone on fire. How can I start the fire again?
Build again but fire never lit up?! O.o

As far as I can tell, the fire serves no function in the crafting process. It just spawns for aesthetics and to keep you on your toes for eventually wild fire spreads when it is left unchecked.
When the berries disappear from the grill it means it is crafting the food. After a while (or instant, I haven't noticed yet) the "Grilled Food" will be spawned inside the campfire. This food needs to hauled out of the campfire.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Sprayer2708 on August 22, 2014, 09:37:37 AM
@Benson you also gotta make sure the berries are a full stack (75 I believe) or it wont grill them for you.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Scribblon on August 22, 2014, 05:46:17 PM
Hello once again,

Reporting back with a few more (maybe) unintended features, aka bugs... Maybe...

This will be all about the C.H.E.S.T.-s (just 'chest' from here on out). I found a few things with them, that might be unintentional.
1. Chests don't have a 'Reconnect' button. When a wall has to be demolished it is connected to, dumping content is not possible until the wall or a power conduit is placed on the spot. This could be troublesome in certain situations described further below.
2. Whenever you press the 'dump contents'-button the content seems to be dumped on a random spot, no matter what is or isn't already there. Besides items stacking on top of each other, this can result in a few interesting interactions:
2.1 Items can be dumped in walls. More often than not pawns are still able to reach the stack and clear it. But from time to time a stack isn't reachable (even when it is dropped on the same spot). This will result in a pawn that is designated to pick the items up to calculate a path, void the path, and recalculate it again. A noticeable fps drop occurs every time this happens. The wall/object needs to be dismantled before the pawn is able to reach the stack.
2.2 Two chests, A: filled with item 'a', B: empty, configured to only accept item 'b', placed adjacent to each other. Chest A is invoked to dump its content. Does this on the tile of chest B. Chest B, who isn't configured for item 'a', will process the stack like normal and will store item 'a' in its buffer. Not big, just interesting.
3. Whenever the top stack of a chest is 1, the chest doesn't seem to restock its top stack. This is troublesome whenever the chest is the only metal storage/source of the colony. Whenever a crafting recipe requires more than the 1 of that item it will just not be crafted until a pawn hauls some more of the same item in, or the content do the chest is dumped. When the chest is placed against a wall this might result in situations described in 2. And when multiple chests are involved, situation 1 might get you further into trouble.
4. Sometimes only one item is put on the top stack, this can sometimes result in an excessive amount of hauling when building resource heavy projects. (Like one plan at a time when building wooden structures.)

TL;DR for those who doesn't concern the hows: Place your chests not against the walls, keep direct surrounding (1 square) around it clear. Game will not crash but sometimes you need to reset ('dump all contents') the chest to get crafting going again.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Saberia on August 22, 2014, 10:32:26 PM
Hello~ This is my first time to come here and ask for some help!

I'd like to ask what is the Incidents' name or where can I find it?

For example, "A mysterious blight has destroyed your crops." named as "CropBlight".

I really want to know what is the Incident name of

"You and your fellow survivors have safely landed into this RimWorld.

You are provided the [DropPods] that you have landed with and a [Compact Research Terminal] to start learning whatever you can in surviving out here.

You should try to $Deconstruct the [DropPods] and see if they contain any usable material.

Also the [Compact Research Terminal] is free to $Deconstruct if you want it to be transfered somewhere else."

This will really help me for TTM(Chinese) translation.

Thanks a lot!  ;)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Jdalt40 on August 23, 2014, 02:16:33 AM
Hey can you put the blast door as a entire different mod since it is awesome and I just don't want to get a harder game due to wanting a blast door. By the way awesome mod :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 23, 2014, 04:13:34 AM
Quote from: Saberia on August 22, 2014, 10:32:26 PM
Hello~ This is my first time to come here and ask for some help!

I'd like to ask what is the Incidents' name or where can I find it?

For example, "A mysterious blight has destroyed your crops." named as "CropBlight".

I really want to know what is the Incident name of

"You and your fellow survivors have safely landed into this RimWorld.

You are provided the [DropPods] that you have landed with and a [Compact Research Terminal] to start learning whatever you can in surviving out here.

You should try to $Deconstruct the [DropPods] and see if they contain any usable material.

Also the [Compact Research Terminal] is free to $Deconstruct if you want it to be transfered somewhere else."

This will really help me for TTM(Chinese) translation.

Thanks a lot!  ;)

Sadly its not in the .xml files, so i cant help wait for minami maybe he/she can/will say it. ;)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Saberia on August 23, 2014, 05:52:21 AM
Quote from: Kitsune on August 23, 2014, 04:13:34 AM
Sadly its not in the .xml files, so i cant help wait for minami maybe he/she can/will say it. ;)
Thanks! I will keep waiting~ ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: thefinn on August 23, 2014, 02:30:03 PM
Whenever I try and use this mod, the game just sits at the planet screen and seems to hang.

Memory is moving up very slowly going by the task manager, but no cpu being used.

This is Rimworld532win I'm using, hope that's the correct folder.

Any help ?

Ok, I worked this out - I have modded skyrim for years, so also used the nexus for years.

Under your mod files (edit file) on the nexus there will be a box with sections you can choose from.

You should just choose *1* "Main File" and that file will always be at the top, otherwise it goes in order of first to last uploaded, which puts your alpha 4 version at the top - anyone with nexus habits will probably download the wrong one like I did ;)

The other files you can put under "old version" and they will automatically go below it.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Iwillbenicetou on August 23, 2014, 03:30:41 PM
Use Media Fire. I know that it works. Not many Rimworld Modders use Nexus anymore...
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Conred on August 23, 2014, 07:04:23 PM
Ok my problem is as follows
basically i dig myself into the mountain and now i have solar panels inside mountain caves (without roof which also allow for trade) and terraformed soil with plants. Im sufficient without the need of outside world. I cant basically lose now. The only entrance to my domain is by massive blast door that came along with this mod. They are to overpowered. When i close them enemies just stand idle and dont attack even though this is the only way inside. I also played with Zombie apocalypse and zombies also ignore the blast door and just swarm outside. Can someone fix this so enemies treat blast doors as actuall doors and attack them? I would also suggest that AI of pirates use some kind of blasting charges since attacking those gates with bare hands when my guys repair them from the other side is useless and pirates will just die of hunger before breaking inside. They would just give me their weapons for free.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 24, 2014, 07:22:50 AM
Quote from: Scribblon on August 22, 2014, 09:30:55 AM
I can't seem to claim structures anymore.

oh thankyou, for reporting this I noticed that the capture button was lost too. It's because of the overlapping Capture command for the muffalo taming. Already fixed for next version!

Quote from: Scribblon on August 22, 2014, 05:46:17 PM
TL;DR for those who doesn't concern the hows: Place your chests not against the walls, keep direct surrounding (1 square) around it clear. Game will not crash but sometimes you need to reset ('dump all contents') the chest to get crafting going again.

Just finished fixing this too! will tweak the eject button to not make it eject inside walls. haha

Quote from: Saberia on August 22, 2014, 10:32:26 PM
This will really help me for TTM(Chinese) translation.

I haven't checked how translations work. but if you are looking inside the .DLL assembly for TTMa6 its in the TTM_StartSpawn.
but if you are looking in XML's only you can't access it yet. I'll try to make it more configurable next time. :)

Quote from: Joshy1111 on August 23, 2014, 02:16:33 AM
Hey can you put the blast door as a entire different mod since it is awesome and I just don't want to get a harder game due to wanting a blast door. By the way awesome mod :)

:D ill put it next to the stunGun thread. after I finish this new update :)

Quote from: thefinn on August 23, 2014, 02:30:03 PManyone with nexus habits will probably download the wrong one like I did ;)

sorry about that, cleaned out the nexus files. Thanks for reporting!

Quote from: Conred on August 23, 2014, 07:04:23 PMI cant basically lose now. The only entrance to my domain is by massive blast door that came along with this mod. Can someone fix this so enemies treat blast doors as actuall doors and attack them?

alright thankyou for this! I only need to designate the Blast Door as a super important structure that needs to be destroyed and its good to go!
don't worry about the raiders, You freakishly made a Blast Door your base is now impenetrable! except when you happen to stumble across some insane events. :D

-----------------------------------------------------
Discussion:

Hi guys, been out for days.
I've been working for the past 3 days on TTM v2.8 and its finally getting released tomorrow!

All I can say is, this will be the best update for a long time!
Apparello is super fun to play with along with being able to craft its armors

Just one question
Does everybody want all the Apparello 'Hats' to be craftable?
- I really don't want them to be, because I want the 'Hats' to be a collectors item.

can everybody post if they want all the 'Hats' craftable? if yes reaches to 5 or more then ill make all of them craftable, else if *BIG FAT "no's" reaches 5 then they'll be collectibles as intended Huzzaaah!!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Shinzy on August 24, 2014, 08:04:21 AM
Quote from: minami26 on August 24, 2014, 07:22:50 AMJust one question
Does everybody want all the Apparello 'Hats' to be craftable?
- I really don't want them to be, because I want the 'Hats' to be a collectors item.

can everybody post if they want all the 'Hats' craftable? if yes reaches to 5 or more then ill make all of them craftable.

big fat NO! It's way more fun collecting them all from dead bodies, same thing with funky coloured clothes
But I'm not sure my opinion on this matter counts! I may be bit too biased towards this =P
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 24, 2014, 08:18:27 AM
Quote from: Shinzy on August 24, 2014, 08:04:21 AM
big fat NO! It's way more fun collecting them all from dead bodies, same thing with funky coloured clothes
But I'm not sure my opinion on this matter counts! I may be bit too biased towards this =P

That's 1 for "no".
- I did notice after play testing it, I feel the intensity to collect hats rather than making them.
makes you crave them or it's just me, i dunno hahaha.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Shinzy on August 24, 2014, 08:27:15 AM
Quote from: minami26 on August 24, 2014, 08:18:27 AM
Quote from: Shinzy on August 24, 2014, 08:04:21 AM
big fat NO! It's way more fun collecting them all from dead bodies, same thing with funky coloured clothes
But I'm not sure my opinion on this matter counts! I may be bit too biased towards this =P

That's 1 for "no".
- I did notice after play testing it, I feel the intensity to collect hats rather than making them.
makes you crave them or it's just me, i dunno hahaha.

It's just the basic collection frenzy. Kicks in effect in every game with collectible items =P
pokemens are probably the best example ..Gotta catch them all!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Saberia on August 24, 2014, 08:32:37 AM
Hello minami~

I know it's in .dll, not the .xml.

I just want to know the names of incedents.

Thanks a lot ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Conred on August 24, 2014, 09:20:27 AM
Also could you fix the C.H.E.S.T? I put 900 metals inside it yet when i wanted to craft a metal drill no one was using the metal inside the chest and i coudnt force them to use it. They were just waiting until fresh metal appear on the gorund or until i took out metal from the CHEST which made it useless and only take power.

Also probably my opinion but those static charge power plants seem very cheap and after upgrades seem too powerfull to even bother with oil and solar power. I think theres should be some parts available only by traders to build them or they should have some side effects
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 24, 2014, 09:25:39 AM
Quote from: Conred on August 24, 2014, 09:20:27 AM
Also could you fix the C.H.E.S.T?

Also probably my opinion but those static charge power plants seem very cheap and after upgrades seem too powerfull to even bother with oil and solar power. I think theres should be some parts available only by traders to build them or they should have some side effects

the C.H.E.S.T is already fixed, the static charger is getting a big bad nerf! also making the gas generator buildable early game with a nice little boost to oil consumption duration time. Expect the fix and a whole new TTM tomorrow!
-- I'm still making the banners and v2.8 tech tree image and i'm still finishing my play test!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 24, 2014, 09:33:35 AM
Quote from: minami26 on August 24, 2014, 07:22:50 AM
can everybody post if they want all the 'Hats' craftable? if yes reaches to 5 or more then ill make all of them craftable, else if *BIG FAT "no's" reaches 5 then they'll be collectibles as intended Huzzaaah!!

Huzzaaaaah!! Oh eh... i mean NO. ;D

Looking forward to this "best update". ;)

Edit: Hm i think with that update it's time to delete the patch files on my upload sites. :'( It makes me a little bit sad... ;_;
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Conred on August 24, 2014, 09:45:06 AM
Thank you man, i m really enjoing this mod so far. I like this more realistic approach. It would be cool if you were applying more things from "superior crafting" mod since you already process metal. It would be fun if in the future cloth was introduced to create cloth and to sell them to Rat traders and also probably replace iron ore entirely with smelted bars since no one is using raw iron in real life to built anything espcially modern tools or power lines. Oil could also use oil refinery so you dont have to constantly click on oil puddles and have it haul to your stockpile and it just refill you tank automatically
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 24, 2014, 09:50:53 AM
Quote from: Kitsune on August 24, 2014, 09:33:35 AM
Hm i think with that update it's time to delete the patch files on my upload sites. :'( It makes me a little bit sad... ;_;

Awwwwww, don't be sad Kitsune! you can always make compatibility patches for other mods and new mods. Combining Clutter with TTM is a long time coming and you made me realize it's time to combine the mods. Thank you so much for your help Kitsune!

Quote from: Conred on August 24, 2014, 09:45:06 AM
Thank you man, i m really enjoing this mod so far. I like this more realistic approach. It would be cool if you were applying more things from "superior crafting" mod since you already process metal. It would be fun if in the future cloth was introduced to create cloth and to sell them to Rat traders and also probably replace iron ore entirely with smelted bars since no one is using raw iron in real life to built anything espcially modern tools or power lines. Oil could also use oil refinery so you dont have to constantly click on oil puddles and have it haul to your stockpile and it just refill you tank automatically

Thank you for liking my mod!
-- Clothes making will be introduced starting on the next patch since I have added Apparello which adds a heck of a lot nice clothes and armor. I outdid myself and added Cotton - Cloth and Leather from Raw Meat to be processed in Apparello's Tailoring Machine.
-- The only problem I have with extending the crafting line was because it takes a lot of time and "Micro-Management" becomes an issue.
I have this plan of making factories where you only need Raw Materials on a Hopper and you just set the [Factory] to build a specific Manufactured goods.
I'll be continually updating the mod and hope that you will still be here for more versions to come!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 24, 2014, 11:09:20 AM
Quote from: minami26 on August 24, 2014, 09:50:53 AM
Awwwwww, don't be sad Kitsune! you can always make compatibility patches for other mods and new mods. Combining Clutter with TTM is a long time coming and you made me realize it's time to combine the mods. Thank you so much for your help Kitsune!

:-[ Ok but it was fun. ;D Maybe i found other mods that would be nice to have with TTM and work on them till you merge them again. ;D

Edit: Oh yes if you dont actualy thinking about it, make the clothes somewhat "useable", cremate them or trade them away. Because if you dont have something to manage the pile of cloth your colonists one day, drown in a ocean of cloths. ;) Somewhere it exists an mod that alow to burn cloths, maybe like to look into it?(At the actual day i never used the apparello mod so i dont know if it have a option for this^^)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]v
Post by: Scribblon on August 24, 2014, 01:07:05 PM
Quote from: minami26 on August 24, 2014, 07:22:50 AM
{snip}

Thank you for replying, hope you also got the reconnect issue I described earlier.

But I am posting with some more interesting (un)intentional features, this time all about events.

First of all: "the mutant from space" (imagine cheesy echoey film announcer voice), where the radio crackles a sinister message and three pods land with two survivors and one who thinks (s)he made it. Mentioned here before, upon defeating the monster it will spam explosives seemingly every simulation tick. I jumped into Dev-mode to see if I could delete it, but was only met with a massive error-log and no entity to destroy. I, unfortunately, forgot to copy a save or the log to a safe location... So I don't have anything. But I remember it failing to do something with setting a value in entity Monster? Maybe, as there wasn't a monster entity there visually in the simulation, a Null Pointer?
Will try and reproduce this event.
Secondly: the "Risk/Reward"-events. In which our hero finds a treasure, but at what price(ice-ce-e). The event description says it (can/)will kill our hero, or be lost forever. However, it will not. Yes, it will hurt them very, very badly. But they all survived being lost in mines or trap explosives. A little bit of medicine and they are walking happily again... With a few less limbs, eyes, or noses...

EDIT-addition: If you suffer from the "the eternally exploding monster from space" bug, just save your game and reload it. The explosions will end, leaving a big bloody hole.

Also, loving the missiles. Especially in the late game, where raiding parties become massive (lagging) 300+ entity parties all flipping off your CPU. (Or at least I imagine so). Just drop a few missiles and your CPU will be thanking you.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: thefinn on August 24, 2014, 01:52:34 PM
Quote from: minami26 on August 24, 2014, 09:25:39 AM
the C.H.E.S.T is already fixed, the static charger is getting a big bad nerf! also making the gas generator buildable early game with a nice little boost to oil consumption duration time. Expect the fix and a whole new TTM tomorrow!
-- I'm still making the banners and v2.8 tech tree image and i'm still finishing my play test!

Awesome, I'd love to see some easier play for the start of the game with power - I really want to add zombie hordes but... game is hard enough in this mod.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Conred on August 24, 2014, 02:10:12 PM
Quote from: thefinn on August 24, 2014, 01:52:34 PM
Quote from: minami26 on August 24, 2014, 09:25:39 AM
the C.H.E.S.T is already fixed, the static charger is getting a big bad nerf! also making the gas generator buildable early game with a nice little boost to oil consumption duration time. Expect the fix and a whole new TTM tomorrow!
-- I'm still making the banners and v2.8 tech tree image and i'm still finishing my play test!

Awesome, I'd love to see some easier play for the start of the game with power - I really want to add zombie hordes but... game is hard enough in this mod.

I played with zombies and this. You just need to set Random Randy into a casual mode or rough story teller. When you build up you can set him again for 100% challenge in options without reseting the game for hordes of zombies and pirate siges. Although until blast doors are not nerfed you will have a walk in the park in this game since for now they treat them like inpenetrable wall and wont attack it
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Saberia on August 24, 2014, 10:37:16 PM
Hello minami~

I just want to know the names of incedents.

Thanks a lot ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: ( Tchey ) on August 25, 2014, 04:05:56 PM
Hi,

I have some troubles to start a game with this mod.

First and only thing i can build is a workbench to make planks, in order to build the work table. But then, i'm stuck. One missing ingredient is "Make do Tool". What is it !? I can't understand how to start my colony.

I play with a fresh install, on a new world, with Minami Craft + Minami Events + Animal Rugs, nothing else.

Can you help please ?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Iwillbenicetou on August 25, 2014, 04:09:20 PM
I don't know, for now,
1. look around
2. deconstruct the plank making make do saw.
3. if nothing else works, che... dev edit it in.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Conred on August 25, 2014, 04:27:49 PM
Is the new update ready?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Thalur on August 25, 2014, 06:13:40 PM
Great mod!  I really like the core idea that you have to get the advanced parts from traders, not just from bashing two lumps of iron ore together and magically getting a geothermal power plant :)  I am looking forward to the new version.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Iwillbenicetou on August 25, 2014, 10:21:04 PM
The only thing that upsets me is that you have to manually construct it. I wish it would be made automatically. Or maybe have requirements, if you have this building, you can craft this.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 26, 2014, 03:05:13 AM
Quote from: Kitsune on August 24, 2014, 11:09:20 AM
Edit: Oh yes if you dont actualy thinking about it, make the clothes somewhat "useable", cremate them or trade them away. Because if you dont have something to manage the pile of cloth your colonists one day, drown in a ocean of cloths. ;) Somewhere it exists an mod that alow to burn cloths, maybe like to look into it?(At the actual day i never used the apparello mod so i dont know if it have a option for this^^)

-- I didn't have the time to add that yet sooo, next update maybe? :)
ill try to make something that will let you pile up the clothes into a crate and be able to sell them or something like that. :D

Quote from: Scribblon on August 24, 2014, 01:07:05 PMhope you also got the reconnect issue I described earlier.
First of all: "the mutant from space"
Secondly: the "Risk/Reward"-events.

Oh those errors have been reported and i will get to them for the next update of [Custom Events].
--- the Reconnect stuff is already fixed thankyou!

Quote from: thefinn on August 24, 2014, 01:52:34 PM
Awesome, I'd love to see some easier play for the start of the game with power.

I made the GasGenerator available after researching ElectronicDevices and it doesn't require buying anything from a trader anymore.
and also I think the Static Discharger is a viable option and not to OP anymore.
-- dont fret the next update for TTM will be dubbed "Power Generation Update"

Quote from: Saberia on August 24, 2014, 10:37:16 PM
Hello minami~

I just want to know the names of incedents.

Thanks a lot ;D

Which incidents specifically? that starting message is not really an incident its a message prompt for starting the game with TTM.

Quote from: ( Tchey ) on August 25, 2014, 04:05:56 PM
Hi,

I have some troubles to start a game with this mod.

First and only thing i can build is a workbench to make planks, in order to build the work table. But then, i'm stuck. One missing ingredient is "Make do Tool". What is it !? I can't understand how to start my colony.

I play with a fresh install, on a new world, with Minami Craft + Minami Events + Animal Rugs, nothing else.

Can you help please ?

You need to deconstruct the DropPods that came with you during start of the game so that it will give makedoTool and other stuff. Thankyou for checking out TTM!

Quote from: Conred on August 25, 2014, 04:27:49 PM
Is the new update ready?

it is now! but the download will be available later after I finish my class after 2hours from this post.

Quote from: Thalur on August 25, 2014, 06:13:40 PM
Great mod!  I really like the core idea that you have to get the advanced parts from traders, not just from bashing two lumps of iron ore together and magically getting a geothermal power plant :)  I am looking forward to the new version.

yeah, the basic concept of it was to order machines like how we do IRL, we can't really construct something without a factory to make it right?
-- but eventually as the mod progresses i'll turn TTM into a factory workshop that will make machines! sooo, look forward to it soon!

Quote from: Iwillbenicetou on August 25, 2014, 10:21:04 PM
The only thing that upsets me is that you have to manually construct it. I wish it would be made automatically. Or maybe have requirements, if you have this building, you can craft this.

Yeah I know, its frustrating having to wait for the traders just for one piece of machine. but its also a nice thing so i hope you don't get turned away that much :(

---------------------------------------------
Discussion:

Hey guys, sorry I couldn't deliver yesterday.
I had to delay it, because I made significant changes during the last minute, I needed to do another playtest. I didn't want to ruin the new update with some glaring bugs that I missed.

I did catch bugs and they were bad bugs that you guys wouldn't want to encounter.

moving on, I'll upload the new version later as im still in class. watch out for the new and exciting update for TTM!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Shinzy on August 26, 2014, 04:05:33 AM
The Hypermagnetic Loom or what did I call it again in my mod should let you scrap clothing into scraps and using the washmachine to get rid of those (Look I like the washmachine, don't judge! he's got very little purpose in life but he's very efficient at losing textile scraps)

But I don't know how much changes you made on it yet, if you made any =P
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 26, 2014, 04:08:56 AM
Quote from: Shinzy on August 26, 2014, 04:05:33 AM
But I don't know how much changes you made on it yet, if you made any =P

I made the Tailor's Workstation make Cloth and Leather and with those you can create the base RimWorld Clothes. Thats the only change I made. :D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Conred on August 26, 2014, 04:25:23 AM
So if i download now the changes will be visible? I ask because still see a 2.7.1 version
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: minami26 on August 26, 2014, 04:49:35 AM
not yet, im uploading as of now, check in a few mins and everything will be updated! oh and please download the new and improved tech tree image!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: Kitsune on August 26, 2014, 04:53:43 AM
Yay i'm playing at the evening after the way home. ^.^ One thing i can look forward that i go really fast home. ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.7.1 [Compatibility and Minor Tweaks]
Post by: ( Tchey ) on August 26, 2014, 04:55:02 AM
QuoteYou need to deconstruct the DropPods that came with you during start of the game so that it will give makedoTool and other stuff. Thankyou for checking out TTM!

Thank you. I've read the tooltip at the start of the game, and deconstuct one DropPod. But... i didn't see the 2 others, they were behind a wall with trees ! OK now i'm waiting for the update to start a now colony.

Are you in good term with Abrexus and his Superior Crafting mod ? Would you agree to make one bigger, nicer, deeper mod together ?

Also i think more crafting stations is very nice, but too many may be too many, adding a lot of micro-managment to the colony (clic on more stuff to make stuff). I didn't check all of the mod yet, do you plan do have some "super end game machinery", combining several crafts, like wood and stone may go into the same machine, all metal together, etc ?

Anyway, i tried about 3 hours the 2.7.1 version and it's a huge game changer, in a good way. Thanks a lot.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 26, 2014, 05:02:45 AM
Uh, the superior crafting mod looks nice for the first look but i think this will be a huge bit of work. :o
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on August 26, 2014, 05:05:32 AM
(http://i59.tinypic.com/24v6t0h.png)

Hello guys, sorry I couldn't  deliver yesterday had to completely check things before releasing the new version!

Here it is guys the biggest update yet! its a Gigantic update!

Added new mods:
Clutter, Apparello, Shields, Embrasures and MachineGun Nests.

Remade the TechTree to better suit the new mods, please do check out that sexy new Tech Tree Image! (http://i.imgur.com/6oR8D9I.jpg)

this update also fixes a lot of stuff and balances, should make playing with TTM much better and more better paced.

here's a changelog:
v2.8
Added new Mods to TTM!

TL;DR lots of changes of lots of stuff added.

The following mods have been altered to blend in with TechTree Minami.

PunisheR007's Embrasures v2.0.5
-- Embrasures needs to be researched and are unlocked after Pneumatics Research.

Jaxxa's Shields v0.07
-- Shields Research is unlocked after Researching ComputerProgramming
-- Changed Requirements to HTPModule and UtilityMetal

Psyckosama's MachineGun Nests
-- Changed MachineGun Nests Research to Gunner Nests and Unlocked after WorldWar Weapons Research.
-- Changed Base Turret Texture
-- Removed Inferno Cannon. (Strictly HeavyMachineGuns only!)
-- Added Heavy MachineGun Nest.
-- Changed Requirements to that of the actual Gun and some UtilityMetal. (You can craft the weapons ya know!)

Shinzy's Apparello v1.3.1
-- Changed BasicArmor Research to "Weaving" and is Unlocked after MetalSynthesizing Research
-- Made use of the Tailor's Workstation to enable crafting of RimWorld clothes.
-- Added Cloth processing and Leather Preparation to the Tailor's Workstation for Clothing Recipe.
-- Changed Light Power Armor recipe requirements.
Note:
I did not make the RW Power Armor Craftable because I liked hunting for Power Armor.
Also I do not want to make Hats Craftable because I want Hats to be collectibles.

Mrofa's Clutter Update23
-- Removed TurretGun.
-- Changed most building requirements to "Fabricants" and "UtilityMetal"
-- Changed Research descriptions.
-- All Clutter buildings needs the Beautification Schematics Research to be available.

Updated Project Armory Weapons to v2.13
Major Update!
Added new Gun Recipes and Additional Weaponators to accomodate new Guns.
Updated Synoptic Weaponizer Recipes to make crafting weapons a viable and not too expensive option!
Revised and Updated each weapon *meaning all* recipe descriptions.

New Building:
"Weapons Cache"
- Craft Neolithic to American Civil War Era Weapons here.

Major Turret Changes:
Improvised Turret and T500 Turret are no longer component built they will be bought and built in one go.
Improvised Turrets are bought whole from any Trader for 320silver.
T500 Turrets are bought as a whole exlusively from an Armament Trader for 1200silver.

New Building Upgrades:
Improvised Turret Tweaks:
Slight Increase in Damage, Accuracy, Cooldown and Range.

RapidTrigger GunPost:
Increase GunPost BurstShots to 2.
*GunPost Upgrades are now available after researching MakeShift Contraptions

Added New Weapon Sounds
"LaserPew" - For PA Scifi LaserGuns
"HMG" - For HeavyMachineGun's (We're gonna use HMG's a Lot, like a super lot!)
"MG" - For Modern MachineGun Type Guns (You're gonna love this sweet Assault Rifle Sound)

Added New Plant
Cotton - Used for making cloth.

Added new Drug in Concoction table:
Regenulant - heals all wounds and even old wounds but not missing body parts.

Added new mapgeneration code:
TTM Starting spawns should now somewhat follow where the colonists are spawned, if the DropPods and CRT does not spawn it will display an error message to prompt users to remake a game.

Changes:
Stonewalls are now unlocked on Pneumatics Research.
Removed Neolithic Weapons Kit.
Replaced Neolithic Weapons Kit with WeaponsCache.
--Reduced Synoptic Weaponizer Recipe Requirements and WorkTimes:
Increased Gun Part and Shells Produce by 1 and Reduced their Utility Metal Requirements to 3 and 8 Respectively.
Changed Uranium Recipe Requirements to 20Metal and 8Oil
Changed Missiles Recipe Requirements to 10UtilityMetal and 3Oil
--
Reduced Animal Zapper Utility Metal Requirement to 65
Removed Animal Zapper Mk.II Research. *Too OP
Significantly Reduced HerbPlants growing time.
Increased Blast Door UtilityMetal Requirement to 230.
Reduced MissileLauncher UtilityMetal Requirement to 180.
Made *Closed Blast Doors a high priority target for Raiders.
Removed MetalWall Division Requirement for Metal Wall.
Increased UtilityMetal Produce from the Metal Synthesizer to 5.
Changed GunPost Texture.
Reduced Figurine Recipe Worktime, Increased Produce by 2.
Made GasGenerator component built and available after researching ElectronicDevices for 70UtilityMetal.
GasGenerator 'oil' PowerOutput Duration Increased by 25%
Reduced GasGenerator PowerOutput to 1200power
OilLamp 'oil' Lighting Duration Increased by 100%
The C.H.E.S.T now requires its own machine which is bought from a General Items Trader.
C.H.E.S.T Eject button now drops items directly in front of the building.
Changed C.H.E.S.T Texture.
Changed Universal Vending Machine Texture.
Changed Statues Texture.
MakedoTools and CompactBatteries are now craftable in the WorkStation.
CompactBatteries can now be bought from any trader.
Removed MakedoTools from traders.
--Nerfed Static Discharger:
Power Produced now starts at 1 to 100
Upgrade I: 1 - 300
Upgrade II: 100 - 700
Changed Chronicler to 'Fabricator'
Fabricator:
Fabricants recipe changed to (50)Metal makes (125) Fabricants
Converted all Ship Buildings Metal Requirements to UtilityMetal
HandSawmill woodplank making takes 2x more time to make.
Reduced HandSawmill woodlog requirement to 25
Reduced Electric sawmill energy requirement to 150
Increased OilDeposit produce from 3-25 to 11-55
MetalAlloyDriller and GemInfusedDriller metal yield now drops di.rectly infront of the building.
Driller Building can only be built on Rough Stone Terrain.
Increased Domesticated Muffalo pregnancy time to 10days and MuffaloKid Maturity time to 15days
Revised each building requirement description.

Fix:
Closed Blast Doors won't allow shooting over anymore.
C.H.E.S.T should now properly dispense its stored item everytime the displayed stackcount is lower than 50 whenever it has extra amounts to dispense.
Fixed buildings that don't have reconnect buttons.
Fixed Animal Zapper to not affect all Zappers when changing Modes.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 26, 2014, 05:13:02 AM
Great minami! ;D

And again with the superior crafting mod, maybe i look into it but i promise, it not will be the work for a day and i dont know if i can do it but if i can, i make an compatiblity patch for it. :) But dont bite me if its to big for me. :'(
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Conred on August 26, 2014, 05:15:02 AM
Eh i actually used ebrasures before and i turned them off since they were too overpowered since enemies didnt shoot through them while my colonist massacre them. Also is too easy when using them against zombies in apocalypse mod since they didnt attack embrasures. I hope they balanced those mods, embrasures should have lot less HP than walls and act like sand bags so pirates still  shoot at you
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Viceroy on August 26, 2014, 05:28:47 AM
Pirates do shoot through embrasures... They do act like sandbags... And making them weaker would mean they last only seconds under sustained fire.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: shadowtail00 on August 26, 2014, 07:49:59 AM
Eh, so I have a problem where when I turn this mod on my game just freezes and rimworld wont load unless I removed the mod from the mod folder, anyone know why...?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: ( Tchey ) on August 26, 2014, 08:21:52 AM
So far it's working nicely for me, with Minami TechTree + Events + EdB Interface + Rugs.

Just one thing, where are the stone walls ? I can make walls from log, plank, metal, but i can't find the stone's.

Also, i use AnimalSkinRugs mod, but i don't have an option to skin animal at the butcher table.

Did i miss something ?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: shadowtail00 on August 26, 2014, 08:43:40 AM
Do I need to disable core or something...?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on August 26, 2014, 08:49:14 AM
Quote from: shadowtail00 on August 26, 2014, 07:49:59 AM
Eh, so I have a problem where when I turn this mod on my game just freezes and rimworld wont load unless I removed the mod from the mod folder, anyone know why...?

is there nothing happening? are you playing ttmv2.8 on rimworld alpha6? if it still aint loading after a couple of minutes then can you post output_log.txt on the rimworld_mainfiles.

Quote from: ( Tchey ) on August 26, 2014, 08:21:52 AM
So far it's working nicely for me, with Minami TechTree + Events + EdB Interface + Rugs.

Just one thing, where are the stone walls ? I can make walls from log, plank, metal, but i can't find the stone's.

Also, i use AnimalSkinRugs mod, but i don't have an option to skin animal at the butcher table.

Did i miss something ?

the stone walls are available after researching pneumatics, they are too OP unless you get to survive until you finish researching pneumatics.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Rannzou on August 26, 2014, 08:54:50 AM
Hey i have a problem when i'm going to faction menu with this mod on the game freeze.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: LittleMikey on August 26, 2014, 09:23:10 AM
Just installed this.

(http://s.mlkshk.com/r/97VP)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 26, 2014, 09:47:15 AM
Found a little "bug", creating a medical supplie, it say's in the description in the right upper corner of the crafting window, "Create (1)Net. Ingrediens: ...." i think you like to change this to "Create (1)Medical Supplie. Ingrediens: ....". ;)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: shadowtail00 on August 26, 2014, 09:52:18 AM
My output... :/

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 26, 2014, 11:53:09 AM
Hm dont know if its a problem with my installation, the slabbed and podbed have no textures or something? In the menu they are only big red X and if i click on them, the cursor changes to the normal "building" but with the two of them the cursor is an 4x3 bright zone but no texture or something. ???
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Spare74 on August 26, 2014, 01:11:29 PM
I have a map without agave on it which make the early game hard cause i can't do the salad for early food :s
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 26, 2014, 02:24:24 PM
Quote from: Spare74 on August 26, 2014, 01:11:29 PM
I have a map without agave on it which make the early game hard cause i can't do the salad for early food :s

Did you play the heavyly forest map? They have no agave, its normal. :-[

Edit: Wow, phoebe killed me. :o Got the first attack with 1 or 2 enemy's, the second was a tribe with at least 10 people and the last, 10-15 pirates. ??? And i got only 1 new colonist from an slave trader, the first attack was ok, after that i got the 1 new and with the second attack i lost 1 and now with the last attack i lost 1, 1 badly wounded and the last given up. :-[ Thats it for that colony. :'(

Phoebe with "challenge" dont joke, she can kill you. ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Iwillbenicetou on August 26, 2014, 07:34:22 PM
Quote from: Kitsune on August 26, 2014, 11:53:09 AM
Hm dont know if its a problem with my installation, the slabbed and podbed have no textures or something? In the menu they are only big red X and if i click on them, the cursor changes to the normal "building" but with the two of them the cursor is an 4x3 bright zone but no texture or something. ???

It should work after you reload the save-same thing happened to me.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 27, 2014, 03:39:44 AM
Quote from: Iwillbenicetou on August 26, 2014, 07:34:22 PM
Quote from: Kitsune on August 26, 2014, 11:53:09 AM
Hm dont know if its a problem with my installation, the slabbed and podbed have no textures or something? In the menu they are only big red X and if i click on them, the cursor changes to the normal "building" but with the two of them the cursor is an 4x3 bright zone but no texture or something. ???

It should work after you reload the save-same thing happened to me.

Ok, that fixed it. :D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on August 27, 2014, 05:44:49 AM
Quote from: shadowtail00 on August 26, 2014, 09:52:18 AM
My output... :/

nothing is wrong. D: what is happening!? D:

Quote from: LittleMikey on August 26, 2014, 09:23:10 AM
Just installed this.

//IMG

HAH~! totally laughed my ass off!? HAHAHAHA

Quote from: Rannzou on August 26, 2014, 08:54:50 AM
Hey i have a problem when i'm going to faction menu with this mod on the game freeze.

You have to start a new world. :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Spare74 on August 27, 2014, 06:58:08 AM
Just a thing, is it right that the drop pods and the compact research thingy spawns like 20/30 cases away from the colonist and the rest of the stuff ?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 27, 2014, 07:25:44 AM
In my observations the TTM start thingy's is still dropping 80% of the starts at the center of the map as last version. :) I think thats not easy to prefent that.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: LittleMikey on August 27, 2014, 10:05:47 AM
Quote from: Spare74 on August 26, 2014, 01:11:29 PM
I have a map without agave on it which make the early game hard cause i can't do the salad for early food :s

Same problem here! I started on a arid mountains map, and I'm really struggling to get food. I've got Potatoes and Berries, but I can't grow Agave at my farms :(.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Spare74 on August 27, 2014, 10:07:09 AM
Just hunt, prepare the meat and make grilled meat on the fire. That's how I did.
I actually used grilled meat for a long time cause I wasn't able to get a cook stove
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Woody on August 27, 2014, 10:21:27 AM
Yesterday, I modded my own recipe for CRTs into this mod so I could finally build a comms console. Now I had to find out that I can't use said console with none of my guys even though does have power and my guys are capable of social tasks. Also, I tried using a comms console in an unmodded game which worked without any problems.
Am I missing something here?
The other mods I'm using are BetterPower, Project Armory and Blasting Charges.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 27, 2014, 10:40:43 AM
@Woody: I think you dont need project armory because its integrated in TTM? ??? And dont know if better power make problems i dont play with it.^^ And have you maybe forgotten the beacon? Or beacon antenna? Dont know exact what its name, the little building is used as a drop point for traders. Also the "normal" way with the CRT and the comm-console is to deconstruct the CRT and use it to build the comm-console and purchase an computer table thingy to build a research table so you can continue research. ;)

@people with food problems: Are you using the fireplaces and vegetables? Its costly because it uses a stack of raw food but i think with a big farm its no problem to solve the food-problems till you get a cooking stove. ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: ( Tchey ) on August 27, 2014, 11:14:45 AM
I didn't have trouble with food, even without agave (no agave on my biome, temperate forest). Colonists ate berries and some meat until they could get a cooker, and appart for some little food alert, this playgame is running very nicely.

Agave are a problem later actually, to make anything "artistic", so i had to use the /devmod to pop enough agaves in order to craft artistic stuffs.

Also it's fine to breed muffalos, but i don't have them on my map, only deer. Could be good to tame anything, not just muffalo. And also get ride of any biome restricted element.

I love my current game, thanks again for this mods (TechTree + Events).
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Woody on August 27, 2014, 12:23:53 PM
@Kitsune I just tested it with every mod except for this one disabled. All beacons (Signal beacon and orbital trade beacon) are built and powered but I still can't interact with the comms console at all.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 27, 2014, 02:13:55 PM
Quote from: Woody on August 27, 2014, 12:23:53 PM
@Kitsune I just tested it with every mod except for this one disabled. All beacons (Signal beacon and orbital trade beacon) are built and powered but I still can't interact with the comms console at all.

Maybe simple but its sometimes a problem for me... maybe you forgott a tree or something blocking the door? ;D

@Tchey: Dont know exactly but its not possible to buy agave? ???
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: thefinn on August 27, 2014, 02:37:32 PM
Click on an oil deposit and then cannot click on anything at all except for the oil deposit window.

You cannot even hit escape to load an old save.

?!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Thalur on August 27, 2014, 03:05:32 PM
@thefinn: I had that too.  I had to kill the game and start over (it was first thing on a new map).
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 27, 2014, 04:21:00 PM
Specific way you two clicked on the oil deposites? I tried it right now and i dont get the problem. ???
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Woody on August 27, 2014, 04:30:21 PM
Quote from: Kitsune on August 27, 2014, 02:13:55 PM
Maybe simple but its sometimes a problem for me... maybe you forgott a tree or something blocking the door? ;D
No, I even had people standing in front of the console as soldiers just to test this. Thanks for your help, I guess I'll just have to play with different mods.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 27, 2014, 05:25:59 PM
Hm yes trie it without the power mod maybe its the culprit, if not i have no idea what it is because for me its working, maybe minami can say what she/he needs to seperat the problem if there is any. :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: thefinn on August 27, 2014, 07:05:55 PM
Quote from: Kitsune on August 27, 2014, 04:21:00 PM
Specific way you two clicked on the oil deposites? I tried it right now and i dont get the problem. ???

Nope, I just got it again clicking on a "paved tile (building)" came back here to see if anyone knew what caused it.

Edit: Finally my constructors built the tile and the problem went away straight away.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: SleepyFox on August 27, 2014, 08:36:03 PM
Will there be any adjustments to the food system? It seems inordinately difficult to give my colonists non-raw food. The campfire business seems pretty inefficient, grilled food taking a lot of materials and decaying quickly. Not to mention with the biomes, agave is not a common plant outside of arid. A way to grow it ourselves, maybe?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 28, 2014, 02:43:55 AM
Quote from: SleepyFox on August 27, 2014, 08:36:03 PM
Will there be any adjustments to the food system? It seems inordinately difficult to give my colonists non-raw food. The campfire business seems pretty inefficient, grilled food taking a lot of materials and decaying quickly. Not to mention with the biomes, agave is not a common plant outside of arid. A way to grow it ourselves, maybe?

How about hunting? :D If i use hunting i dont have really a problem till the time i get an cooking stove.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on August 28, 2014, 02:54:49 AM
everybody having problems like game freezing and stuff.
You have to start a new game. this mod doesn't work on old saves.

@woody better power+ is still alpha 5 right? it isn't yet updated.

Quote from: SleepyFox on August 27, 2014, 08:36:03 PM
Will there be any adjustments to the food system? It seems inordinately difficult to give my colonists non-raw food. The campfire business seems pretty inefficient, grilled food taking a lot of materials and decaying quickly. Not to mention with the biomes, agave is not a common plant outside of arid. A way to grow it ourselves, maybe?

I barely let my colonist eat grilled food, I use the Fireplace mostly for Smoked Meat, I might remove grilled food for the next version.
also im still thinking of way to better blend Kitchen Unit with TTM, so expect a food update next time!

Here's how I play TTM guys: its my usual base design.. how do you guys play TTM care to post some screenshots?
(http://i.imgur.com/flIxCmX.jpg)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 28, 2014, 03:33:50 AM
Im a bit of a slow builder. This is my last colony that was destroyed. :)



(http://s7.directupload.net/images/140828/k5pcreg9.jpg)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on August 28, 2014, 03:44:58 AM
Quote from: Kitsune on August 28, 2014, 03:33:50 AM
Im a bit of a slow builder. This is my last colony that was destroyed. :)

just a tip!
You shouldnt put wood doors on your trading spot, and stockpiles, it slow the colonists down :D

Walling tips:
The way I wall up my colony is taking small squares first, then I just expand on the sides just like in my image.
This is to prevent taking too much time planning the base you'll fail defending it successfully when a raid happens.

For the silver to buy stuff:
at first I just make my colonists do figurines so i can sell them when local traders come then buy my improv turrets.
or if I go the weaponsmithing route I go for a world war weaponatorII right away and make heavymachine gun nests.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 28, 2014, 04:55:08 AM
Yep i build not so effecient(doors and big area) but i like it. ;D The big area at the bottom is more or less only because i WANTED the place for the fluffy muffalos there. ::)

Hm i think the huge amount of grass in forest maps kills my pc. :-\ With fast forward i get an fps of 18-20. :-[
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: SleepyFox on August 28, 2014, 12:52:52 PM
Looking forward to a food update. Here's my colony so far. Made it 45 days! This is my third attempt at a TTM2.8 colony.

(http://i.imgur.com/R5uOKtC.png)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Evul on August 28, 2014, 01:17:42 PM
Added this to the front page of Project Armory
did not realized i've missed doing that. xD

http://ludeon.com/forums/index.php?topic=1950.msg17999#msg17999
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: SleepyFox on August 28, 2014, 05:15:29 PM
Oh hey, Minami, the equipment racks are /slightly/ borked in that there's no way to 'select all'. If you want to use them for everything you have to go down the list and click everything one by one. And that's a lot of guns.

(http://1.bp.blogspot.com/_Wh7YLpCt49Y/Sbgx1CWCGzI/AAAAAAAAAbw/8X16xhAq5FA/s400/guns+and+more+guns.png)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Evul on August 29, 2014, 08:50:19 AM
Project Armory have a patch deselecting everything as default.
It is a standalone download from the frontpage of Project Armory click the banner.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: SleepyFox on August 29, 2014, 09:40:59 AM
Quote from: Evul on August 29, 2014, 08:50:19 AM
Project Armory have a patch deselecting everything as default.
It is a standalone download from the frontpage of Project Armory click the banner.

The problem I'm actually having is that everything already /is/ de-selected by default. And I want everything selected. Especially because I know there's some guns hiding on my map somewhere from previous raids and I can't find them...
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on August 29, 2014, 09:54:05 AM
hey, this mod looks very promising, am still new with rimworld (bought it yesterday evening) and so i will finish a vanilla game first but i wonder if this mod is compatible with the edb interface mod? installing the mods seem easy enough but because i'm new i don't know for what i have to look out for in terms of mod compatibility.

thx again for your hard work, much appreciated :).

Edit: to avoid double posting and asking too many questions in several posts, can i also add the zombie mod to this one?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 29, 2014, 10:12:51 AM
TTM is somewhat compatible with many mods. The biggest problem are mods that change/alter or something doing with map generation. The first thing for look out is trie the mods together and if you get the starting items and the message from TTM, its almost clear and maybe its imbalanced and the other mod is sure not integrated in the TTM techtree. If you dont get the starting items (drop pods and CRT) the mod is not compatible with TTM. :)

So if you want a mod and dont want to wait for anyone to test it, test it yourself, if anything from TTM is not aviable or your game explodes in clouds of fluffy kittens, dont use the mod with TTM. ;)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on August 29, 2014, 10:20:18 AM
Quote from: Kitsune on August 29, 2014, 10:12:51 AM
TTM is somewhat compatible with many mods. The biggest problem are mods that change/alter or something doing with map generation. The first thing for look out is trie the mods together and if you get the starting items and the message from TTM, its almost clear and maybe its imbalanced and the other mod is sure not integrated in the TTM techtree. If you dont get the starting items (drop pods and CRT) the mod is not compatible with TTM. :)

So if you want a mod and dont want to wait for anyone to test it, test it yourself, if anything from TTM is not aviable or your game explodes in clouds of fluffy kittens, dont use the mod with TTM. ;)

thanks, so time for some "science" :D.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: ( Tchey ) on August 29, 2014, 11:15:32 AM
I play with EdB Interface mod, and it's going good with my two colonies. One is TTMinami, the other is SuperiorCrafting. I suppose you should have no trouble to play with it too. About zombie i don't know, i don't like zombie anymore, too many of them these past few years.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Waikiki on August 29, 2014, 06:40:38 PM
Hi,

First, great job on the mod.

Is this compatible with linux ? The game works fine with this mod on win 8.1, but can't get it to work on debian wheezy. When i activate the mod, the game crashes, and i can't start it if i dont delete it from the mod folder.

Thx
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: AlmightyR on August 29, 2014, 06:55:32 PM
How do I create a compact research terminal ITEM? I have all pre-trade workbenches and I searched all bills (i think), but it's nowhere...My original RT (the one that came inside a pod in the beginning) was destroyed in a pirate raid, so if I'm supposed to get it from deconstruction of that one, I guess I'm stuck? In that case what is the save-file code I need to...Well...God-wish it into existence near my base so that I can unstuck myself?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on August 30, 2014, 02:33:29 AM
Quote from: AlmightyR on August 29, 2014, 06:55:32 PM
How do I create a compact research terminal ITEM? I have all pre-trade workbenches and I searched all bills (i think), but it's nowhere...My original RT (the one that came inside a pod in the beginning) was destroyed in a pirate raid, so if I'm supposed to get it from deconstruction of that one, I guess I'm stuck? In that case what is the save-file code I need to...Well...God-wish it into existence near my base so that I can unstuck myself?

you are pretty much stuck, the idea behind it was. "Imagine yourself crash landing on a desolate planet and you got the chance to carry with you a laptop, thats good right? so you've got to be very ultra careful with it, once it gets destroyed. Its game over.

if you want to cheat you because you want to continue the game, you can go to option turn Developer Mode on, go to spawn direct thing, search for Compact Research Terminal and plop it on the ground.

Quote from: Waikiki on August 29, 2014, 06:40:38 PM
Hi,

First, great job on the mod.

Is this compatible with linux ? The game works fine with this mod on win 8.1, but can't get it to work on debian wheezy. When i activate the mod, the game crashes, and i can't start it if i dont delete it from the mod folder.

Thx

Hello thankyou for checking out TTM! I currently don't have the means to test it on a linux machine so I suppose It isnt compatible, sorry for the inconvenience!

--------------------------------
Discussion:
So I already made plans for the new update, I think ill add a simple fishing building because I don't know how the "Equipping" code works. I really wanted to do actual Fishing T_T

Here's some things I noticed after playing for a year with my colony:

Raids will not occur if there are too many "Wild Muffalo's" in the map, you have to massacre all of them to make Raids happen. *cept for your domesticated Muffs :3

There is an error when you research Table Designs the one with the Beauty increased thing. that's a minor issue so don't open up developer mode or else it will pop out everytime you finish researching something after you research this.

On another note:

Does anybody want a mini-patch for Agave to be plantable on the Hydroponics table?
and an Equipment rack patch, I may have found a use for it, which is to put a StunGun on it and whenever a mass hysteria happens go get the STUN GUN!

Compact Batteries cannot be crafted early in the game because I set it to utility metal.
if you want to fix it yourself heres how to do it:

go to TTM => Defs =>RecipeDefs => look for Recipes_WorkStation => look for "Create Compact Batteries" *its the first one under the

<ingredients>
<li>
<filter>
<thingDefs>
<li>UtilityMetal</li>
</thingDefs>
</filter>
<count>2</count>
</li>
<li>
<filter>
<thingDefs>
<li>RawPotatoes</li>
</thingDefs>
</filter>
<count>10</count>
</li>
</ingredients>


<fixedIngredientFilter>
<thingDefs>
<li>UtilityMetal</li>
<li>RawPotatoes</li>
</thingDefs>
</fixedIngredientFilter>
<!-- Which items are preselected? -->
<defaultIngredientFilter>
<thingDefs>
<li>UtilityMetal</li>
<li>RawPotatoes</li>
</thingDefs>
</defaultIngredientFilter>


change the part where it says "UtilityMetal" to "Metal" and count to 20 for balance like this

<ingredients>
<li>
<filter>
<thingDefs>
<li>Metal</li>
</thingDefs>
</filter>
<count>20</count>
</li>
<li>
<filter>
<thingDefs>
<li>RawPotatoes</li>
</thingDefs>
</filter>
<count>10</count>
</li>
</ingredients>

<fixedIngredientFilter>
<thingDefs>
<li>Metal</li>
<li>RawPotatoes</li>
</thingDefs>
</fixedIngredientFilter>
<!-- Which items are preselected? -->
<defaultIngredientFilter>
<thingDefs>
<li>Metal</li>
<li>RawPotatoes</li>
</thingDefs>
</defaultIngredientFilter>
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on August 30, 2014, 03:17:52 AM
Yay i like fishing! ;D

Phew, happy domesticated muffs, they are fluffy i cant kill them all. :-[

With the clutter problem, in the clutter thread in the time i last checked it they say it makes problems with enabled dev mode, maybe its that problem? ???

The agave in hyproponics, i like it. The idea get an "yes" from me. ^-^

Equipment rack patch, i dont know exactly, hmmm i think we can trie it? :-\ Maybe its usefull. ^.^

And the compact batteries, for me its fully ok that we need utility metal for it, they need more fine metal and not so much of the raw metal. So its realistic for me. :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: LittleMikey on August 30, 2014, 04:49:56 AM
Quote from: SleepyFox on August 28, 2014, 05:15:29 PM
Oh hey, Minami, the equipment racks are /slightly/ borked in that there's no way to 'select all'. If you want to use them for everything you have to go down the list and click everything one by one. And that's a lot of guns.

(http://1.bp.blogspot.com/_Wh7YLpCt49Y/Sbgx1CWCGzI/AAAAAAAAAbw/8X16xhAq5FA/s400/guns+and+more+guns.png)

If you go to: \Mods\Tech Tree Minami A6\Defs\ThingDefs\TTM_Buildings_Furniture.xml
Find "<defName>EquipmentRack</defName>"

And delete the lines:
     <defaultStorageSettings>
  <priority>Important</priority>
  <allowances>
<exceptedCategories>
  <li>Weapons</li>
</exceptedCategories>
  </allowances>
      </defaultStorageSettings>


Your equipment racks will by default have everything selected (Although you'll need to rebuild any equipment racks you've already built)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Patrykbono20 on August 30, 2014, 09:26:16 AM
work with superior crafting mod ?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: AlmightyR on August 30, 2014, 10:46:19 AM
Quote from: minami26 on August 30, 2014, 02:33:29 AM
Quote from: AlmightyR on August 29, 2014, 06:55:32 PM
How do I create a compact research terminal ITEM? I have all pre-trade workbenches and I searched all bills (i think), but it's nowhere...My original RT (the one that came inside a pod in the beginning) was destroyed in a pirate raid, so if I'm supposed to get it from deconstruction of that one, I guess I'm stuck? In that case what is the save-file code I need to...Well...God-wish it into existence near my base so that I can unstuck myself?

you are pretty much stuck, the idea behind it was. "Imagine yourself crash landing on a desolate planet and you got the chance to carry with you a laptop, thats good right? so you've got to be very ultra careful with it, once it gets destroyed. Its game over.

if you want to cheat you because you want to continue the game, you can go to option turn Developer Mode on, go to spawn direct thing, search for Compact Research Terminal and plop it on the ground.

Well, it doesn't really matter much how careful you are with it when the story-teller sends the raid of pirates literal on top of the damn thing, and on immediate-attack mode...  :o *Multiple double-handed facepalms after mutiple hard facedesks*  :o
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: therandomgamer420 on August 30, 2014, 11:32:41 AM
So i don't know if i am just stupid or this is a bug. You need make-do-tools to build the workstation that makes make-do-tools. so i can't really build anything. am i just supposed to wait till they fall from the sky?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on August 30, 2014, 12:47:11 PM
Quote from: AlmightyR on August 30, 2014, 10:46:19 AM
Quote from: minami26 on August 30, 2014, 02:33:29 AM
Quote from: AlmightyR on August 29, 2014, 06:55:32 PM
How do I create a compact research terminal ITEM? I have all pre-trade workbenches and I searched all bills (i think), but it's nowhere...My original RT (the one that came inside a pod in the beginning) was destroyed in a pirate raid, so if I'm supposed to get it from deconstruction of that one, I guess I'm stuck? In that case what is the save-file code I need to...Well...God-wish it into existence near my base so that I can unstuck myself?

you are pretty much stuck, the idea behind it was. "Imagine yourself crash landing on a desolate planet and you got the chance to carry with you a laptop, thats good right? so you've got to be very ultra careful with it, once it gets destroyed. Its game over.

if you want to cheat you because you want to continue the game, you can go to option turn Developer Mode on, go to spawn direct thing, search for Compact Research Terminal and plop it on the ground.

Well, it doesn't really matter much how careful you are with it when the story-teller sends the raid of pirates literal on top of the damn thing, and on immediate-attack mode...  :o *Multiple double-handed facepalms after mutiple hard facedesks*  :o

can't we just buy another one from one of the traders?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: therandomgamer420 on August 30, 2014, 01:10:43 PM
Nevermind I just saw that i had to deconstruct the pods to get the tool xD. i'm so stupid
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: SleepyFox on August 30, 2014, 06:54:40 PM
Quote from: Xerberus86 on August 30, 2014, 12:47:11 PM
Quote from: AlmightyR on August 30, 2014, 10:46:19 AM
Quote from: minami26 on August 30, 2014, 02:33:29 AM
Quote from: AlmightyR on August 29, 2014, 06:55:32 PM
How do I create a compact research terminal ITEM? I have all pre-trade workbenches and I searched all bills (i think), but it's nowhere...My original RT (the one that came inside a pod in the beginning) was destroyed in a pirate raid, so if I'm supposed to get it from deconstruction of that one, I guess I'm stuck? In that case what is the save-file code I need to...Well...God-wish it into existence near my base so that I can unstuck myself?

can't we just buy another one from one of the traders?

If you lose the terminal before you can get the comms desk, you really pretty much -are- screwed. No comms, no trader.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: daft73 on August 30, 2014, 07:24:07 PM
Quote from: Xerberus86 on August 29, 2014, 10:20:18 AM
Quote from: Kitsune on August 29, 2014, 10:12:51 AM
TTM is somewhat compatible with many mods. The biggest problem are mods that change/alter or something doing with map generation. The first thing for look out is trie the mods together and if you get the starting items and the message from TTM, its almost clear and maybe its imbalanced and the other mod is sure not integrated in the TTM techtree. If you dont get the starting items (drop pods and CRT) the mod is not compatible with TTM. :)

So if you want a mod and dont want to wait for anyone to test it, test it yourself, if anything from TTM is not aviable or your game explodes in clouds of fluffy kittens, dont use the mod with TTM. ;)

thanks, so time for some "science" :D.

Yes, to all of this. Always a good idea to test new mods out with your current ones; then generally you nip the problem in the bud. Nothing worse than going nuts and adding 10+ mods all at once...then problem searching becomes a hassle.

Most of the time you may be lucky to have this knowledge beforehand, but at the pace that mods come out for Rimworld, not to mention the version changes(vanilla game) can make once perfect mods into nightmares :-\
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: LittleMikey on August 31, 2014, 02:44:04 AM
Quote from: patrykbono20 on August 30, 2014, 09:26:16 AM
work with superior crafting mod ?

It seems to work fine, although the research trees don't line up so if you want to use TTM's progression system you'll be at a different pace.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: LittleMikey on August 31, 2014, 03:11:54 AM
I had a Buzzant hill spawn in my game, but I couldn't attack it. I had to use the claim tool and send a colonist to de-construct it. Also the Buzzants weren't hostile and my colonists wouldn't shoot them without being individually tasked to.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on September 01, 2014, 09:26:02 AM
Quote from: LittleMikey on August 31, 2014, 03:11:54 AM
I had a Buzzant hill spawn in my game, but I couldn't attack it. I had to use the claim tool and send a colonist to de-construct it. Also the Buzzants weren't hostile and my colonists wouldn't shoot them without being individually tasked to.

what!? you can claim a buzzant hill? :D hahaha I didn't expect that you can do that. lol

-----------------------------------

everyone else wanting agave to be plantable,
you can try this:

Go to your Rimworld Folder => Mods => TTM => Defs => ThingDefs :
Look for TTM_Plants_Cultivated and open it on NotePad or any TextEditor.
Go to the bottom and copy & paste this code before the end </Plants> code, then save! it should now be growable on growing zones and hydroponics basin.


<!--===========================  Growable Agave  ==============================-->


  <ThingDef ParentName="PlantBase">
    <defName>PlantAgave</defName>
    <label>Agave</label>
    <maxHealth>120</maxHealth>
    <description>Large-leafed desert plant with edible flowers and stalks.</description>
    <beauty>Neutral</beauty>
    <textureFolderPath>Things/Plant/Agave</textureFolderPath>
    <selectable>true</selectable>
    <sunShadowInfo>
      <baseWidth>0.2</baseWidth>
      <baseHeight>0.2</baseHeight>
      <tallness>0.6</tallness>
    </sunShadowInfo>
    <fillPercent>0.25</fillPercent>
    <pathCost>30</pathCost>
    <food>
      <quality>Plant</quality>
      <nutrition>40</nutrition>
    </food>
    <plant>
      <harvestTag>Food</harvestTag>
      <harvestDestroys>true</harvestDestroys>
      <harvestedThingDef>RawAgave</harvestedThingDef>
      <harvestYieldRange>
        <min>2</min>
        <max>6</max>
      </harvestYieldRange>
      <fertilityMin>0.3</fertilityMin>
       <visualSizeRange>
        <min>0.7</min>
        <max>1.1</max>
      </visualSizeRange>
      <growthPer20kTicks>0.45</growthPer20kTicks>
      <topWindExposure>0.3</topWindExposure>
      <lifeSpan>800000</lifeSpan>
      <fertilityFactorGrowthRate>0.5</fertilityFactorGrowthRate>
     <sowableGround>true</sowableGround>
      <sowableHydroponic>true</sowableHydroponic>
    </plant>
  </ThingDef>

Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 01, 2014, 05:32:18 PM
hey i am new to rimworld and started right off the bat with your mod (started shortly without your mod but i didn't really like it to have all options available at the start and nothing really to work towards).

my problem is that the campfire with the grill + woodstorage isn't working or just sometimes, does it have to be outside without roof or with roof (against rain maybe)?

another thing are these oil tanks which won't work, same with gas generator...the whole oil thingy doesn't seem to work sadly. i placed an oil tank directly besides a lamp / oil generator, both with the little cort facing towards the lamp / generator and towards an empty space (didn't know if facing matters, same with hopper...does hopper facing matter?). i haven't gotten this campfire and the oil resource-system to work properly.

another thing that pretty much kills me off is that my colonists having constant mental breakdowns because they ate raw food, cannibalism (ok thats my fault, didn't know they were THAT picky with their meat), ugly environment (after color-flooring the indoor-areas and planting some pots and lamps in every room), eating from the floor (there is a huge wooden table and 8 chairs for 4-5 colonists) and starving (but having enough potatoes and berries but they don't seem to prioritize nurishement over work).

my problems might be partially not really related to the mod but regarding the context and to help me survive in this great mod (which adds great content to the game and enhances it so much i don't wanna disable it).

fyi: huge kudos to the TTM modmaker and all the other mod-makers which mods are included in this one, its kinda great :).
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Verticalphase on September 01, 2014, 08:08:52 PM
When I first start a new colony, all I have under structures is a rubble wall, and a scrap metal wall, I know this is supposed to be the beginning technologies for your colony, but shouldn't there be a door? Is there supposed to be a door on the structure tab or did I do something wrong?  :-\
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 01, 2014, 08:27:46 PM
Quote from: Verticalphase on September 01, 2014, 08:08:52 PM
When I first start a new colony, all I have under structures is a rubble wall, and a scrap metal wall, I know this is supposed to be the beginning technologies for your colony, but shouldn't there be a door? Is there supposed to be a door on the structure tab or did I do something wrong?  :-\

use the CRT (re-construct it at your base location) to research rimworld for dummies which gives you  the first basic structures, a wooden door is one of them.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: MrBlazzar on September 01, 2014, 09:10:56 PM
So I have been trying to get my Comms Console working but none of my colonists can actually use it. The only mod I am using is one I made and it nothing to the comms console or anything to do with buildings.

I then opened the Debug mean and it gives me this error when I click on the comms console to use it:

"Object reference not set to an instance of an object."

I am using the newest version of the mod.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: therandomgamer420 on September 01, 2014, 10:07:52 PM
I can't put my Metal alloy drill in the Driller when i send someone to do it it says there is no place to store it(Yes i enabled it in the storage tab)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on September 02, 2014, 03:14:15 AM
Quote from: Xerberus86 on September 01, 2014, 05:32:18 PM
my problem is that the campfire with the grill + woodstorage isn't working or just sometimes, does it have to be outside without roof or with roof (against rain maybe)?

another thing are these oil tanks which won't work, same with gas generator...the whole oil thingy doesn't seem to work sadly

another thing that pretty much kills me off is that my colonists having constant mental breakdowns

my problems might be partially not really related to the mod but regarding the context and to help me survive in this great mod (which adds great content to the game and enhances it so much i don't wanna disable it).

fyi: huge kudos to the TTM modmaker and all the other mod-makers which mods are included in this one, its kinda great :).

hello, thank you for appreciating and playing with TTM! I am so at a loss at what could be causing the problems you are experiencing can you first answer these questions to help me fix your problems.
1. What Operating System are you using in your computer? if you are running on an Apple computer, users usually report that the functions of the mod doesnt work - sadly there is no fix for this. :(
2. Are you running this mod on the latest version of rimworld Alpha6? and using Techtree minami v2.8?
3. Are you using other mods besides TTM?
4. have you used an older version of TTM before updating to v2.8?
5. Are you playing on a New game and a New World?

Quote from: MrBlazzar on September 01, 2014, 09:10:56 PM
So I have been trying to get my Comms Console working but none of my colonists can actually use it. The only mod I am using is one I made and it nothing to the comms console or anything to do with buildings.

I then opened the Debug mean and it gives me this error when I click on the comms console to use it:

"Object reference not set to an instance of an object."

I am using the newest version of the mod.

Hello are you playing on a New Game on a New World? you need this to generate the new functions for TTM.

if this doesn't work you can try to refresh your RimWorld Settings by going to the AppData/LocalLow folder

WINDOWS:   C:/Users/[username]/AppData/LocalLow/
(On Windows, the AppData folder may be hidden.)


and deleting the LudeonStudios folder to create a new settings file for RimWorld.
your saves may be deleted too if you want to keep your saves you should go get a copy of it.

Quote from: therandomgamer420 on September 01, 2014, 10:07:52 PM
I can't put my Metal alloy drill in the Driller when i send someone to do it it says there is no place to store it(Yes i enabled it in the storage tab)

You enabled it in the storage tab of the Driller right? I don't understand why it wont store, can you provide a screenshot?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 02, 2014, 07:18:29 AM
Quote from: minami26 on September 02, 2014, 03:14:15 AM
hello, thank you for appreciating and playing with TTM! I am so at a loss at what could be causing the problems you are experiencing can you first answer these questions to help me fix your problems.
1. What Operating System are you using in your computer? if you are running on an Apple computer, users usually report that the functions of the mod doesnt work - sadly there is no fix for this. :(
2. Are you running this mod on the latest version of rimworld Alpha6? and using Techtree minami v2.8?
3. Are you using other mods besides TTM?
4. have you used an older version of TTM before updating to v2.8?
5. Are you playing on a New game and a New World?

well your mod is great and the whole package adds what rimworld is missing at the moment (progression and content for a longer playthrough, but mostly progresssion).

1. i am using windows 8.1 64 bit and they don't always fill the grill with all items (changing the storage settings for the grill doesn't really affect anything, they seem to put food on it which isn't activated and the other way around so i don't know what the storage settings in general change).

2. well i bought rimworld 2-3 days ago so yes, newest version and i am using TTM 2.8.

3. when i use TTM i only use the two TTM mods in the package and the edbinterface mod (rimworlds vanilla UI and controls are quite bad atm, but its alpha so no hard feelings).

4. nope, starting playing the game & mod with the newest versions. but like i said, sometimes it works and sometimes not. grilling prepared meat seems fine but they won't grill potatoes or berries, or am i missing something?

5. yep, created a new gameworld and new colony.

i also find it really hard to keep your colonists happy / sane, they starve themselfs to death because they do their jobs without regards to their hunger. same with sleep, they get negative moods for things which are available but they decided not to use for the moment which is kinda confusing for me.

on another note, i already looked it up in the wiki but didn't find anything, besides the starvation they complain about "cramped environments" and "ugly surroundings". i know this isn't mod-related but maybe you can help me to how i counter these things. i watched some LP's and i give them each a 2x3 room with a normal bed, colored floor, plant pot and a standing lamp, but in my last colony they complaint about "very cramped environment". the dining room was like 10x10 and the outside area decent (but not huge). what do they consider cramped and not cramped?

thanks :)

EDIT: also can you please tell me for what figurines are good for? i assumed to produce and sell to the traders but i can't find those figurines in the trade-menue (have tried two different traders).

really loving the game with your mod thus far, sadly most of the times my colonists kill the colony on their own, can't wait for alpha7 which adds more crafting to it.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Shinzy on September 02, 2014, 08:08:54 AM
Quote from: Xerberus86 on September 02, 2014, 07:18:29 AMi watched some LP's and i give them each a 2x3 room with a normal bed, colored floor, plant pot and a standing lamp, but in my last colony they complaint about "very cramped environment". the dining room was like 10x10 and the outside area decent (but not huge). what do they consider cramped and not cramped?

Ayoo! I'll let Minami answer to the rest of your questions but there's really good threads about happiness and so on around if you search around a bit
But Rahjital gave a really good rundown on one thread about the room sizes
To quote him
Quote from: RahjitalHere's your science:

The pawn checks nearest 100 squares in a radial pattern. Each square inside the room that can be walked through counts as 1, each square than can be walked through but cannot be stood on (beds, tables, sandbags, rock debris, etc.) counts as 0.5; if the final count is less or equal to 6, you have a very cramped room; if it is less or equal to 15, you have a cramped room; and finally, if it is more than 26, you get a spacious room.

This is why a 4x4 room nets you 'cramped': It's 16 squares, but the bed reduces it by 2 * 0.5, meaning it counts as 15 squares - precisely the limit for cramped. Adding one square anywhere should get you rid of that thought, as long as you don't add any more furniture. 5x6 gives you 30 free squares, so even if you add a bed, a plant pot and a lamp, you'll still be at comfortable 28, one and half squares more than what's needed for 'spacious'.

(To be accurate, the game actually starts with 100 and subtracts 1 for every unwalkable square, but the result is the same)

And keep in mind you don't really need to keep lamps/flowerpots in the room, cause they don't really care about light levels/ surroundings while asleep, and they don't hang around in the rooms during the day. So you can keep the happiness up by keeping the common areas you see your colonists walk about all the time lit up and beautified with snazzy floors and some flower pots on the walkways
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 02, 2014, 08:31:58 AM
Quote from: Shinzy on September 02, 2014, 08:08:54 AM
Quote from: Xerberus86 on September 02, 2014, 07:18:29 AMi watched some LP's and i give them each a 2x3 room with a normal bed, colored floor, plant pot and a standing lamp, but in my last colony they complaint about "very cramped environment". the dining room was like 10x10 and the outside area decent (but not huge). what do they consider cramped and not cramped?

Ayoo! I'll let Minami answer to the rest of your questions but there's really good threads about happiness and so on around if you search around a bit
But Rahjital gave a really good rundown on one thread about the room sizes
To quote him
Quote from: RahjitalHere's your science:

The pawn checks nearest 100 squares in a radial pattern. Each square inside the room that can be walked through counts as 1, each square than can be walked through but cannot be stood on (beds, tables, sandbags, rock debris, etc.) counts as 0.5; if the final count is less or equal to 6, you have a very cramped room; if it is less or equal to 15, you have a cramped room; and finally, if it is more than 26, you get a spacious room.

This is why a 4x4 room nets you 'cramped': It's 16 squares, but the bed reduces it by 2 * 0.5, meaning it counts as 15 squares - precisely the limit for cramped. Adding one square anywhere should get you rid of that thought, as long as you don't add any more furniture. 5x6 gives you 30 free squares, so even if you add a bed, a plant pot and a lamp, you'll still be at comfortable 28, one and half squares more than what's needed for 'spacious'.

(To be accurate, the game actually starts with 100 and subtracts 1 for every unwalkable square, but the result is the same)

And keep in mind you don't really need to keep lamps/flowerpots in the room, cause they don't really care about light levels/ surroundings while asleep, and they don't hang around in the rooms during the day. So you can keep the happiness up by keeping the common areas you see your colonists walk about all the time lit up and beautified with snazzy floors and some flower pots on the walkways

thanks a lot :).

Edit: here two pictures showing that the campfire has resources but ain't burning. in my current (or rather last, it died) colony the colonist ignited the campfire only ONCE and then instantly put it out (might have to do with homezone + fire, but after removing the homezone area for the campfire center it didn't work either). no other attempt of igniting it was made. some playthroughs it works and they do work with it, sometimes they don't. in my current playthrough i activated the grills by enabling all resources for them (hope that wasn't the wrong decision). as it stands now my colonists do rather farm, chop wood, construct, haul and sleep rather than eating. they are complaining about hunger and bodies (raiders), yet they glitch out while trying to bury them (http://youtu.be/E6BPkiCBilE?t=5s).
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Drowpaladin on September 02, 2014, 12:59:32 PM
Quote from: Xerberus86 on September 02, 2014, 08:31:58 AM
Quote from: Shinzy on September 02, 2014, 08:08:54 AM
Quote from: Xerberus86 on September 02, 2014, 07:18:29 AMi watched some LP's and i give them each a 2x3 room with a normal bed, colored floor, plant pot and a standing lamp, but in my last colony they complaint about "very cramped environment". the dining room was like 10x10 and the outside area decent (but not huge). what do they consider cramped and not cramped?

Ayoo! I'll let Minami answer to the rest of your questions but there's really good threads about happiness and so on around if you search around a bit
But Rahjital gave a really good rundown on one thread about the room sizes
To quote him
Quote from: RahjitalHere's your science:

The pawn checks nearest 100 squares in a radial pattern. Each square inside the room that can be walked through counts as 1, each square than can be walked through but cannot be stood on (beds, tables, sandbags, rock debris, etc.) counts as 0.5; if the final count is less or equal to 6, you have a very cramped room; if it is less or equal to 15, you have a cramped room; and finally, if it is more than 26, you get a spacious room.

This is why a 4x4 room nets you 'cramped': It's 16 squares, but the bed reduces it by 2 * 0.5, meaning it counts as 15 squares - precisely the limit for cramped. Adding one square anywhere should get you rid of that thought, as long as you don't add any more furniture. 5x6 gives you 30 free squares, so even if you add a bed, a plant pot and a lamp, you'll still be at comfortable 28, one and half squares more than what's needed for 'spacious'.

(To be accurate, the game actually starts with 100 and subtracts 1 for every unwalkable square, but the result is the same)

And keep in mind you don't really need to keep lamps/flowerpots in the room, cause they don't really care about light levels/ surroundings while asleep, and they don't hang around in the rooms during the day. So you can keep the happiness up by keeping the common areas you see your colonists walk about all the time lit up and beautified with snazzy floors and some flower pots on the walkways

thanks a lot :).

Edit: here two pictures showing that the campfire has resources but ain't burning. in my current (or rather last, it died) colony the colonist ignited the campfire only ONCE and then instantly put it out (might have to do with homezone + fire, but after removing the homezone area for the campfire center it didn't work either). no other attempt of igniting it was made. some playthroughs it works and they do work with it, sometimes they don't. in my current playthrough i activated the grills by enabling all resources for them (hope that wasn't the wrong decision). as it stands now my colonists do rather farm, chop wood, construct, haul and sleep rather than eating. they are complaining about hunger and bodies (raiders), yet they glitch out while trying to bury them (http://youtu.be/E6BPkiCBilE?t=5s).

-> regarding the grave:
in the TTM_Buildings_Misc.xml - file is the special filter "allowburied" missing, that is why your colonists always try to bring back the corpse

This is the missing part:
            <specialFiltersToAllow>
               <li>AllowBuried</li>
            </specialFiltersToAllow>


You can enable it manually ingame by activating "allow buried" at the grave or you change this in the above mentioned file. Should look like this:

   <ThingDef ParentName="BuildingBase">
      <defName>Grave</defName>
      <eType>BuildingInert</eType>
      <label>Grave</label>
      <thingClass>Building_Grave</thingClass>
      <texturePath>Things/Building/GraveEmpty</texturePath>
      <altitudeLayer>FloorEmplacement</altitudeLayer>
      <overdraw>true</overdraw>
      <useStandardHealth>false</useStandardHealth>
      <description>Place the dead in graves to give them a decent final resting place.</description>
      <size>(1,2)</size>
      <workToBuild>650</workToBuild>
      <passability>Standable</passability>
      <building>
      <fixedStorageSettings>
         <allowances>
            <categories>
               <li>Corpses</li>
            </categories>
         </allowances>
      </fixedStorageSettings>
      <defaultStorageSettings>
         <priority>Important</priority>
         <allowances>
            <categories>
               <li>CorpsesHumanoid</li>
            </categories>
            <specialFiltersToAllow>
               <li>AllowBuried</li>
            </specialFiltersToAllow>
         </allowances>
      </defaultStorageSettings>
      </building>
      <inspectorTabs>
         <li>ITab_Storage</li>
      </inspectorTabs>
      <surfaceNeeded>Diggable</surfaceNeeded>
      <designationCategory>Misc</designationCategory>
      <constructionEffect>ConstructDig</constructionEffect>
      <itemSurface>true</itemSurface>
   </ThingDef>
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: GarrettFox on September 02, 2014, 02:18:43 PM
Quote from: Xerberus86 on September 02, 2014, 08:31:58 AM
Quote from: Shinzy on September 02, 2014, 08:08:54 AM
Quote from: Xerberus86 on September 02, 2014, 07:18:29 AMi watched some LP's and i give them each a 2x3 room with a normal bed, colored floor, plant pot and a standing lamp, but in my last colony they complaint about "very cramped environment". the dining room was like 10x10 and the outside area decent (but not huge). what do they consider cramped and not cramped?

Ayoo! I'll let Minami answer to the rest of your questions but there's really good threads about happiness and so on around if you search around a bit
But Rahjital gave a really good rundown on one thread about the room sizes
To quote him
Quote from: RahjitalHere's your science:

The pawn checks nearest 100 squares in a radial pattern. Each square inside the room that can be walked through counts as 1, each square than can be walked through but cannot be stood on (beds, tables, sandbags, rock debris, etc.) counts as 0.5; if the final count is less or equal to 6, you have a very cramped room; if it is less or equal to 15, you have a cramped room; and finally, if it is more than 26, you get a spacious room.

This is why a 4x4 room nets you 'cramped': It's 16 squares, but the bed reduces it by 2 * 0.5, meaning it counts as 15 squares - precisely the limit for cramped. Adding one square anywhere should get you rid of that thought, as long as you don't add any more furniture. 5x6 gives you 30 free squares, so even if you add a bed, a plant pot and a lamp, you'll still be at comfortable 28, one and half squares more than what's needed for 'spacious'.

(To be accurate, the game actually starts with 100 and subtracts 1 for every unwalkable square, but the result is the same)

And keep in mind you don't really need to keep lamps/flowerpots in the room, cause they don't really care about light levels/ surroundings while asleep, and they don't hang around in the rooms during the day. So you can keep the happiness up by keeping the common areas you see your colonists walk about all the time lit up and beautified with snazzy floors and some flower pots on the walkways

thanks a lot :).

Edit: here two pictures showing that the campfire has resources but ain't burning. in my current (or rather last, it died) colony the colonist ignited the campfire only ONCE and then instantly put it out (might have to do with homezone + fire, but after removing the homezone area for the campfire center it didn't work either). no other attempt of igniting it was made. some playthroughs it works and they do work with it, sometimes they don't. in my current playthrough i activated the grills by enabling all resources for them (hope that wasn't the wrong decision). as it stands now my colonists do rather farm, chop wood, construct, haul and sleep rather than eating. they are complaining about hunger and bodies (raiders), yet they glitch out while trying to bury them (http://youtu.be/E6BPkiCBilE?t=5s).

Do note that it doesn't seem to grill until you have a full 75 stack on the grill. Once you get a proper farm going, this matters less.

In practice I like to just mod agave to be sowable and make adobe salad. If you would like, I can post the mod that allows you to sow agave when I get home today

Also sorry if your images show a 75 stack, they aren't showing up on my phone.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: rock5566r on September 02, 2014, 03:58:21 PM
This mod is AWESOME! It makes the game so much better than official.

But I have a question about "Equipment Rack". After I build equipment rack in the game.

All of the guns are setting as "Not to storage" in storage menu. Can I change its default setting to YES?

I get pretty tired of clicking each one individually to yes.

THX!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: therandomgamer420 on September 02, 2014, 07:04:22 PM
Hm that's weird the Drill bug just kind of fixed itself after i got on today.. weird.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 02, 2014, 08:03:50 PM
Quote from: rock5566r on September 02, 2014, 03:58:21 PM
This mod is AWESOME! It makes the game so much better than official.

But I have a question about "Equipment Rack". After I build equipment rack in the game.

All of the guns are setting as "Not to storage" in storage menu. Can I change its default setting to YES?

I get pretty tired of clicking each one individually to yes.

THX!

as far as i know the weapon rack can only store 2 weapons, that's why you have (or rather can) select which one should be displayed.

EDIT: ok another  question myself here, for what are these rock figures / figurines good? i produced a dozen at the stonecutter table but i can't sell them to any trader? can anybody tell me a reliable way to make tradegoods / money to buy things from the trader? since many thinks in TTM have to be bought i would imagine that there are a bunch of ways to make money to balance the system out.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Iwillbenicetou on September 02, 2014, 10:07:39 PM
Well you could also use them for making colonists have a happy time Knowing who's boss.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 03, 2014, 10:22:21 AM
after queuing up so many auto-craft tasks in the workshop the ones i wanna finish first gets more often than not worked on last. sadly i can't rightclick on the new workshops to prioritize them, could you add this feature or is it impossible duo to the modding capabilities? adding an extra option to set workshop priority would also be great, but i guess thats more a suggestion for the dev^^.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: n0sTr4d4m0s on September 03, 2014, 10:24:00 AM
i like the idea of the mod.
but i have a big problem, i cant find any male do tool.
i read that i should sell my drop pods, but there are no drop pods after my guys crashed. just some metal trash and the usual starting equipment
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 03, 2014, 10:54:45 AM
Quote from: n0sTr4d4m0s on September 03, 2014, 10:24:00 AM
i like the idea of the mod.
but i have a big problem, i cant find any male do tool.
i read that i should sell my drop pods, but there are no drop pods after my guys crashed. just some metal trash and the usual starting equipment

not sell but deconstruct, look harder there are ALWAYS three drop pods in the near vicinity to you, sometimes they just drifted a bit further away.

@TTM modder: sorry to say this here but i don't know from which mod the traps are, the net trap (the one which should slow enemies) slows ALL units including my own colonists. it clearly states that it should slow enemies but it also slows my own colonists at a huge rate.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on September 03, 2014, 11:47:20 AM
@Xerberus86: Minami made the traps himself/herself, so its normal in the mod. :) But that looks like a bug.^^

Quote from: n0sTr4d4m0s on September 03, 2014, 10:24:00 AM
i like the idea of the mod.
but i have a big problem, i cant find any male do tool.
i read that i should sell my drop pods, but there are no drop pods after my guys crashed. just some metal trash and the usual starting equipment

Maybe you have an mountain in the middle of your map? If its that way its possible the pods spawnt in the mountain or more clear sayed they are not spawned, if its that way sadly, you need to make a new colony. :(
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 03, 2014, 12:01:14 PM
sorry for spamming the thread but how can i integrate the realistic weapon mod into the TTM mod?

i have downloaded the "Realistic Weapons for Project Armory 213 V1.1" zip-file and after reading the readme-file (duh) i know how to install the mod but i don't know if with these changes i would break anything within the TTM mod.

if someone could tell me if i can install this file as stated in its readme without breaking or how i can accomplish it would be nice^^.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Ruafo on September 03, 2014, 12:03:26 PM
Hello Folks,

i put now several hours into testing this great mod and found 2 problems.

1. In the endgame, when you got lots of ressources, people and a well running settlement game gets unstable. Mainly I got crashes and freezes I guess they mostly occur when a special event happens but I can�t say it for sure. Yes, yes its a mod for an alpha version I know. So don�t take it to serious or as an offense.

2. I play at a mountain biome and have the problem, that I cant get any agave. Cause I can�t plant it nor harvest it in the wilds. The big problem is that I need it as ressource for making statues and paintings. But maybe i missing something.

Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 03, 2014, 12:09:35 PM
Quote from: Ruafo on September 03, 2014, 12:03:26 PM
Hello Folks,

i put now several hours into testing this great mod and found 2 problems.

1. In the endgame, when you got lots of ressources, people and a well running settlement game gets unstable. Mainly I got crashes and freezes I guess they mostly occur when a special event happens but I can�t say it for sure. Yes, yes its a mod for an alpha version I know. So don�t take it to serious or as an offense.

2. I play at a mountain biome and have the problem, that I cant get any agave. Cause I can�t plant it nor harvest it in the wilds. The big problem is that I need it as ressource for making statues and paintings. But maybe i missing something.

i am new myself (bought rimworld couple days ago and started off the bat with TTM) so i can't tell you about 1., but i can try to answer your second question.

regarding 2.: as far as i know the agave only grows naturally in the shrubland region. the forest and desert biome was only introduced in the last alpha version (13. august 2014) so i think the forest biome might not be as balanced^^. in shrubland it grows like wildflowers but in forest i haven't seen one yet.

it would be great if TTM would enable us to grow the agave in a normal growing are, maybe with lesser growth rate than normal to not inflate it but being able to grow it would be essential i think.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on September 03, 2014, 02:26:28 PM
A few pages ago minami showed how to modify the files that you can plant agave, if i remember right. ;)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Ruafo on September 03, 2014, 02:45:22 PM
Hello guys!

thx for the quick replys! Found the agave code and applied it. Thx for helping!

cheers
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on September 03, 2014, 02:53:56 PM
Quote from: Ruafo on September 03, 2014, 02:45:22 PM
Hello guys!

thx for the quick replys! Found the agave code and applied it. Thx for helping!

cheers

Happy playing. ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: SleepyFox on September 03, 2014, 08:06:04 PM
Hey, Minami. Still going strong!

(http://i.imgur.com/Vdb9dJW.png)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Iwillbenicetou on September 03, 2014, 09:27:50 PM
I feel the best (and most noobish) way to survive raides, is to have a long corridor with chokepoints. That way you have long range weapons that outrange the enemies, and just take shots at the. Just an idea to your defense...
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 03, 2014, 09:55:33 PM
@SleepyFox: i am still new to rimworld but your colony has a bunch of open attack points, here is my current colony which is pretty much impossible to defeat right now :D.

(http://s7.directupload.net/images/140904/temp/xvmquj84.png) (http://www.directupload.net/file/d/3735/xvmquj84_png.htm)


... well, i play with randy random and only two bigger sieges have occured....the biggest problem was as all of my colonists except ONE were going crazy and on a rampage. god i hope the dev adds some "prioritize feeding" command or better yet let the colonists actually act on their own needs first. pretty much all were beaten up and it was a micromanaging hell to prevent all of my colonists from starvation because they were all laying in their medicals beds and as soon as i forced them to stand up they would feed others while starving to death (almost, i disabled doctoring and it worked then). x'D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: SleepyFox on September 03, 2014, 10:21:31 PM
Where's the fun in having an impossible to defeat colony, though? It's not quite 'Urban Defense' tier but I find I enjoy open/pretty colonies more than unassailable fortresses! I still have two of my original three, too. :3 Randy also hasn't screwed me with huge raids yet... the colony's name is Angry Squirrel, and I swear, 9 out of 10 events IS a psycho squirrel.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Iwillbenicetou on September 03, 2014, 10:31:25 PM
Get animal zappers :) that should cut things down. As well as upgrading to next tier, it becomes almost OP.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 03, 2014, 11:29:42 PM
Quote from: SleepyFox on September 03, 2014, 10:21:31 PM
Where's the fun in having an impossible to defeat colony, though? It's not quite 'Urban Defense' tier but I find I enjoy open/pretty colonies more than unassailable fortresses! I still have two of my original three, too. :3 Randy also hasn't screwed me with huge raids yet... the colony's name is Angry Squirrel, and I swear, 9 out of 10 events IS a psycho squirrel.

well after playing one game with vanilla setting i started to only play with edb interface mod and tech tree minami, so for me being a newb having a "safe" colony is kinda needed for starters. also because i only play on challenging (100% difficulty), i never play on easy in any game. playing with a more "open" colony will be on my next try.

currently i have two main naming schemes...."gravetown" and "hope". my current colony is called gravetwon and the first one to survive to that point (kinda lategame) without dying horribly (jinx that name^^). but i do still struggle to increase the population, currently hovering around 6-7...randy random is either giving me too much peace or too many troubles...mostly of the former lately :/. i also only got a handful of general goods traders, no weapon / armor / slave trader yet >:O.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: SleepyFox on September 04, 2014, 04:44:45 AM
Quote from: Xerberus86 on September 03, 2014, 11:29:42 PM

well after playing one game with vanilla setting i started to only play with edb interface mod and tech tree minami, so for me being a newb having a "safe" colony is kinda needed for starters. also because i only play on challenging (100% difficulty), i never play on easy in any game. playing with a more "open" colony will be on my next try.

currently i have two main naming schemes...."gravetown" and "hope". my current colony is called gravetwon and the first one to survive to that point (kinda lategame) without dying horribly (jinx that name^^). but i do still struggle to increase the population, currently hovering around 6-7...randy random is either giving me too much peace or too many troubles...mostly of the former lately :/. i also only got a handful of general goods traders, no weapon / armor / slave trader yet >:O.

I'm trying to struggle with power at the moment, actually. Need to save up money for a geothermal parts pile. Selling toolboxes is a cheap way to get cash though, since it uses plain old metal.

I got a bunch of guns and armor due to a glitch I think, though. A neighboring town visited and their people started going nuts from starvation and they started killing each other. Half of the visitors died, and my colony ended up getting three suits of power armor, bunch of armor vests, and some nice Modern weapons... and since it was they who went nuts and were killing each other, it didn't mess with the friendship rating.

I just had to dig a bunch of graves and reap the benefits.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 04, 2014, 07:02:24 AM
Quote from: SleepyFox on September 04, 2014, 04:44:45 AM
Quote from: Xerberus86 on September 03, 2014, 11:29:42 PM

well after playing one game with vanilla setting i started to only play with edb interface mod and tech tree minami, so for me being a newb having a "safe" colony is kinda needed for starters. also because i only play on challenging (100% difficulty), i never play on easy in any game. playing with a more "open" colony will be on my next try.

currently i have two main naming schemes...."gravetown" and "hope". my current colony is called gravetwon and the first one to survive to that point (kinda lategame) without dying horribly (jinx that name^^). but i do still struggle to increase the population, currently hovering around 6-7...randy random is either giving me too much peace or too many troubles...mostly of the former lately :/. i also only got a handful of general goods traders, no weapon / armor / slave trader yet >:O.

I'm trying to struggle with power at the moment, actually. Need to save up money for a geothermal parts pile. Selling toolboxes is a cheap way to get cash though, since it uses plain old metal.

I got a bunch of guns and armor due to a glitch I think, though. A neighboring town visited and their people started going nuts from starvation and they started killing each other. Half of the visitors died, and my colony ended up getting three suits of power armor, bunch of armor vests, and some nice Modern weapons... and since it was they who went nuts and were killing each other, it didn't mess with the friendship rating.

I just had to dig a bunch of graves and reap the benefits.

my main sources of money are both figurines and oil, i tried toolboxes but they take too long to produce and metal is too precious to sell, you need tons of utility metal (which comes from normal metal, duh) and you will need all of it! rock chunks / rock blocks on the other hand are abundant on the map and never seem to cease coming. try figurines and have a happy time. 80-100 figurines sell well over 2000 silver and those things are quick to make.


@minami: is there a way you could add the mobile AI "mai" to your overhault mod?
http://ludeon.com/forums/index.php?topic=3612.0

with the mod making the game so much harder and focusing more on survival (i love it, no critique!), having something to produce helfpful well...helpers... would be nice. of course making her expensive to build and she being a lategame tech a given.

if you say "nay", would there be a way for me as a non-modder to integrate this mod myself? thanks!

Edit: i have another question TTM-related, what is meant with "TTM's local traders"? are there other ways to trade than with ships? if yes, how do i initiate those trades?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on September 04, 2014, 08:06:22 AM
Quote from: Xerberus86 on September 04, 2014, 07:02:24 AM
@minami: is there a way you could add the mobile AI "mai" to your overhault mod?
http://ludeon.com/forums/index.php?topic=3612.0

with the mod making the game so much harder and focusing more on survival (i love it, no critique!), having something to produce helfpful well...helpers... would be nice. of course making her expensive to build and she being a lategame tech a given.

if you say "nay", would there be a way for me as a non-modder to integrate this mod myself? thanks!

Edit: i have another question TTM-related, what is meant with "TTM's local traders"? are there other ways to trade than with ships? if yes, how do i initiate those trades?

I could add mai next version. :D

Local traders are the ones you can sell figurines to, maybe within the next versions "Local Traders" will actually come to your base much like how the friendly factions come to your colony.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 04, 2014, 09:02:49 AM
Quote from: minami26 on September 04, 2014, 08:06:22 AM
Quote from: Xerberus86 on September 04, 2014, 07:02:24 AM
@minami: is there a way you could add the mobile AI "mai" to your overhault mod?
http://ludeon.com/forums/index.php?topic=3612.0

with the mod making the game so much harder and focusing more on survival (i love it, no critique!), having something to produce helfpful well...helpers... would be nice. of course making her expensive to build and she being a lategame tech a given.

if you say "nay", would there be a way for me as a non-modder to integrate this mod myself? thanks!

Edit: i have another question TTM-related, what is meant with "TTM's local traders"? are there other ways to trade than with ships? if yes, how do i initiate those trades?

I could add mai next version. :D

Local traders are the ones you can sell figurines to, maybe within the next versions "Local Traders" will actually come to your base much like how the friendly factions come to your colony.

YEAH....thank you very much!!!!!!

can't wait to get my hands on the cute cannon fo... i mean MAI :D.

Edit: oh the possibilities, training some killer androids which deal with the enemies and if they die within the enemy lines they explode ....muhaha.

ALSO VERY IMPORTANT (i think): would be great if you would add the custom event that MAI has a malfunction and now sees all colonists as their enemies.....you HAVE to add this too....PLEEEEAAAASSSSSEEEE :D. (training / building a very deadly killer assassin murder MAI ...and  then she kills my entire colony....FUN :)))


EDIT: also maybe adding "bettercrops" from telkir (http://ludeon.com/forums/index.php?topic=4373.0)? my colonists are already complaining that here is only potatoes and strawberries, if this goes on further i think they will kill, butcher and ultimately eat me ^^ (well i've done that before, didn't work out so well...how should've i known that colonists don't like eating people).

Edit2: maybe more carpets, beds and in general the "T's" mod from telkir would fit in nicely. more furniture and more variation in outfitting your colony is always nice.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 04, 2014, 11:04:42 AM
sorry for double post but i do it for better visibility^^.

it seems apparello 1.3.1 (the one included in TTM) had some "overflow vest" bugs, how can i update the apparello files in the TTM mod without breaking anything? thx
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on September 04, 2014, 11:59:21 AM
Sadly you cant update it yourself, not at least you write all the things new that apparello fits again in the techtree. ;)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 04, 2014, 12:04:41 PM
Quote from: Kitsune on September 04, 2014, 11:59:21 AM
Sadly you cant update it yourself, not at least you write all the things new that apparello fits again in the techtree. ;)

dang it, well then i have to wait (am really bad at this one).

thanks for the clarification!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 04, 2014, 03:17:39 PM
Quote from: valkyrie on September 04, 2014, 03:13:03 PM
Hey I cant find out how to get gun parts, any help please

i get those from the "synoptic weponizer" if i remember correctly :).
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Shinzy on September 04, 2014, 03:40:32 PM
Quote from: Xerberus86 on September 04, 2014, 11:04:42 AM
sorry for double post but i do it for better visibility^^.

it seems apparello 1.3.1 (the one included in TTM) had some "overflow vest" bugs, how can i update the apparello files in the TTM mod without breaking anything? thx

Halloo! the vest bug shouldn't occur in TTM so you don't need to worry about that
and as for anything that isn't already in this one yet they would be quite simple to add yourself

but you'd have to familiarize yourself with the def files a bit and redo all the texture paths on them

Basically exactly what Kittyfox there says, hehe

Edit: oops! I totally quoted the wrong post /embarassing
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: RedManMark86 on September 05, 2014, 12:30:38 AM
just to report that i found a bug but a small one.

when you move the slider to trade packaged survival meal it just mess with the lighting
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 05, 2014, 07:15:53 AM
Quote from: RedManMark86 on September 05, 2014, 12:30:38 AM
just to report that i found a bug but a small one.

when you move the slider to trade packaged survival meal it just mess with the lighting

same thing happens when you use the claiming tool and drag it over mountains / hills, at least i did this once in an arid shrubland and the whole world looked like an infrared picture.

another bug which is haunting me is that i am unable to craft tribal masks and i know who the culprit is. the last days i was wondering what i did wrong that my crafter never finished a single tribal mask, as i looked at the detailed bill screen yesterday i found out that the requirements for a tribal mask are planks but under the allowed resources is only wood logs listed. how can i fix that, wanna craft a sweet trendy tribal mask^^.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Shinzy on September 05, 2014, 08:22:59 AM
Quote from: Xerberus86 on September 05, 2014, 07:15:53 AManother bug which is haunting me is that i am unable to craft tribal masks and i know who the culprit is. the last days i was wondering what i did wrong that my crafter never finished a single tribal mask, as i looked at the detailed bill screen yesterday i found out that the requirements for a tribal mask are planks but under the allowed resources is only wood logs listed. how can i fix that, wanna craft a sweet trendy tribal mask^^.

go to the folder Tech Tree Minami A6/Defs/RecipeDefs
and open the file Apparello_Recipes_Armor.xml with a notepad
and find the bit with 'CraftMojo'

And then replace the <li>WoodLog</li> with <li>WoodPlank</li> under the <fixedIngredientFilter>

Also, completely offtopic, But I found an embarassing mistake I've made for apparello, the tribal mask has wrong description :-[
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 05, 2014, 09:04:59 AM
Quote from: Shinzy on September 05, 2014, 08:22:59 AM
Quote from: Xerberus86 on September 05, 2014, 07:15:53 AManother bug which is haunting me is that i am unable to craft tribal masks and i know who the culprit is. the last days i was wondering what i did wrong that my crafter never finished a single tribal mask, as i looked at the detailed bill screen yesterday i found out that the requirements for a tribal mask are planks but under the allowed resources is only wood logs listed. how can i fix that, wanna craft a sweet trendy tribal mask^^.

go to the folder Tech Tree Minami A6/Defs/RecipeDefs
and open the file Apparello_Recipes_Armor.xml with a notepad
and find the bit with 'CraftMojo'

And then replace the <li>WoodLog</li> with <li>WoodPlank</li> under the <fixedIngredientFilter>

Also, completely offtopic, But I found an embarassing mistake I've made for apparello, the tribal mask has wrong description :-[

thanks, finally i can craft me some masks...halloween is coming soon^^.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Cr0ss0vr on September 05, 2014, 06:17:26 PM
One simple problem i have with this mod is that my colony is stalling because of the fact that I have to buy things from traders... there should be a super-hard way to craft things, taking a lot of power, time and resource... (cant get any solar panels or engine parts... barely got a cooker)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 05, 2014, 06:29:03 PM
Quote from: Cr0ss0vr on September 05, 2014, 06:17:26 PM
One simple problem i have with this mod is that my colony is stalling because of the fact that I have to buy things from traders... there should be a super-hard way to craft things, taking a lot of power, time and resource... (cant get any solar panels or engine parts... barely got a cooker)

well it isn't really stalling, you could completely live without any higher upgrades, they just make the live easier and give you more items to build and better equipment. sometimes i have a lucky run and get to the mid tier quite quickly and sometimes it takes ages. both are valid gameplay options, you don't need a cooking table to make meals, its just an easier / better way to do it. with more wealth comes more enemies, i see no real problem here.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Sabazi on September 06, 2014, 03:12:58 AM
I'd like to use the animal husbandry, but there aren't any muffalo on my current map. Does anyone know a way to edit some in?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Josh_Hawley on September 06, 2014, 03:29:52 AM
Quote from: Sabazi on September 06, 2014, 03:12:58 AM
I'd like to use the animal husbandry, but there aren't any muffalo on my current map. Does anyone know a way to edit some in?

Turn on the debug tools then use the spawn tool.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Coenmcj on September 06, 2014, 07:51:22 AM
Quote from: Josh_Hawley on September 06, 2014, 03:29:52 AM
Quote from: Sabazi on September 06, 2014, 03:12:58 AM
I'd like to use the animal husbandry, but there aren't any muffalo on my current map. Does anyone know a way to edit some in?

Turn on the debug tools then use the spawn tool.

What would the possibility of the Animal Husbandry segment getting adapted to other critters? Like Deer for instance? Because I tend to not get Muffalo that much anymore, I like my forested areas alot.

Also, I was running into some weird graphical errors where when placing a blueprint facing a certain orientation, the wrong structure would be displayed. For instance, I was placing a bed and it was turning into a C.H.E.S.T, Although saving/reloading seems to have sorted that.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 06, 2014, 08:48:42 AM
Quote from: Coenmcj on September 06, 2014, 07:51:22 AM
Quote from: Josh_Hawley on September 06, 2014, 03:29:52 AM
Quote from: Sabazi on September 06, 2014, 03:12:58 AM
I'd like to use the animal husbandry, but there aren't any muffalo on my current map. Does anyone know a way to edit some in?

Turn on the debug tools then use the spawn tool.

What would the possibility of the Animal Husbandry segment getting adapted to other critters? Like Deer for instance? Because I tend to not get Muffalo that much anymore, I like my forested areas alot.

Also, I was running into some weird graphical errors where when placing a blueprint facing a certain orientation, the wrong structure would be displayed. For instance, I was placing a bed and it was turning into a C.H.E.S.T, Although saving/reloading seems to have sorted that.

these are graphic glitches only, it happends to me every time i play. in most cases the bed turns turns into a bunch of fragments, bed turning into c.h.e.s.t. i got only once thus far.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Coenmcj on September 07, 2014, 01:03:01 AM
Ah fair enough, I ended up not placing them down because I thought something might explode, or CTD.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 07, 2014, 06:16:57 AM
no ctd and no bug will happen, sometimes it is kinda harder to place the items but it isn't such a big deal. i enjoy the mod too much to be bothered by such things :).
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: thefinn on September 07, 2014, 08:22:08 AM
Suggestion Post

If you have your comms unit destroyed early by a fluke mortar shell, you are basically screwed.

It's annoying but could be viable gameplay. However, if you want to take that approach - and it seems like you do - at least make it so that all the types of guns in the game can be cremated along with clothing and other stuff you'd usually sell to get rid of.

Otherwise you end up with a billion guns laying on the ground and the game kinda falls apart.

And guns aren't the worst of it - boomerangs dude, boomerangs. I have like 1000 boomerangs.

Happened to me, I figured I'd play it through when a mortar hit my comms unit while my guys were approaching the mortar position - no time to get back to put out the fire. I played it, but ended up with huge dumps full of weapons.

It's amazing how far you can get with just the pistol made gun turrets too btw ;)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 07, 2014, 08:26:24 AM
you can not only sell weapons but also dismantle them, that means if you got that far with your research tree and already got the main components for the workbenches (before your CRT bit the dust).
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: mathwizi2005 on September 07, 2014, 11:31:34 AM
Is this compatible with Superior Crafting or do they just not like each other from the get go?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 07, 2014, 12:20:33 PM
Quote from: mathwizi2005 on September 07, 2014, 11:31:34 AM
Is this compatible with Superior Crafting or do they just not like each other from the get go?

i have no experience with superior crafting (didn't try it yet), but as far as i know the mod changes the research tree and TTM also changes the research tree extensively. i personally don't think the two mods would go well with each other.

personally i only play with edb interface mod (must-have) and tech tree minami, tried zombie apocalypse one though, fun mod.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: thefinn on September 07, 2014, 01:15:14 PM
Quote from: Xerberus86 on September 07, 2014, 08:26:24 AM
you can not only sell weapons but also dismantle them, that means if you got that far with your research tree and already got the main components for the workbenches (before your CRT bit the dust).

Yeah I didn't get that far into research, it blew really really early. I was just lucky I literally got *1* trade before it went... I meant my op as a suggestion for author.

If you can get rid of all the cluttery items, it makes for a decent gameplay. ie. It just becomes part of that colony's story that they lost all communications soon after landing ;)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 07, 2014, 05:55:19 PM
after thoroughly playing now with this mod i would suggest that we might change the requirements for colored floors (red, blue and green) from metal to cloth. i think those carpets are more likely made out of fibre than metal and metal is alreay used for so many other things and cotton is kinda less usable right now and would increase in usage after those changes.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on September 08, 2014, 02:03:18 AM
Quote from: Shinzy on September 05, 2014, 08:22:59 AM
Quote from: Xerberus86 on September 05, 2014, 07:15:53 AManother bug which is haunting me is that i am unable to craft tribal masks and i know who the culprit is. the last days i was wondering what i did wrong that my crafter never finished a single tribal mask, as i looked at the detailed bill screen yesterday i found out that the requirements for a tribal mask are planks but under the allowed resources is only wood logs listed. how can i fix that, wanna craft a sweet trendy tribal mask^^.

go to the folder Tech Tree Minami A6/Defs/RecipeDefs
and open the file Apparello_Recipes_Armor.xml with a notepad
and find the bit with 'CraftMojo'

And then replace the <li>WoodLog</li> with <li>WoodPlank</li> under the <fixedIngredientFilter>

Also, completely offtopic, But I found an embarassing mistake I've made for apparello, the tribal mask has wrong description :-[

Totally missed this one, Thankyou so much for informing them Shinzy! :"D haha

Quote from: thefinn on September 07, 2014, 08:22:08 AM
Suggestion Post
It's annoying but could be viable gameplay. However, if you want to take that approach - and it seems like you do - at least make it so that all the types of guns in the game can be cremated along with clothing and other stuff you'd usually sell to get rid of.

Actually you can smelt some of the guns in the "Metal Synthesizer". its incomplete I haven't updated it, i think.. i forgot. lol Ill try to make clothes and other stuff smeltable too.

Quote from: Xerberus86 on September 07, 2014, 05:55:19 PM
after thoroughly playing now with this mod i would suggest that we might change the requirements for colored floors (red, blue and green) from metal to cloth. i think those carpets are more likely made out of fibre than metal and metal is alreay used for so many other things and cotton is kinda less usable right now and would increase in usage after those changes.

oh right I totally forgot that I made a quick cloth resource added, totally slipped my mind when I added the resources. sure sure, Ill make a quick change for the carpets and add more colors *those are just simple modifications.

-------------------------------------------
New update for TTM[CustomEvents] guys, one Event worth mentioning is the [Muffalo Migration] event which makes muffalo's spawn in other biomes. although its a chance so it may not happen entirely, or if your lucky! :D

as for the Animal Husbandry, I will try to make it stand-alone. I will prioritize it this week and make all the animals in all biomes Tameable and breed.

Just finished my exams, and I hope I can do some fun RimWorld modding this week! see you guys!

Thankyou so much for playing with TTM!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 08, 2014, 05:31:44 AM
congratulations!

and we have to thank you for making such an awesome mod.

can't wait to tinker with the next version :).

Edit: another thing, i had this abomination event happening two times in a row yesterday within the first two weeks of my colony BUT there wasn't any abomination that spawned, the colonist which should be that abomination just went  dead and nothing happened.

EDIT2: it would be nice if we could produce a kevlar helm with the kevlar west. i know that youdon't want hats to be craftable, in which i agree, but having some kevlar helms for my troopers would be nice :).
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 08, 2014, 02:27:58 PM
just loaded my recent colony and got the following message / gamelog in the top left corner, seems to be an error related to the beacon antenna:

(http://s7.directupload.net/images/140908/temp/aia3y8sv.png) (http://www.directupload.net/file/d/3739/aia3y8sv_png.htm)

here the image in original size: http://s7.directupload.net/images/140908/aia3y8sv.png

only mods are using are TTM with the updated version of customevents and the edb interface mod, had never an error before.

here is my savegame:

https://www.mediafire.com/?12ywku42tve32er
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: mithat on September 08, 2014, 03:43:27 PM
well i actually enjoyed too much on this mod, but have a little problem now. after i get my trade up with resources i got from pods, never bought extra 'beacons' coz its only used on three buildings (comms cons, signal beacon which i never used and orbital beacon). then hostile siege started and destroyed my orbital beacon with mortar attack. i couldnt load the game to previous autosave because i didnt realise that that building is destroyed until its too late. its hard to notice on map anyway. now i got only one beacon left and that is used in comms console . you cant produce it in game (did most of research) or in this case you cant buy anything since you got to pay for it through orbital beacon. i couldnt find any solution to this how can i get anohter beacon or its game over ? :)

i need my trade goin on for the parts you can not produce. please a solution :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 08, 2014, 03:56:15 PM
Quote from: mithat on September 08, 2014, 03:43:27 PM
well i actually enjoyed too much on this mod, but have a little problem now. after i get my trade up with resources i got from pods, never bought extra 'beacons' coz its only used on three buildings (comms cons, signal beacon which i never used and orbital beacon). then hostile siege started and destroyed my orbital beacon with mortar attack. i couldnt load the game to previous autosave because i didnt realise that that building is destroyed until its too late. its hard to notice on map anyway. now i got only one beacon left and that is used in comms console . you cant produce it in game (did most of research) or in this case you cant buy anything since you got to pay for it through orbital beacon. i couldnt find any solution to this how can i get anohter beacon or its game over ? :)

i need my trade goin on for the parts you can not produce. please a solution :)

you could deconstruct your signal beacon and use the parts from there, usually if i have enough to sell i buy some spare parts in case they get destroyed in some crossfire or crushed by an earthquake. it is also advised that you put those important buildings / units in places where there won't be any fireifghts, or at least where its unlikely. so right in the middle or in front of the main entrance is kinda a bad idea^^.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: mithat on September 08, 2014, 04:34:01 PM

i forgot to tell that i dont have any signal beacon.
and i didnt build it on any entrance :) mortar attacks can destroy anything on outdoor (orbital beacon must be outdoor :) ) it has poor accuracy but long range..
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 08, 2014, 04:37:04 PM
Quote from: mithat on September 08, 2014, 04:34:01 PM


you could deconstruct your signal beacon and use the parts from there, usually if i have enough to sell i buy some spare parts in case they get destroyed in some crossfire or crushed by an earthquake. it is also advised that you put those important buildings / units in places where there won't be any fireifghts, or at least where its unlikely. so right in the middle or in front of the main entrance is kinda a bad idea^^.
i forgot to tell that i dont have any signal beacon.
and i didnt build it on any entrance :) mortar attacks can destroy anything on outdoor (orbital beacon must be outdoor :) ) it has poor accuracy but long range..
[/quote]

you should start with enough beacons to build a comms console, droppod are and a signal beacon. if one of those things is destroyed then you can live without the signal beacon. if you never build a signal beacon then you should have one beacon extra. maybe you missed it during the early stages?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: mithat on September 08, 2014, 04:43:46 PM
Quote from: Xerberus86 on September 08, 2014, 04:37:04 PM
Quote from: mithat on September 08, 2014, 04:34:01 PM


you could deconstruct your signal beacon and use the parts from there, usually if i have enough to sell i buy some spare parts in case they get destroyed in some crossfire or crushed by an earthquake. it is also advised that you put those important buildings / units in places where there won't be any fireifghts, or at least where its unlikely. so right in the middle or in front of the main entrance is kinda a bad idea^^.
i forgot to tell that i dont have any signal beacon.
and i didnt build it on any entrance :) mortar attacks can destroy anything on outdoor (orbital beacon must be outdoor :) ) it has poor accuracy but long range..

you should start with enough beacons to build a comms console, droppod are and a signal beacon. if one of those things is destroyed then you can live without the signal beacon. if you never build a signal beacon then you should have one beacon extra. maybe you missed it during the early stages?
[/quote]

i checked all the map twice but i had only two beacons. even if i missed it there has to be a way to make it continue :D afterall its a little part vs hours of work.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 08, 2014, 05:31:28 PM
you should have at least three beacons, maybe you build an extra beacon antenna? that could screw you over too. especially in the earlier stages you have to be careful with your items, losing one of the unique parts either duo to misfortune or you overly crafting something could both mean game over.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: RedManMark86 on September 08, 2014, 05:47:10 PM
out of interest how does the AI storyteller work as she just dropped 200 raiders on me and I only have 11 people. The game is lagging so badly but it seems like a no win scenario for me anyway?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Goo Poni on September 08, 2014, 09:01:32 PM
Quote from: RedManMark86 on September 08, 2014, 05:47:10 PM
out of interest how does the AI storyteller work as she just dropped 200 raiders on me and I only have 11 people. The game is lagging so badly but it seems like a no win scenario for me anyway?

Be poorer. Don't be stockpiling 20k silver or expect to use that 20k silver summoning an absurd amount of help from other colonies unless you're masochistic. Don't stockpile weapons or silver, try to have enough silver to call the custom vessel when you might need it, make your weapons or buy them, sell spare weaponry and only keep a couple guns around for new colonists. The storyteller will expect you to somehow make use of that armoury you have sitting in some corner of the base with it's 50 assorted rifles and bows.

If you want to deal with the raiders and are okay with using tools to avoid just being rolled, use the dev console to just explode all of them over and over and over. You can explode them repeatedly to remove corpses and guns too. If you survive long enough to build a missile launcher, that thing will trivialize raids as they'll generally be sent fleeing by a single on-target strike and missiles are incredibly cheap to build.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on September 09, 2014, 03:54:47 AM
Quote from: Xerberus86 on September 08, 2014, 02:27:58 PM
just loaded my recent colony and got the following message / gamelog in the top left corner, seems to be an error related to the beacon antenna:

(http://s7.directupload.net/images/140908/temp/aia3y8sv.png) (http://www.directupload.net/file/d/3739/aia3y8sv_png.htm)

This is a minor error I think, its a loading hiccup. nothing big. I hope. hehe.
I think it just loaded two create signal beacon bills and has to delete the other.

Quote from: mithat on September 08, 2014, 03:43:27 PM
i need my trade goin on for the parts you can not produce. please a solution :)

if you really want to play with your save, you can go to Options => look for "Development Mode" turn it on => then you can look at the topleft corner => and look for the Gear icon => press it => you should see soo many buttons. => look for spawn item direct => on the search box, search for Beacon => and just click it on the map.

- its a cheat, there's no other way to get a beacon, 'cept from trading.

Quote from: Goo Poni on September 08, 2014, 09:01:32 PM
Quote from: RedManMark86 on September 08, 2014, 05:47:10 PM
out of interest how does the AI storyteller work as she just dropped 200 raiders on me and I only have 11 people. The game is lagging so badly but it seems like a no win scenario for me anyway?

- Be poorer. Don't be stockpiling 20k silver or expect to use that 20k silver summoning an absurd amount of help from other colonies unless you're masochistic.

- If you survive long enough to build a missile launcher, that thing will trivialize raids as they'll generally be sent fleeing by a single on-target strike and missiles are incredibly cheap to build.

well these are the good parts.
I think I might nerf the missile launcher next version. haha~!

My tactic usually to survive long enough is to just have 5 colonists. it makes the game super long.
more colonists means more points for a raid.

raider raids needs points to execute a raid, each raider costs points. all your colony assets are taken into consideration and be calculated for the points in a raid.

I think colonists give more points, then your colony wealth. make sure to check the overview tab to your colony stats and look for colony wealth there. if its over 50k, youre in for some heavy raids.

before you add more colonist just make sure to build a missile launcher first. the 200+ raider raids is the main reason I made the beast. :D hehe
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Gaiii on September 09, 2014, 05:58:24 AM
Hi guys,
can someone tell me how to put a workbench? I need  1 Make do Tools    for it but I cant build it nor didnt it spawn with me.... :(
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on September 09, 2014, 06:13:28 AM
Quote from: Gaiii on September 09, 2014, 05:58:24 AM
Hi guys,
can someone tell me how to put a workbench? I need  1 Make do Tools    for it but I cant build it nor didnt it spawn with me.... :(

you need to deconstruct the DropPods near your landing site for you to have make do tools. :)

thankyou for playing with TTM!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Gaiii on September 09, 2014, 06:19:48 AM
Oh man THANKS ALOT!! :D
Its a great mod, just the start seems a bit hard if you do not know hot to :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 09, 2014, 06:38:02 AM
ts ts ts, if you would've read the starting messages then you would know to deconstruct the drop pods, it seems we have a non-reader here :P.

and yes, the start with TTM is considerably harder and most of the times not raiders kill my but my colonists go rampage because they're miserable. but when you get the hang of it then the mod becomes considerably more enjoyable than vanilla because personally i love the new progression and crafting dependance.

Edit: @minami: maybe you overread it but can you take a quick look at the abomination event, sadly i haven't the save anymore but in my last colony i had this event three times but never came an abomination (three people drop from the sky, one dies and should turn into abomination it seems). or am i missing something?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: MelanisticAlbino on September 09, 2014, 06:48:11 AM
Any chance you'll include a nuclear reactor in this mod? :) That's really what's keeping me from going from superior crafting to this.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 09, 2014, 06:50:19 AM
Quote from: MelanisticAlbino on September 09, 2014, 06:48:11 AM
Any chance you'll include a nuclear reactor in this mod? :) That's really what's keeping me from going from superior crafting to this.

if he gets boom if heavily damaged and has the chance to get on fire or event of him getting on fire then it would be an interesting idea :).
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on September 09, 2014, 06:59:28 AM
Quote from: Xerberus86 on September 09, 2014, 06:38:02 AM
@minami: maybe you overread it but can you take a quick look at the abomination event, sadly i haven't the save anymore but in my last colony i had this event three times but never came an abomination (three people drop from the sky, one dies and should turn into abomination it seems). or am i missing something?

yes ive read it, will check it later!

Quote from: MelanisticAlbino on September 09, 2014, 06:48:11 AM
Any chance you'll include a nuclear reactor in this mod? :) That's really what's keeping me from going from superior crafting to this.

ill think about it :), ill have to get a super awesome texture for it! :D
if this version of TTM couldn't entice you, maybe the next version will, its dubbed as the Food/Power Update with more new food, and new power generation buildings with some unique ones you haven't seen before! also wind turbines, can't live without them :D haha
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 09, 2014, 07:07:23 AM
Quote from: minami26 on September 09, 2014, 06:59:28 AM
Quote from: Xerberus86 on September 09, 2014, 06:38:02 AM
@minami: maybe you overread it but can you take a quick look at the abomination event, sadly i haven't the save anymore but in my last colony i had this event three times but never came an abomination (three people drop from the sky, one dies and should turn into abomination it seems). or am i missing something?

yes ive read it, will check it later!

Quote from: MelanisticAlbino on September 09, 2014, 06:48:11 AM
Any chance you'll include a nuclear reactor in this mod? :) That's really what's keeping me from going from superior crafting to this.

ill think about it :), ill have to get a super awesome texture for it! :D
if this version of TTM couldn't entice you, maybe the next version will, its dubbed as the Food/Power Update with more new food, and new power generation buildings with some unique ones you haven't seen before! also wind turbines, can't live without them :D haha

sounds awesome, can't wait to get my dirty hands on it :).
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: MelanisticAlbino on September 09, 2014, 07:52:05 AM
Quote from: Xerberus86 on September 09, 2014, 07:07:23 AM
Quote from: minami26 on September 09, 2014, 06:59:28 AM
Quote from: Xerberus86 on September 09, 2014, 06:38:02 AM
@minami: maybe you overread it but can you take a quick look at the abomination event, sadly i haven't the save anymore but in my last colony i had this event three times but never came an abomination (three people drop from the sky, one dies and should turn into abomination it seems). or am i missing something?

yes ive read it, will check it later!

Quote from: MelanisticAlbino on September 09, 2014, 06:48:11 AM
Any chance you'll include a nuclear reactor in this mod? :) That's really what's keeping me from going from superior crafting to this.

ill think about it :), ill have to get a super awesome texture for it! :D
if this version of TTM couldn't entice you, maybe the next version will, its dubbed as the Food/Power Update with more new food, and new power generation buildings with some unique ones you haven't seen before! also wind turbines, can't live without them :D haha

I'm looking forward to it!

Have anyone gotten this mod to work perfectly with realistic weapons? That's really my biggest concern  ;D

I'm going to try it later today! :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Xerberus86 on September 09, 2014, 07:58:19 AM
Quote from: MelanisticAlbino on September 09, 2014, 07:52:05 AM
Quote from: Xerberus86 on September 09, 2014, 07:07:23 AM
Quote from: minami26 on September 09, 2014, 06:59:28 AM
Quote from: Xerberus86 on September 09, 2014, 06:38:02 AM
@minami: maybe you overread it but can you take a quick look at the abomination event, sadly i haven't the save anymore but in my last colony i had this event three times but never came an abomination (three people drop from the sky, one dies and should turn into abomination it seems). or am i missing something?

yes ive read it, will check it later!

Quote from: MelanisticAlbino on September 09, 2014, 06:48:11 AM
Any chance you'll include a nuclear reactor in this mod? :) That's really what's keeping me from going from superior crafting to this.

ill think about it :), ill have to get a super awesome texture for it! :D
if this version of TTM couldn't entice you, maybe the next version will, its dubbed as the Food/Power Update with more new food, and new power generation buildings with some unique ones you haven't seen before! also wind turbines, can't live without them :D haha

I'm looking forward to it!

Have anyone gotten this mod to work perfectly with realistic weapons? That's really my biggest concern  ;D

I'm going to try it later today! :)

just download the "Realistic Weapons for Project Armory" version and put those files into the thingdefs folder of the TTM mod and you're good to go. realistic weapons works without problems with TTM, i tried it and personally i am waiting for the next realistic weapons version with reduced firing ranges as the current ones are for my taste a bit too high, otherwise the mod is indeed great in terms of how different and valuable the weapons become.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Goo Poni on September 09, 2014, 12:25:41 PM
Ah, see, I tried it and just downloaded it and enabled it in the mods and was ever so slightly unsettled by the prospect that the 100-man raider forces were sniping literally across the map and only when they were using M24s. I disabled it almost immediately and haven't looked back. I might start another colony and try using it from the outset to get used to it.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: MelanisticAlbino on September 09, 2014, 12:33:23 PM
Wait until the next version. It will lower ranges of all weapons while still increasing ranges from vanilla. It will overhaul and make each weapon type have a unique purpose, sniper are good for long ranges, assault rifles for medium, shotguns and SMGs will have the edge in close quarter combat.

OnT: Will try my first playthrough using this instead of superior crafting. I'm very excited! :) In my experience with big overhauls, it usually takes a couple of colonies to get the hang of the mod.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Reaper on September 14, 2014, 08:01:51 PM
would you mind adding cloth bed and carpets to the mod? and make agave growable? And for the sake of mod compatibility let hopper take shells?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Goo Poni on September 14, 2014, 09:14:29 PM
Quote from: Reaper on September 14, 2014, 08:01:51 PM
would you mind adding cloth bed and carpets to the mod? and make agave growable? And for the sake of mod compatibility let hopper take shells?

Quote from: minami26 on September 01, 2014, 02:30:04 AM
Hello you can try this:

Go to your Rimworld Folder => Mods => TTM => Defs => ThingDefs :
Look for TTM_Plants_Cultivated and open it on NotePad or any TextEditor.
Go to the bottom and copy & paste this code before the end </Plants> code, then save! it should now be growable on growing zones and hydroponics basin.


<!--===========================  Growable Agave  ==============================-->


  <ThingDef ParentName="PlantBase">
    <defName>PlantAgave</defName>
    <label>Agave</label>
    <maxHealth>120</maxHealth>
    <description>Large-leafed desert plant with edible flowers and stalks.</description>
    <beauty>Neutral</beauty>
    <textureFolderPath>Things/Plant/Agave</textureFolderPath>
    <selectable>true</selectable>
    <sunShadowInfo>
      <baseWidth>0.2</baseWidth>
      <baseHeight>0.2</baseHeight>
      <tallness>0.6</tallness>
    </sunShadowInfo>
    <fillPercent>0.25</fillPercent>
    <pathCost>30</pathCost>
    <food>
      <quality>Plant</quality>
      <nutrition>40</nutrition>
    </food>
    <plant>
      <harvestTag>Food</harvestTag>
      <harvestDestroys>true</harvestDestroys>
      <harvestedThingDef>RawAgave</harvestedThingDef>
      <harvestYieldRange>
        <min>2</min>
        <max>6</max>
      </harvestYieldRange>
      <fertilityMin>0.3</fertilityMin>
       <visualSizeRange>
        <min>0.7</min>
        <max>1.1</max>
      </visualSizeRange>
      <growthPer20kTicks>0.45</growthPer20kTicks>
      <topWindExposure>0.3</topWindExposure>
      <lifeSpan>800000</lifeSpan>
      <fertilityFactorGrowthRate>0.5</fertilityFactorGrowthRate>
     <sowableGround>true</sowableGround>
      <sowableHydroponic>true</sowableHydroponic>
    </plant>
  </ThingDef>

Agave.


Carpets can be used already, my colony has blue, green and red carpets all over the place. Go into the TTM mod files then Defs then ThingDefs, open the TTM_Buildings_(Workplaces)Production file in Notepad++ preferably and search for hopper. Now copy paste some of the code that allows missiles to be placed inside it and replace missiles with shells.
Cloth beds, do you mean a mod or just the regular beds? Cos the regular beds can be obtained with some research pretty early on and later on, better beds can be obtained as well.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Reaper on September 15, 2014, 01:58:54 AM
I ment the mod cloth beds, and cloth carpets added by the same fella who made cloth beds ya know Telkir?

He has a very nice and selection of flooring and the beds can be different colours. Plus i am sick of having two types of cotton and cotton in TTM currently feels under used. More carpets and a requirement in beds would help.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: ThatOtherGuy on September 15, 2014, 03:06:10 AM
Thanks for the growable agaves! I was rather shocked to find that my plan of building a statue garden DF-style was impossible because of the wrong biome.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: shadowstreaker on September 15, 2014, 01:17:12 PM
My colony has been decimated down to a single colonist twice now thanks to the solar flare radiation event, most the time only 1 or 2 actually die and almost all the others have a leg magically explode, is there any way to prevent this?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Goo Poni on September 15, 2014, 09:07:24 PM
Solar flare radiation event? Is that different from a typical flare? Presumably it is because solar flares don't cause exploding legs. Less reliance on electrical equipment/keeping colonists away from electrical equipment when it's not necessary would be safeguards against it, in that case.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: shadowstreaker on September 16, 2014, 02:39:06 AM
Yeah it's different from a typical flare, I assume it was added by the extra events part of the mod. Maybe Minami could add further information with the event? Since it doesn't make any hints towards electrical equipment, if avoiding that would help, it just says something along the lines of: Younger colonists are barely affected but older ones are more vulnerable
And then you find alot of the colony with an exploded left leg or dead. Thanks for the idea to help prevent it, I'll try to avoid electrical equipment in my next playthrough, see if that helps, the last colony finally died when the last guy got attacked by a pirate siege.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on September 16, 2014, 03:07:48 AM
About the Solar Flare sub event[ Cosmic Radiation Event ]:

whoa, sorry bout this event it has a high chance to occur when a solar flare event is happening, I guess I should lower the chance of it happening.
Pardon the exploding body parts. Will do a nerf on this event, It should only go down to migraines and stuff.
- I'll tweak it next version so that it will only make old people go to sleep.

-----------------------------------------
Anyhooo, Hi guys v2.9 is almost done! the update will be addressing most of the missing parts of TTM and will include nice new stuff.

Here's a sneak peak! *Textures are tentative and subject to change.
(http://i.imgur.com/1QLXuA7.jpg)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: shadowstreaker on September 16, 2014, 03:11:57 AM
Thank you, it's a great mod other than how devastating that event is.
New version looks cool, can't wait to see it!
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Goo Poni on September 16, 2014, 10:29:04 AM
Judging by all the power lines, I guess those are a couple different types of reactor, a missile turret of some sort and electrified net traps, although punji stick traps instakill raiders. The things that look like someone tore the blades from a large blender, gonna guess it's also a spinning blade trap. I wonder what the range on that missile turret will be. Enough to make it risky for those numerous raiders that drop in with anti-tank rifles?

Outlandish idea here; You know how the Drill works when you place a drill bit on it and it replaces the Drill with a working drill? Would be it be possible to build a turret base and then place a certain type of weapon it to mount that weapon there? General benefits of mounting a weapon would be increased range, quicker aiming and reloading and improved accuracy. I would make the base 2x2 for the sake of bulkiness to discourage players from building masses of these generic turret bases and mounting all the weapons from raids into them. Put a pistol in it, get a rapid firing, low damage turret. Put a rifle in it, get a marksman turret that can match up to the longest sniper ranges (a good use for those Lee Enfields and M14s). Put an "MG" into it and get a souped up version of regular improvised turrets. A shotgun, high damage with range similar to that of the pistol turret. Sniper rifles, get a sniping turret that outranges any hand held firearm but fires slower than the 50cal sniper rifles with extreme accuracy. Mount a bow, get a ballista, that's quite the upgrade. Heavy MGs provide automated versions of the Browning/Minigun turrets that otherwise must be manned. Particular weapons such as Charge Lances, Inferno Cannons, RPGs or grenade launchers should get unique turrets that enhance traits of those weapons. Maybe a mounted Inferno Cannon gets larger fiery AoE. RPGs might actually have some range to them. Charge Lances become death incarnate, assuming you're at the right range. This rashly thought up idea could probably do with it's own thread or being posted in the Project Armoury thread.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on September 17, 2014, 02:09:49 AM
Quote from: Goo Poni on September 16, 2014, 10:29:04 AM
Judging by all the power lines, I guess those are a couple different types of reactor, a missile turret of some sort and electrified net traps, although punji stick traps instakill raiders. The things that look like someone tore the blades from a large blender, gonna guess it's also a spinning blade trap. I wonder what the range on that missile turret will be. Enough to make it risky for those numerous raiders that drop in with anti-tank rifles?

Outlandish idea here; mount that weapon

Eeeeeeeeeenk, you got it wrong! :D hahaha
it's a power update ya know. soo all of them has something to do with power! cept for that missile thingy.
don't worry about the textures for now, they will all be much better on release. I already have a partner to do all the textures which will be featured in v2.9 lets welcome him on release alright! :)

I have actually made your outlandish idea,
it called the "Gun Stand" mod. any kind of weapon can be put in the gun stand and it will transform into that kind of turret weapon. :D But it didn't attract that much attention so I scratched it and didn't update it anymore.

Also haplo has already made it.
- Its called the "Turret: Weapon Base Mod"
Turret: Weapon Base
   A new weapon base, where you can install the weapon of your choice
   The weapon base in automatic mode and an upgrade to reduce the reload time can be researched
It's here in his Miscellaneous w MAI mods thread. (http://ludeon.com/forums/index.php?topic=3612.0)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: audixas on September 17, 2014, 04:38:36 AM
Hey there! Really cool mod, I am enjoying it a lot. But there is one thing that destroys this mod for me: the need to rely on traders. It's already like a month and my pawns are still eating raw food (or the grilled stuff that they make once in a week), they cannot research, because the only research table must be used for comms console and the cluttery stuff is out question. 1100 silver for the fabricator? There isn't enough silver on the whole map! I don't feel any encouragement to play until this is fixed.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on September 17, 2014, 05:21:19 AM
Quote from: audixas on September 17, 2014, 04:38:36 AM
Hey there! Really cool mod, I am enjoying it a lot. But there is one thing that destroys this mod for me: the need to rely on traders. It's already like a month and my pawns are still eating raw food (or the grilled stuff that they make once in a week), they cannot research, because the only research table must be used for comms console and the cluttery stuff is out question. 1100 silver for the fabricator? There isn't enough silver on the whole map! I don't feel any encouragement to play until this is fixed.

I did put on the title that this mod will annihilate you
So thats what it actually meant. I wanted to emphasize early game to be survival mode. You have to work hard to survive and craft sellable materials to be on top. So take your time this mod is a game changer. :)
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: thefinn on September 17, 2014, 07:30:31 AM
Mod works fine.

It's not me, it's you.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Goo Poni on September 17, 2014, 07:55:15 AM
Quote from: audixas on September 17, 2014, 04:38:36 AM
Hey there! Really cool mod, I am enjoying it a lot. But there is one thing that destroys this mod for me: the need to rely on traders. It's already like a month and my pawns are still eating raw food (or the grilled stuff that they make once in a week), they cannot research, because the only research table must be used for comms console and the cluttery stuff is out question. 1100 silver for the fabricator? There isn't enough silver on the whole map! I don't feel any encouragement to play until this is fixed.
One. Grow berries. I'm pretty sure they don't inflict raw food mood debuffs.

Two. Hunt. Prepare meat at the food station, grill it, then cook it up into a dish. Otherwise, use the code done by minami, it's a few posts back, to allow the cultivation of agave and create salads. If you get a Buzzant hive appear through the custom events, don't destroy it. Pen them into an area with plenty of space (or just build a 5x5 room around the hive itself) and you will forever have a supply of meat long after you run out of deer/muffalo/iguanas/megascarabs. If you just cage them into the hive, they starve and you don't even need to hunt them. Just collect the corpses and dice them up, burn the dessicated ones.

Three. Disassemble the comms. Do enough research to unlock the regular research bench first. You will require a part bought from traders to finish building it, but don't make a comms console until then, you're only gonna end up needing to take it apart. Short on cash? Use excess metal to create the three tools (hammers, tongs, curtail tools) and then you can craft those tools into toolboxes. Sell toolboxes to traders. Lots of rubble? Use a stonecutting table to create figurines and sell those as well.

Four. You should probably leave fabricant stuff alone until you have a pretty hefty reserve of utility metal and regular metal. Placing trash cans everywhere, giving everyone better beds, building the second type of hydroponics because they can be walked upon and then laying down some decor will wreck your utility metal reserves. Make sure you have plenty of the stuff and that no other constructions or workstations need it or everything slows to a crawl as people make 8 utility metal at a time, carry it to a stockpile then immediately carry it to a construction in progress.

Five. You jumped into the mod and thought it'd be a cakewalk and it's not. Minami has done a decent enough job of explaining things in-game with tooltips and indicators of what parts are required in construction and where those parts can be obtained. It's not broken, you're not putting effort into it. I got banned from the last forum of a small indie game because there was always that one guy, same guy every time, who would shitpost in a mod thread complaining about game balance of things that were clearly stated to be not be balanced against vanilla or say that things are broken, dumb or need fixing without going into detail of their issues. Are you gonna be that guy (http://3.bp.blogspot.com/-FMtZoKJHe4E/TxB3khV1h1I/AAAAAAAAAQc/XY2PEhEomFg/s1600/are-you-fucking-kidding-me-clean.png)?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: audixas on September 17, 2014, 12:36:39 PM
Quote from: Goo Poni on September 17, 2014, 07:55:15 AM
Quote from: audixas on September 17, 2014, 04:38:36 AM
Hey there! Really cool mod, I am enjoying it a lot. But there is one thing that destroys this mod for me: the need to rely on traders. It's already like a month and my pawns are still eating raw food (or the grilled stuff that they make once in a week), they cannot research, because the only research table must be used for comms console and the cluttery stuff is out question. 1100 silver for the fabricator? There isn't enough silver on the whole map! I don't feel any encouragement to play until this is fixed.
One. Grow berries. I'm pretty sure they don't inflict raw food mood debuffs.

Two. Hunt. Prepare meat at the food station, grill it, then cook it up into a dish. Otherwise, use the code done by minami, it's a few posts back, to allow the cultivation of agave and create salads. If you get a Buzzant hive appear through the custom events, don't destroy it. Pen them into an area with plenty of space (or just build a 5x5 room around the hive itself) and you will forever have a supply of meat long after you run out of deer/muffalo/iguanas/megascarabs. If you just cage them into the hive, they starve and you don't even need to hunt them. Just collect the corpses and dice them up, burn the dessicated ones.

Three. Disassemble the comms. Do enough research to unlock the regular research bench first. You will require a part bought from traders to finish building it, but don't make a comms console until then, you're only gonna end up needing to take it apart. Short on cash? Use excess metal to create the three tools (hammers, tongs, curtail tools) and then you can craft those tools into toolboxes. Sell toolboxes to traders. Lots of rubble? Use a stonecutting table to create figurines and sell those as well.

Four. You should probably leave fabricant stuff alone until you have a pretty hefty reserve of utility metal and regular metal. Placing trash cans everywhere, giving everyone better beds, building the second type of hydroponics because they can be walked upon and then laying down some decor will wreck your utility metal reserves. Make sure you have plenty of the stuff and that no other constructions or workstations need it or everything slows to a crawl as people make 8 utility metal at a time, carry it to a stockpile then immediately carry it to a construction in progress.

Five. You jumped into the mod and thought it'd be a cakewalk and it's not. Minami has done a decent enough job of explaining things in-game with tooltips and indicators of what parts are required in construction and where those parts can be obtained. It's not broken, you're not putting effort into it. I got banned from the last forum of a small indie game because there was always that one guy, same guy every time, who would shitpost in a mod thread complaining about game balance of things that were clearly stated to be not be balanced against vanilla or say that things are broken, dumb or need fixing without going into detail of their issues. Are you gonna be that guy (http://3.bp.blogspot.com/-FMtZoKJHe4E/TxB3khV1h1I/AAAAAAAAAQc/XY2PEhEomFg/s1600/are-you-fucking-kidding-me-clean.png)?
Woah! No need to jump to conclusions here! I'm sorry, I might have exaggerated a bit with that post, all I'm saying is if the mod wasn't so reliant on traders, I would be a happy man. And I know what I've signed up for by playing with this mod but I do not see how the inability to buy stuff would anihilate me. With that being said, thanks for the tips.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: thefinn on September 17, 2014, 05:26:54 PM
You know the only issue with this mod atm, is there's no way for me to add other mods to it seemlessly.

I know that's asking a lot too - I'm wondering if there's a way though.

Would be great if the user him/herself could add say... Lantern to the mod and have it pop into the right part of the tech tree.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Kitsune on September 17, 2014, 06:13:18 PM
Quote from: thefinn on September 17, 2014, 05:26:54 PM
You know the only issue with this mod atm, is there's no way for me to add other mods to it seemlessly.

I know that's asking a lot too - I'm wondering if there's a way though.

Would be great if the user him/herself could add say... Lantern to the mod and have it pop into the right part of the tech tree.

Thats impossible. ;) And take it close, its possible for the user him/herself to add things from other mods if its not deep in the code from the mod and only in the xml files, you can easyly copy it and make it compatible. Its the way i worked on the clutter mod befor minami added it to the main mod. You only need a little bit understanding(as i started with the compatiblity patches i had no understanding^^) and patience.

But by the way i dont say its fast and easy sometimes its hard work. ;D
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Killa on September 18, 2014, 08:51:06 AM
Hey I'm getting a problem activating the mod, the game stops responding and just freezes up. I've waited over 20 mins and it wont start back up, the game will run other mods fine and the same rimworld file will run fine on my laptop so I'm assuming it's not agreeing with something on my pc. Is there anything else you need to know to give me an idea as to what is wrong?
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: minami26 on September 18, 2014, 11:01:55 AM
Quote from: Killa on September 18, 2014, 08:51:06 AM
Hey I'm getting a problem activating the mod, the game stops responding and just freezes up. I've waited over 20 mins and it wont start back up, the game will run other mods fine and the same rimworld file will run fine on my laptop so I'm assuming it's not agreeing with something on my pc. Is there anything else you need to know to give me an idea as to what is wrong?

Hello there, this usually happens when you unload mods and install TTM. You can try to refresh your RimWorld configurations by deleting the config folder in the ludeon/rimworld folder in the appdata/locallow location in your computer.
I just updated the descriptions in the Q&A part of the FAQ. You can follow the instructions in the FAQ section in the main post .
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Killa on September 19, 2014, 12:29:12 AM
Thnx for the help but I've been deleting the Ludeon folder everytime I attempt to activate the mod as my rimworld crashes on startup while the mod is active. To clarify: I activate the mod, the game crashes and then continues to crash whenever I start the game until I delete Ludeon as I think the mod is still active.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Killa on September 19, 2014, 02:10:14 AM
 Just left the game on not responding while I went out for about an hour and a half and it's loaded. No idea what's going on but if you could suggest something that would be great as it's going to take about that long every time I load the game up.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: StorymasterQ on September 19, 2014, 04:27:20 AM
This sounds extremely familiar (http://ludeon.com/forums/index.php?topic=6139.0)... Do a search on that program's name and see all the problems it's causing everyone.
Title: Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
Post by: Killa on September 20, 2014, 08:49:21 AM
Well deleting Hamachi seems to have helped somehow. Thnx for the tip.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: minami26 on September 22, 2014, 02:20:42 AM
(http://i59.tinypic.com/24v6t0h.png)

Hello guys new update, please do try it!
it contains a lot of new stuff.

I'm gonna release this now in case someone wants to play with it. TTM will take a while to update in alpha7 because of massive changes in constructing things, and I will make TTM modular so that you guys can disable mods you don't want just like how I made MAI just a file with a patch, with this you can individually disable mods you dont want. I might separate TTM to more individual pieces too.

Here's a changelog on the new stuff, incase you want to know what the new stuff are and what they do:
v2.9 Power/Food/AnimHusbandry/New Textures + MAI!

New Textures by LordJulian!!

o Fabricator
o Advanced Modifier
o Signal Beacon
o Medicine Cabinet
o Missile Launcher
o Fear Tech Buildings
o Mechanoid Cocoon
o Net Trap
o T500 Turret
o WeaponsCache
o BlastDoor
o Machinarium

Added new mod:

Haplo's MAI.
- Research Unlocked after Machining
Added an Energy core requirement that is gained from Dissambling Mechanoids.

Added Well: Unlocked after Pneumatics
RainBarrel: Unlocked after HSRGD
MoistureBrellas: Unlocked after MakeshiftContraptions
The well yields water every few hours.
the RainBarrel will accumulate water for a day then you can eject water.
the moisturebrellas holds moisture from the air and from time to time provide little water in a few hours, can only build 3 at a time. Wells provide a constant water supply and you can stop it, can only build 1 at a time.

--Water is also treated as food but with very low nutrition.

Fish Pen: Unlocked after MakeShiftContraptions
or you can go get a net and build a "Fishing Net" on deep water near the edges of shallow water.
after half a day it will be loaded with fish, you can then right click on the net with a colonist to make it yield fish. make sure to follow the Arrow on it to know where the fish will drop. it has an automated function upgrade unlocked after biotech.

New Building:
Cooking Pot: Unlocked after HSRGD
- The Cooking pot makes soup! yummy soup.
Soup - Water, and any other ingredients.
Brothy Soup - Water, and 1 veggies and 1 meat.
Excellent Soup - Same as Brothy soup but needs higher cooking skill.
*Soup can also be made on the cooking station.

Comfortable Matt: A simple and comfier sleeping place than the ground. Unlocked after HSRGD
Rest Effectiveness: 84

New FoodRecipes: at the FoodPrepStation & Fireplace
Sashimi
Grilled Fish: Put fish in the fireplace!

New Power Generation Buildings:
Oil Refinery: The Oil Deposit can now be built on, using an Oil Refinery the Oil refinery will provide 4200Energy and will provide oilcans that will provide 3x more burning duration than regular oil. --Biotech

WindCompressor: Using the high wind velocity in RimWorld this windCompressor utilizes frequent strong winds that provide a strong push within its central turbine and turn this into energy. --Makeshift

DesertFilm: the Desert film siphons heat on portions of sand in turn boils filtered moisture within in core engine and provides ample amount of energy. --Makeshift

Machinarium: mechanoid cores are still powered why not harness this power to provide energy to the colony. --Machinery

Animal Husbandry v2
all RimWorld animals are now tamable and will breed.

Changes:
New ClassicalArt and ModernArt Texture.
Agave can now be cultivated in the hydroponics basin.
Reduced grilled food requirements to 6pieces.
Changed CompactBattery Requirements to metal.
Changed Weapons smelting into one whole general recipe.
Cotton plant will now yield Cloth instead of cotton.
Made Carpets require Cloth.
Made Beds require Cloth.
Metal Synthesizer Weapon Smelting is now generalized to all weapons to avoid missing weapons.

Fix:
Corpses not getting buried in a Grave.
Tribal Mask not craftable.
Fixed wrong worktable priorities.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Kitsune on September 22, 2014, 03:56:32 AM
Shiny new version, looks good. ;D I take a look on it if i get time and motivation to play rimworld. :-[
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Karnej on September 23, 2014, 02:19:15 AM
I just encountered the Killing Darkness event and I'm not sure what I'm supposed to do. I was able to safely get to light but the event lasted so long that all my workers just went crazy or starved to death. It was a good 7 or 8 mins before the last guy died. I could always try making a safe room with ample food and stuff but around a heat vent but I feel like that's overkill.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: minami26 on September 23, 2014, 02:37:34 AM
Quote from: Karnej on September 23, 2014, 02:19:15 AM
I just encountered the Killing Darkness event and I'm not sure what I'm supposed to do. I was able to safely get to light but the event lasted so long that all my workers just went crazy or starved to death. It was a good 7 or 8 mins before the last guy died. I could always try making a safe room with ample food and stuff but around a heat vent but I feel like that's overkill.

If you have successfully enclosed your base, you only need to put a light in your base entrance so that they may not enter your base.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Karnej on September 23, 2014, 02:58:35 AM
Quote from: minami26 on September 23, 2014, 02:37:34 AM
Quote from: Karnej on September 23, 2014, 02:19:15 AM
I just encountered the Killing Darkness event and I'm not sure what I'm supposed to do. I was able to safely get to light but the event lasted so long that all my workers just went crazy or starved to death. It was a good 7 or 8 mins before the last guy died. I could always try making a safe room with ample food and stuff but around a heat vent but I feel like that's overkill.

If you have successfully enclosed your base, you only need to put a light in your base entrance so that they may not enter your base.

That makes sense. I figured they spawned in the darkness, not invaded like raiders. I gave up on that colony anyways because they had a gender specific mindspike right before so they were unstable to say the least. I'm going to give v2.9 a download right now and start over. Thanks for the awesome overhaul.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Xentor on September 24, 2014, 10:52:41 AM
Hello, rela a cool Mod.
But how the heck... do I get Cloth?
(And if I need a plant or sth else, where do I get these?)
I guess this Mod could need a little basic FAQ (Only real for the basic things)

But ignoring this, real nice done.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: shadowstreaker on September 24, 2014, 11:14:52 AM
Cloth comes from cotton plants, which are unlocked via a research and grown in a growing zone
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Xentor on September 24, 2014, 02:18:04 PM
Thanks

Hmm another thing. The Weaponsrack needs urgendly a button for "all".
there are so many weapons with this Mod, that it is real a pain in the ass to set eatch rack manual
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: esk81 on September 24, 2014, 03:27:58 PM
omg read the latest changelog... i love this mod as much as i love rimworld! can`t play without it!
great work!!!!
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Xerberus86 on September 27, 2014, 10:37:32 PM
WOW, great new update! thank you very much :).
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Xentor on September 28, 2014, 03:39:08 AM
Bugreport:
Hmm it seems there is a problem with the MAI constructionmashine.
The Colonists do fill it with silver, but never with metall.
I had to edit the savegame to fill it (I obsrved them over 2 hours with over 2000 metall in Store)
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Haplo on September 28, 2014, 03:48:59 AM
Do you have a storage for metal that is set to critical? This normally only happens when there is a storage with the same or higher preference setting than what is used for the loading mechanism. (with is normally set to critical via xml)
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Xentor on September 28, 2014, 04:21:48 AM
Hm, no I`ve only one normal storearea (due seperated stores and waste areas make the game nearly unplayable (gamespeed failture))
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Haplo on September 28, 2014, 08:28:15 AM
If you can provide the savegame + world file, I can take a look and find out, what the problem is..

You can find them if you go into the options and click there the button open savegame folder.
Zip both files and upload them somewhere like Mediafire and provide the download path.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Viperlol on September 28, 2014, 10:08:01 AM
Thank you based Minami for this amazing mod,  you deserve a medal!
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Xentor on September 28, 2014, 01:40:12 PM
Yea sure I have it i you want it, no problem. We must only see how I can send it to you.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: discogeek on September 28, 2014, 04:04:05 PM
Great mod... gave me a nice challenge above and beyond the base game.  Two things I noticed:

1.  Pirates came to my base early on and attacked my CRT, destroying it.  At that point, game is pretty much over, I have no way to get a CRT now.

2.  Grilled food seems to be OP.  If I have a storage area that accepts grilled food, it'll get filled up almost immediately with stacks of 3.  No prep time to make extra food, as long as there's mats in the griller and available wood.

This mod is great, makes the game pretty brutal and much closer to what I'd imagine being stranded on an alien planet would be.  Might look for a mod that eliminates all the other tribes on the planet as well, that'd make it even more isolated.  Trade ships... well, kind of fit in the story I guess if you're able to explain why they don't just ship everyone off world instead of pelt the colony with goods.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: discogeek on September 28, 2014, 09:45:08 PM
Another thing I noticed... and not sure if it's the mod or the AI.  My haulers are constantly bringing one piece of wood to the wood pile for the grill.  However long it takes to burn one log, that's as often as they're doing it.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: realitybend on September 30, 2014, 01:11:20 PM
I'm trying to get an advanced modifier machine, and it looks like they're supposed to come from general traders. However, none of the traders I've seen have one.

Should I just wait a few more months? Can I call a trader, and if so, how?
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: shadowstreaker on September 30, 2014, 01:43:33 PM
Call order ships have them and there's also a signal beacon that allows you to call these for 400 silver or broadcast a signal that can call a ship eventually, or summon bandits to your base
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: realitybend on September 30, 2014, 02:11:50 PM
Quote from: shadowstreaker on September 30, 2014, 01:43:33 PM
Call order ships have them and there's also a signal beacon that allows you to call these for 400 silver or broadcast a signal that can call a ship eventually, or summon bandits to your base

How do I activate that beacon?
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: shadowstreaker on September 30, 2014, 02:16:08 PM
Right click on it with a colonist selected, should be an option
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Kitsune on October 01, 2014, 11:34:04 AM
Have fun with updating minami, looks like lots of work. ;D

Sadly i think i cant play the new biome, the amount of grass will kill my performance for sure. :( And i'm used to play on big maps. :'(
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: minami26 on October 01, 2014, 08:18:40 PM
Im already done updating the main part of the mod. :D im just waiting for the other mods to update its super fun playing with A7 cant wait to release. :D changed some things here and there, and the walls and other stuff.. haha

Gonna release animhusbandry and custom events later woot!! Both have awesome new stuff!!
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: thefinn on October 02, 2014, 02:48:23 AM
Well, I know it can be hard to wait... but I will try.

I promise not to turn up to anyone's house for at least a week, I will take my meds and try to be patient.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Kitsune on October 02, 2014, 03:30:22 AM
Uh. o.o I cant wait for the update. ;)

I have to get used to play smaller maps.  :'(
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Challtdow on October 02, 2014, 07:49:34 AM
I'm not sure if the issue is with your stuff or one of the mods you include, but I'm having a problem with the Mechanoid weapons from the Modern Weaponator I - Original/TTM.  I can set them to be made.  My guy carries the correct resources and seems to make them.  I can even see him carrying them after he's done.  The problem is that they disappear as soon as he drops them on my stockpile.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: minami26 on October 02, 2014, 10:42:08 AM
Are you refering to the charge lance? If so,,, yeah ive fixed that for alpha7, the weapon has an option to not be droppable so it will get destroyed when dropped. Same with the blaster, overlooked that one,, thanks for reporting!
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Xerberus86 on October 02, 2014, 02:37:32 PM
can't wait till my favorite mod reaches alpha7, won't spoil A7 without it :3.
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Svullo on October 05, 2014, 10:19:05 AM
why hasn't this been updated yet?! i can't wait any longer!!!!!!!!!!!!111111!!!!!!111


op pls


op pls respond


u there op?
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Svullo on October 05, 2014, 03:52:40 PM
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

THE WAIT IS UNBEARABLE! WITHDRAWAL SYMPTOMS GETTING WORSE!

*HEAVY BREATHING INTENSIFIES*  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(


sorry for spamming but i am suffering greatly at the moment, so please bear with me  :'(
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: shadowstreaker on October 05, 2014, 04:03:11 PM
I believe he is waiting for certain mods that are used as part of this to be updated, so relax, it can't be sped up
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: LORDPrometheus on October 05, 2014, 05:48:33 PM
yeah project armory for one is still not updated but it is close
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: minami26 on October 05, 2014, 09:21:43 PM
Hello guys i have just finished playing a game with the new version of ttm, there has been a major change in crafting, i have lessen the crafting materials needed for buildings because i have taken advantage of the new trader interface that gives a chance to spawn random items in the ships inventory,, the mod is still very trader dependent but lesser burden on the colony, also due to this i have changed the advanced modifier to be able to craft building materials, but! You need a special material taken only from mechanoids, i think it sounds fair,.

I could do a partial release but i have tweaked the mod so it doesnt need project armory and all the integrated mods yet.. i might add the mai and apparello first, the other mods can be easily integrated but you need to start a new game for every mod you activate with ttm,, i will put a separate download link for ttm patched mods in the downloads so that you can just add mods that you want to have with ttm. Sounds good? Ill try to push a download later. Thanks guys!
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Svullo on October 06, 2014, 04:22:27 AM
https://www.youtube.com/watch?v=P3ALwKeSEYs


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

CAN'T WAIT!!!!!!! THANK YOU SO MUCH MINAMI!
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Shinzy on October 06, 2014, 04:54:03 AM
Oh super big mods =P Release version for Alpha 7 -> Alpha 8 gets released the next day -> Minnie goes into rampage, busts in through the door and runs out to the wild wastes never to be seen again
Title: Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
Post by: Clibanarius on October 06, 2014, 04:59:43 AM
Quote from: minami26 on October 05, 2014, 09:21:43 PM
Thanks guys!
No, thank YOU! Fantastic mod to play with, it's appreciated the amount of work you put into keeping it updated, on top of what was initially required to produce it!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM]
Post by: minami26 on October 07, 2014, 12:59:42 AM
(http://i59.tinypic.com/24v6t0h.png)

Herp derp alpha 7 update here, does not currently contain Project Armory / Clutter / Embrasures since they are not updated yet. Will add a patched link for shields.

Heres a changelog
v3.0 Modular TechTree Minami
Alpha 7 Compatibility

Separated main TTM mod from the integrated mods so that you can choose which mods to play with.

Changes:

+ Added Thingamajigs on Apparello, can be crafted on the MetalWorks table.
+ Retained the MachineGunNests attack time. All MachineGunNests Guns cooldown time reduced by a great lot.
+ Changed MAI construction station requirements to MachineConstruct and Mechanical Engine.

-- Removed Building Constructs.
-- Took advantage of the Traders Randomized Inventory: May make trader dependency harder or easier depending on your luck.
Most used building materials have priority.
-- MetalWorks worktable is now used for buildable building components.
-- The Advanced Modifier is now used to make Machines and Materials that are only available from traders before.
But you need a component that can be found by disassembling mechanoids or a hefty price from traders if you can find one.

Made buildings that use stuff, be default built with stuff.
Herbs are now only plantable on ground.
Mechanoid Guns can now be used.
- includes a lot of minor changes that I forgot to list.


--------------------------------
Alpha 7 raiders now feels like raiders so Open Bases are now a thing, you can defend them now.
I hope you guys like v3.0!

(http://i.imgur.com/TKY4YyS.jpg)

Quote from: Svullo on October 06, 2014, 04:22:27 AM
CAN'T WAIT!!!!!!! THANK YOU SO MUCH MINAMI!

:D Im glad you like TTM! update here nao!

Quote from: Shinzy on October 06, 2014, 04:54:03 AM
Oh super big mods =P Release version for Alpha 7 -> Alpha 8 gets released the next day -> Minnie goes into rampage, busts in through the door and runs out to the wild wastes never to be seen again

Lol, is minnie a colonist!? :D she'll be back as a droppod refugee cuz TTM alpha7 is here!! *and make her eat soup. muhahaha.

Quote from: Clibanarius on October 06, 2014, 04:59:43 AM
No, thank YOU! Fantastic mod to play with, it's appreciated the amount of work you put into keeping it updated, on top of what was initially required to produce it!

haha, its very nice to read this. thanks a lot! I'll continue to update this mod until PCs become obsolete but not if Zombies become reality cuz ill be busy throwing potatoes at them. lol
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Livamyrd on October 07, 2014, 02:55:47 AM
Thank you so much for keep releasing this AWESOME mod for all of us.

Just a doubt... What language is it made? C++? Java?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Kitsune on October 07, 2014, 03:11:47 AM
Yaaaaaaay its there new and shiny! ::) But i think i wait for the other mods to be updated. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Livamyrd on October 07, 2014, 03:24:20 AM
I think i've found a bug. When you build the fireplace and you start cooking, it is FOREVER in 20/25 health points, so it needs to be repaired all the time. Could you fix it?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: minami26 on October 07, 2014, 03:30:57 AM
Quote from: Livamyrd on October 07, 2014, 03:24:20 AM
I think i've found a bug. When you build the fireplace and you start cooking, it is FOREVER in 20/25 health points, so it needs to be repaired all the time. Could you fix it?

really wow, I ddnt test the fireplace missed that one. also the codes are all in C#.

for a fast fix you can just remove the home region on the fireplace so that the colonists wont repair it.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Livamyrd on October 07, 2014, 03:32:59 AM
Thx 4 the homemade hotfix :D. Hmmm any editor or way to start scripting? I would like to test the code, because i'm in 4th of Comp Engineering and i love these things.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: minami26 on October 07, 2014, 03:41:53 AM
Quote from: Livamyrd on October 07, 2014, 03:32:59 AM
Thx 4 the homemade hotfix :D. Hmmm any editor or way to start scripting? I would like to test the code, because i'm in 4th of Comp Engineering and i love these things.

Here's a tutorial on how to code .dll in RimWorld. (http://ludeon.com/forums/index.php?topic=3408.0) The great haplo made it and everything is there *I learned to code and work stuff out by doing the tut, read through the thread and the whole Help section (http://ludeon.com/forums/index.php?board=14.0) to learn great stuff! recommended~! :)

oh and basic stuff like adding guns/buildings/pawns are done by making new xmls, examples are the Core files within the Mod folder of your RimWorld. Try things out there, they're easy to figure out! Tynan made it simple for us modders to get mods done. He's an awesome guy!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Livamyrd on October 07, 2014, 03:49:55 AM
Thx 4 the "beggining tips for dummies" minami, thx a lot. I'm still testing the mod and it's very complete (the new stuff is just amazing hahahahaha). You just should take a look to the extended surgery mod http://ludeon.com/forums/index.php?topic=6528.0 that seems very complete and helpful in the new version, you could include it in the TTM

EDIT: The "homemade hotfix" for the fireplace is not 100% useful because if you delete the homezone on it, the colonist don't extinguish the fire when it raises on the fireplace, so the food on the grills burns out and also the wood (because the mainfire is on the fireplace and it is not extinguished).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: minami26 on October 07, 2014, 06:34:15 AM
oh, damn.. all the items got their flammability back to default, forgot to set those. the update won't be until Project Armory or Clutter gets updated. D:

but you can go to Tech Tree Minami Main folder => Defs => ThingDefs => look for item_meals.xml and look for the grilled food / Smoked Meat / Grilled Fish defs and find their flammability property and set them to 0. I hope you can manage it ;)

for the wood not to burn, look for it in your core mod folder => defs => ThingDefs => and look for items_Resources.xml and find the wood or woodlog and set its flammability property to 0.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Kaje on October 07, 2014, 06:35:26 AM
Does not appear to be compatible with the 'Prepare Carefully' mod - you are unable to continue through the screen where you select your starting items - PLEASE make it compatible!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Livamyrd on October 07, 2014, 06:38:19 AM
Quote from: Kaje on October 07, 2014, 06:35:26 AM
Does not appear to be compatible with the 'Prepare Carefully' mod - you are unable to continue through the screen where you select your starting items - PLEASE make it compatible!

I have the "Prepare Carefully" mod and it have 0 problems with me... What are you doing? I just custom my colonist's skills but not the starting items.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Livamyrd on October 07, 2014, 06:39:15 AM
Quote from: minami26 on October 07, 2014, 06:34:15 AM
oh, damn.. all the items got their flammability back to default, forgot to set those. the update won't be until Project Armory or Clutter gets updated. D:

but you can go to Tech Tree Minami Main folder => Defs => ThingDefs => look for item_meals.xml and look for the grilled food / Smoked Meat / Grilled Fish defs and find their flammability property and set them to 0. I hope you can manage it ;)

for the wood not to burn, look for it in your core mod folder => defs => ThingDefs => and look for items_Resources.xml and find the wood or woodlog and set its flammability property to 0.

Don't worry, i got a way to manage it. Anyway, the flammability is OK because food is fire-sensitive XD.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: minami26 on October 07, 2014, 06:39:45 AM
Quote from: Kaje on October 07, 2014, 06:35:26 AM
Does not appear to be compatible with the 'Prepare Carefully' mod - you are unable to continue through the screen where you select your starting items - PLEASE make it compatible!

I can play it with prepare carefully,

Heres what you should do:
1. UNLOAD all your mods. *except "core" ofcourse
2. Load ALL TTM related mods. *make sure to load TTM MAIN first!! very important!!
3. then load Edb Interface and Prepare Carefully last.
4. ???
5. Profit!

seriously, you should only load both Edb's mod last so that it will be compatible have fun!

Quote from: Livamyrd on October 07, 2014, 06:39:15 AM
Don't worry, i got a way to manage it. Anyway, the flammability is OK because food is fire-sensitive XD.

:) hah! great!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Moonstone112 on October 07, 2014, 07:50:10 AM
I've noticed, playing the mod as it stands, that the Fireplace structure drops to 20/25 HP and stays there. This causes a colonist to fall into an endless loop of trying to repair the structure.

I have noticed that it only stays at 20/25 when there's enough food to cook... AKA during it's cooking cycle, it'll repair just fine when not on a cycle.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: shadowstreaker on October 07, 2014, 07:57:45 AM
Could you see about adding a patch for Surgery Extended, Extended stoneworking and Mining & Co.?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Moonstone112 on October 07, 2014, 08:30:37 AM
Quote from: shadowstreaker on October 07, 2014, 07:57:45 AM
Could you see about adding a patch for Surgery Extended, Extended stoneworking and Mining & Co.?

I'm playing with Extended Surgery active. Just follow the route map on the first post: Activate TTM, then the submods, then everything else.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: shadowstreaker on October 07, 2014, 08:32:40 AM
I mean incorporate it into the tech tree, so it feels like it fits more rather than being able to just get Prosthetics and bionic parts before you even get how to process metals
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Svullo on October 07, 2014, 12:28:50 PM
minami, is there a way to edit the source code in your assembly dll? is would like to make a few changes to it for my own personal enjoyment. is there a way to decompile it and edit it? if not, can you please upload the source code? thank you.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: thefinn on October 07, 2014, 12:32:47 PM
Is Haplo's powerswitches a possibility now with A7 and beyond perhaps making them more stable ?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Conred on October 07, 2014, 04:17:22 PM
Eh, the stone cutter table on work with stone chunks. I want to make blocks out of the Alpha 7 stones like granite or marbles and i cant!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Rhyssia on October 07, 2014, 06:15:20 PM
No one else seemed to be having this issue so I thought I'd report it...
So having my fireplace sit with no food on it, it starts to explode. Like, I mean EXPLODE. The first time I heard it, my reaction was "OMG!? Did I just get mortared!?" Then I see the little yellow envelope drop that says the fire got too hot and exploded. So, cool alright I mean given the fact that I had no lumber made to toss in it at that point, or a fire going (I turned the firewood pile to accept planks only so I could control how much they throw on the fire). So I let the fire burn it's self out (Was in a semi enclosed area with metal tile and stone walls, only damage no big deal.) Well, my colonists were sleepy so after the fire burned out the were pretty much getting ready for bed, then BOOM the fireplace explodes again!! I swear it blew it's self apart that time and the only thing left was rubble. I just shook my head and came here to see if I did something wrong. (it managed to explode three times in the span of one rim evening)

-edit-
Mods were enabled in this order...

"loose mods"
---A2B
---Generator
---Nat Terrain
---power switch
Edb Interface and Prepare Carefully
Jaxxa's Enhanced Defense
TTM

If I load TTM anywhere else Metal Chair and the carpet images in the build menu turn into pink and red horrors
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: minami26 on October 08, 2014, 02:51:51 AM
(http://i59.tinypic.com/24v6t0h.png)

Hello everybody, added the shields mod patch. check the downloads section in the main post for the file.
also updated the ttmcustom buildings image. the new buildings and textures look nice! thx to LordJulian! shoutout to him! :)

Quote from: Moonstone112 on October 07, 2014, 07:50:10 AMthe Fireplace structure drops to 20/25 HP and stays there.
this has been reported thankyou for the info! it is currently fixed for the next batch of download.

Quote from: shadowstreaker on October 07, 2014, 07:57:45 AM
Could you see about adding a patch for Surgery Extended, Extended stoneworking and Mining & Co.?
as of now I am contacting the mod owners and will be adding the patches. :) also added A2B since they go well together

Quote from: Svullo on October 07, 2014, 12:28:50 PM
minami, is there a way to edit the source code in your assembly dll? is would like to make a few changes to it for my own personal enjoyment. is there a way to decompile it and edit it? if not, can you please upload the source code? thank you.
okay, ill get to you soon.

Quote from: thefinn on October 07, 2014, 12:32:47 PM
Is Haplo's powerswitches a possibility now with A7 and beyond perhaps making them more stable ?
what do you mean? you want powerswitches in TTM? you might want to ask Haplo for more info on them :)

Quote from: Conred on October 07, 2014, 04:17:22 PM
Eh, the stone cutter table on work with stone chunks. I want to make blocks out of the Alpha 7 stones like granite or marbles and i cant!
I am contacting Mr.ItchyFlea for his great work, a patch will be in order soonâ,,¢! :)

Quote from: Rhyssia on October 07, 2014, 06:15:20 PM
So having my fireplace sit with no food on it, it starts to explode. Like, I mean EXPLODE.  BOOM the fireplace

this was a feature when the fireplace still had the oil tank as a partner, seems like i forgot to remove it. but hell you are so unlucky, the chance for this happening is 1 out of 333333 per tick.
fixed for next update!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Coenmcj on October 08, 2014, 04:59:24 AM
Hey Minami, do you think we could get Enhanced defense : Phoenix edition integrated to replace Jaxxa's shields and Punisher's Embrasures?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: shadowstreaker on October 08, 2014, 06:10:43 AM
Did you make colonist joining events more common? Just wondering since I'm just growing in number very quickly
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Kolljak on October 08, 2014, 05:17:24 PM
Ran across a bug... pretty hard to do and doesnt really do anything harmfull but if you use Claim and drag over a Ruins AND oil spot it causes your screen to Tweak into a yellow and red hue like when it crashes or freezes do to new mods but it reverts once released.

Error says something about DrawData being wrong. thought id throw that at ya.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Karnej on October 08, 2014, 07:48:35 PM
I know it used to be sold by arms/combat merchants, but I can't for the life of me find a program module for the advanced modifier on A7. I've had both of those traders visit multiple times with no luck. Is it just random on their exact stock or did it change completely. I'm probably just missing something obvious.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Kolljak on October 08, 2014, 09:30:51 PM
found another bug or error Random Event
Please note ill be using MY persons names in the statement that has errors in it.

"Wind was talking to Palm"
"Hey dude so whats your story? Palm answered when i was a child i was in HIS CHILDHOOD
[it says HIS instead of a random name]
[same as first its suposed to say childhoods data's kingdom or tribe]
NAME was responsible for keeping the tribe's fire going. HECAP [no clue wtf that is....] took his responsibility very seriously. and when i got older i worked as AS an adult, NAME kept house and cared for children while HIS spouse worked."

That is whole events 100% accurate chat log the CAPS seem to be errors in the code where data isnt being correctly put into it do to lack of or inability to put the proper data in there for its left as  [BLANK] and just shows that shit. probably wana contact the people who do the random event scripting thing and have them fix it.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Rhyssia on October 08, 2014, 11:19:01 PM
Is anyone else having issues with the medicine? So far I'm getting an error with the following
-Hastulant
-Crankulant

The error log says something about trying to remove an effect or something. I'll be back with the actual error. (It's right when the drug wears off, and not triggering the negative side effects, just spams the error)

>>>
Tried to destroy non-destroyable thing Ticker_Hastulant627631
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
>>>
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: minami26 on October 09, 2014, 04:09:13 AM
Quote from: shadowstreaker on October 08, 2014, 06:10:43 AM
Did you make colonist joining events more common? Just wondering since I'm just growing in number very quickly
Yes, its the colonist mood feature, when all your colonist mood is high other refugees will want to join your colony, maybe i should add a condition to prevent it from happening in the starting phase, seems too imbalanced.

Quote from: Kolljak on October 08, 2014, 05:17:24 PM
Ran across a bug... pretty hard to do and doesnt really do anything harmfull but if you use Claim and drag over a Ruins AND oil spot it causes your screen to Tweak into a yellow and red hue like when it crashes or freezes do to new mods but it reverts once released.

Error says something about DrawData being wrong. thought id throw that at ya.

------
found another bug or error Random Event
Please note ill be using MY persons names in the statement that has errors in it.
That is whole events 100% accurate chat log the CAPS seem to be errors in the code where data isnt being correctly put into it do to lack of or inability to put the proper data in there for its left as  [BLANK] and just shows that shit. probably wana contact the people who do the random event scripting thing and have them fix it.

wow,, I never though I could run across this DrawError. will fix it thanks!
oh and I do everything myself. Im gonna go remove that script because it doesnt recognize the name of the colonist, thankyou so much for reporting!

Quote from: Karnej on October 08, 2014, 07:48:35 PM
I know it used to be sold by arms/combat merchants, but I can't for the life of me find a program module for the advanced modifier on A7. I've had both of those traders visit multiple times with no luck. Is it just random on their exact stock or did it change completely. I'm probably just missing something obvious.

I changed the ProgramModule to be available only on Disassembling mechanoids. I'll be posting the new crafting guide soon. sry for the lack of info!

Quote from: Rhyssia on October 08, 2014, 11:19:01 PM
Is anyone else having issues with the medicine? So far I'm getting an error with the following
-Hastulant
-Crankulant

The error log says something about trying to remove an effect or something. I'll be back with the actual error. (It's right when the drug wears off, and not triggering the negative side effects, just spams the error)

>>>
Tried to destroy non-destroyable thing Ticker_Hastulant627631
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
>>>

Ok I ddnt test the medicinces yet. Thankyou so much for reporting!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Rhyssia on October 09, 2014, 04:47:34 AM
Also, going over (75) on the tailoring machine (Tried making a duster which called for [80] fabric), will throw an error and prevent the colonist from finishing the *Bill*. I couldn't find the actual error in the log, they just got real angry.

-edit- same with jacket.

-Hotfix-
Both found inside Mods\Tech Tree Minami A7\Defs\RecipeDefsRecipe_RWClothing.XML  [line 55+90]

Change  to <count>70</count>
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: spiritus80 on October 09, 2014, 07:33:49 AM
First of I would like to say,  I like this mod alot.

Beside the fact that this mod collection is awsome I have some feedback on research time.

I found the research times to be to fast, I added an extra 0 to all the times.
I would realy like to see a research rate multiplier I could alter in game instead of manually adding a 0.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Kolljak on October 09, 2014, 10:10:47 AM
Ran across a strange one yesterday... idk what happened and it never happened again but was so odd it was wish mentioning.

Was doing event with the explosive mutant... well the script was stuttering 2 sets of drop pods came down instead of 1 it was two instances of the event and the fire guy poped fine didnt even make it to my place. 2nd one i lured from my med bay outside and was fighting. When suddenly.... RAPID EXPLOSION he just kept exploding i had 67 signs notifying me he exploded had to save and reload to end the never ending zip pops.

also forgot to show you my mod list.

Core
A2B
Mining & Co.Common
Mining & Co. Deepdriller + MMS
Miscellaneous
EdBPrepareCarefully
Surgery Extended
Tech Tree Minami A7
TTMpatch's for
AnimalHusbandry
Apparello
CustomEvents
MachineGunNests
Mai

Also worth mentioning i get strange lag and messed up fires from time to time but its not constant.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Karnej on October 09, 2014, 02:00:21 PM
Ah, taking apart robots makes sense. I guess I just never got to that. The lack of info is its own kinda fun lol. Thanks
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Svullo on October 09, 2014, 04:36:53 PM
hey, minami, did yuo upload the source code yet?

thanks.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Kolljak on October 10, 2014, 12:11:41 AM
Figured out why the Data in the Chat event was bad... its an incompatibility with Prepare Carfuly it doesnt seem to want register anyone spawned in by it as an actual pawn.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Rhyssia on October 10, 2014, 12:26:10 AM
Disable all your mods, then enable in the following order
[read entire list before proceeding]

All loose mods (conveyors, generators, guns, etc)
---press "close" then go back to mods
EdB Interface
EdB Prepare Carefully
---press "close" then go back to mods
Enhanced Defense (If you have it)
---press "close" then go back to mods
TTM Mod
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: yyjdelete on October 10, 2014, 12:47:31 AM
Sorry for decompile your assembly(Just for translate).

I found some code checking "label" instead of "defName", which makes it unfriendly for translate.
TTMa7/Building_UniversalVendingMachine "Silver"
TTMCustomEvents/Spawner_BuzzantHill "Buzzant"
TTMCustomEvents/Ticker_BVcounter "Void"
TTMCustomEvents/Ticker_SCcounter "Crate"

, and some using ThingDef.ToString()[which is the same as ThingDef.defName] instead of ThingDef.label in "Food Stored" and "Item Stored"


BTW:
Could you please use keyed instead of hard coding string for translate?(Maybe I can do some of them if there is an official source code)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Kolljak on October 10, 2014, 04:27:02 PM
Found another bug... the missle call down deletes scripted structures such as  Buzzant hill ... Drone AI Pod Crash [Endgame] and Marine Base just by overlapping the building with the calldown icon.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Smasher5523 on October 11, 2014, 03:53:38 PM
i cant download it at all, usually it comes up with a ZIP folder when the mod downloads, but this time it comes up with goddamn paper, wtf do i do to get the damn mod?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Rhyssia on October 11, 2014, 04:47:29 PM
Quote from: Smasher5523 on October 11, 2014, 03:53:38 PM
i cant download it at all, usually it comes up with a ZIP folder when the mod downloads, but this time it comes up with g****** paper, wtf do i do to get the d*** mod?

http://www.mediafire.com/download/gcqohplq6x448ti/TTM+v3.0+FullPack.rar
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Smasher5523 on October 11, 2014, 06:13:37 PM
Quote from: Rhyssia on October 11, 2014, 04:47:29 PM
Quote from: Smasher5523 on October 11, 2014, 03:53:38 PM
i cant download it at all, usually it comes up with a ZIP folder when the mod downloads, but this time it comes up with g****** paper, wtf do i do to get the d*** mod?

http://www.mediafire.com/download/gcqohplq6x448ti/TTM+v3.0+FullPack.rar
Still dont work.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Smasher5523 on October 11, 2014, 06:21:22 PM
I't usually comes up with (on the downloads list) a zipper folder with the name of the mod beside it, but this time its just.... the picture

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Rhyssia on October 12, 2014, 05:56:41 PM
Quote from: Smasher5523 on October 11, 2014, 06:21:22 PM
I't usually comes up with (on the downloads list) a zipper folder with the name of the mod beside it, but this time its just.... the picture

Do you have winrar? Or any other utility program designed to read RAR files? .RAR files cannot normally be read by windows like a normal .ZIP file.
Do you use 32bit or 64 bit? If you don't know use the 32bit.

32bit WinRAR http://www.rarlab.com/rar/wrar52b1.exe
64bit WinRAR http://www.rarlab.com/rar/winrar-x64-52b1.exe
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Marcm on October 13, 2014, 02:48:42 AM
Dont get the wrong impression from all my bitching below. I do love Rimworld and your Minami mod! Thank you very much for all the love you put into this!!

Problim 1:
Quote from: minami26 on October 09, 2014, 04:09:13 AM
I changed the ProgramModule to be available only on Disassembling mechanoids. I'll be posting the new crafting guide soon. sry for the lack of info!
I tried a layed out of 16 "Hydroponics basin" each "Sun lamp". Then i found out each "Hydroponics basin" needs 4 "Hydroponics Basin Module", each needing 1 "Program Module". So my original plan to go build 2-3 fields indoor for my colony needed 48 x 4 = 184 "Program Module".

Its like impossible to harvest that much from Mechanoids - besides "Program Module" is needed for a lot of other recipies (for example "Improvised turret", "Battery module".

I was extreemly lucky one trader showed up with 60 "Program Module", each for 90 silver, + i had tons of stuff lying in my beaming zone that trader wanted - so i could afford buying all, when i was stuck building my first Hydroponics field.

So PLEASE reconsider making "Program Module" craftable or strip them from some recipies. Hydroponics just needs some very primitive logic circuit, if at all. Macgyver builds such a "logic circuit" from trash in a minute every 3. episode :p

Problim 2:
My (first) "Oil Refinery" took forever spitting out some "Refined oil". I was beginning to wonder if it was working at all until after 5 days i found it managed to produce 4 "Refined oil". Oil wells spit out staks of 5-60 much faster. Thats a bad joke compared to all the struggle building one in some remote place (took me 4 days with 3 constructors (including building a smal shag around it and the power conduit all the way back to my base).

It seems cheaper to sell Oil (4-5 silver) to a trader and buying back refined Oil (20 silver) instead. A single "Drilling Machine" produces more value and its cheaper + it doesnt need a deposite place in top. Please rebalance this. Its not worth building atm. for even if it produces 4200 W power, because the power line back home gets "cut" in every second raid, so you need some big power backup in Base anyway (which therefor makes it seem more efficient to keep the Oil deposit untouched to produce simple "Oil" and stay based on simple Oil + Gas Generator).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: shadowstreaker on October 13, 2014, 08:26:22 AM
I can't seem to find a way to disassemble clothing, neither the hyper loom or the tailor's workbench give the ability to, and none of the merchants are coming up with hyperweave. I'm assuming this isn't deliberate?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: minami26 on October 13, 2014, 10:48:49 AM
(http://i59.tinypic.com/24v6t0h.png)

hello everyone new update here took me long to update but I guess this should be a new version update rather than a fix update.

don't have much time right now just posting the update will respond tomorrow! also sourcecode is in the downloads for those who want it.

Nexus and GoogleDrive uploading on hold until tomorrow!

heres the changelog for the fixes and a new feature.
v3.1
Research Time Options + Fixes

New Feature:
Added a prompt at the start of a game to determine how long research will take.
3 choices: Fast, Average, Slow Research Times.

New!
Added Log Wall
Added "Mechanical Component" for building materials in the advanced modifier.

Changes:
Changed Some Advanced Modifier recipes to replace Program Module with Mechanical Component especially on Hydroponics Basin Module.
Increased Oil Refinery's Refined oil yield. *Temporary needs balancing.
Advanced Modifier now costs 3x the previous price.
Increased crafting time on MetalWorks Recipes

Fixes:
Fixed Fireplace health, removed fireplace explosion.
Fixed drug non-destroyable thing errors.
Fixed Missile launcher target destroying the thing in the target location. *KNOWN ISSUE when you pause the game the marker disappears! I don't know how to fix that.
Fixed Tailoring recipes needing over 80 things, reverted to 75.
General Colony mood effect should only start getting colonists after 1 month in game.
Fixed some building requirement inconsistensies.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Rikiki on October 13, 2014, 11:22:12 AM
About missile marker, it is drawn in the Tick() function. :-\
=> *teaching tone ::)* Tick is not called when game is paused while Draw is called every frame (so at 60 Hz I believe).

You must override the Draw() function and draw it in there. Go check the M & Co. MMS, it uses this to draw the dynamic scan ray. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: minami26 on October 13, 2014, 11:50:46 AM
I made it that way but, the marker draws on the building when spawned,, i currently dont know how to make it only spawn when the missile is launched and only on the clicked area. :( but thankyou for the pointers rikiki!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.0 [Modular TTM] *Partial Release
Post by: Marcm on October 13, 2014, 12:12:11 PM
Quote from: minami26 on October 13, 2014, 10:48:49 AM
(http://i59.tinypic.com/24v6t0h.png)

hello everyone new update here took me long to update but I guess this should be a new version update rather than a fix update.

don't have much time right now just posting the update will respond tomorrow! also sourcecode is in the downloads for those who want it.

Awesome, thanks for the update minami26! Suddenly i dont care for economic balance anymore. Got a solar flare incident and one big mechanoid invasion(6 centipeds). Was just thinning them out with snipers for try as one hell of a big tribe (20+) raid jumped right into the back of the mechanoids..what a slaughter..then even another mechanoid group (5 centipeds 2 scyter) joined and short after another 20+ tribe group. All in one day :D. Manufacturing balance became a minor issue suddenly :D :D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: TheXIIILightning on October 13, 2014, 12:29:52 PM
Umm, I can't get this mod to work, even by following the instructions provided. (Entering the Main mod first and the patches next. I didn't use the EdB mod in my last two tries).

I get a lot of error messages and the drop pods containing the research thing fail to spawn.
Though there is one thing that I haven't tried yet...

Are the patches 'patches', or the mod in full with a few minor tweaks to make it compatible?
Do I have to download all the mods I want to use (Like Apparelo, clutter, etc) separately, and then load up Minami MAIN AND THE ttm Patches?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: minami26 on October 13, 2014, 01:00:04 PM
The main is a standalone it makes all the vanilla items.go into.the tech tree, also the patches are the mods themselves that are edited to be included in the techtree with minor changes.

When you activate the main mod is there no message that comes out on.start? What os are you playing on?

I think you should reset your config folder on your app data foldr first. Instructions are on the main post.


Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: TheXIIILightning on October 13, 2014, 01:13:01 PM
Quote from: minami26 on October 13, 2014, 01:00:04 PM
The main is a standalone it makes all the vanilla items.go into.the tech tree, also the patches are the mods themselves that are edited to be included in the techtree with minor changes.

When you activate the main mod is there no message that comes out on.start? What os are you playing on?

I think you should reset your config folder on your app data foldr first. Instructions are on the main post.

My version of Rimworld is 0.7.584 rev40946
I'm currently running Windows 7 64bit, so compatibility is probably not an issue, seeing as I was able to use Most of the mods that TTM includes. Separately, that is.

Link to Output Log: https://www.dropbox.com/s/37qlnzyess0yb1l/output_log.txt?dl=0 (https://www.dropbox.com/s/37qlnzyess0yb1l/output_log.txt?dl=0)
Link to Screencaps: http://imgur.com/FKPx5ZP,5JAMnlh,PGn4AU5#0 (http://imgur.com/FKPx5ZP,5JAMnlh,PGn4AU5#0)

Those are the error notifications I get whenever I start the game with TTM enabled, and these are a few screens of how the game looks at start. I get the 3 usual capsules, but not the one with the CRT.

I'll try and reset the folder, and let you know if it worked. ^^

Edit: No, I don't think it worked. I still have the same errors pop-up as soon as I load the game.
A few others showed up when I went to start the game after deleting the Ludeon folder, but that was common, since the game always defaults to Portuguese when I update it.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: TheXIIILightning on October 13, 2014, 03:16:53 PM
I think I figured out the problem, and now I feel like an idiot.
Norton Antivirus quarantined a few files from this Mod, that's why they weren't working. XD

I'll try and figure out a way to stop that from happening, then I'll edit this post saying if it worked or not. ^^

Edit: It's working now! My damn antivirus was blocking some files from being acceded.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Xubrim on October 13, 2014, 03:41:25 PM
Either I'm being very dumb, or the Embrasure and the Mining & Co patched links are the same.

Thanks for the update.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: RoboticManiac on October 13, 2014, 04:43:43 PM
During the 'War' event (Where to factions declare war and your colony becomes a battleground), the friendly forces simply milled around at my base before leaving, as the enemy happily fired mortars overhead. If they were meant to fight on the way out, your allies  just leave without ever firing a shot.

Also, I know (Or atleast think) that this is related to the separate events mod- But the two came bundled together, are made by the same person and I can't find it's thread. :S


Edit: Perhaps unrelated to the mod- But now the two separate siege camps are firing on each other- Turns out they're both enemies with each other- With me- And with my allies- Who are also from separate factions- Who are also at war. The Universe's most complicated battlefield.  :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Xentor on October 13, 2014, 10:52:01 PM
Linkerror:
You have an linkjerror at the frontpage.
Embrasures and DeepMiner lead to the same file.

Bugreport:
1.: The fireplace can lead to an endless repairloop, till the (working) Colonist dies or collapses.
2.: The Waterwell (This automatic waterproducer) and the automatic fishpan, can create selfreplicatin Items. (Last try I got 2000 waterbuckets)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: adamcornforth on October 14, 2014, 05:23:56 AM
Got a massive problem with this mod.

The fire... It keeps going into a repair loop as the previous poster said but also keeps going on fire, almost constantly.

I cant make any fresh food otherwise, until I get a grill from the industrial trader which by that time my people have had mental break downs due to eating raw food.

Any fixes on this guys? I did read the change log regarding it being fixed?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: minami26 on October 14, 2014, 05:42:49 AM
are you sure you guys are using v3.1 im using it on another computer and the fireplace is on 25/25 health.

you just have to have someone to look at the fireplace cuz its cheap food. ill go do something on it if you guys are very bothered on it.

and you guys also have the Cooking Pot, making Soup is way safer than the fireplace. you just have to get a water barrel and plant some veggies.

also the well is supposed to spawn infinite water, you can just turn it off.
and the fishpen also spawns unlimited fish when you upgrade its not that much when you just make 2-3 of them. they get depleted easily.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Xentor on October 14, 2014, 07:09:34 AM
I know that the Well spawns infinite water.
I mean the Waterbucket itselfe replicates (in 75 stacks).
Or how is it else to explain that I sell 1500 water, and only 5 minutes later (next tradingship) I had again 2000
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Kolljak on October 14, 2014, 07:09:50 AM
Weird i can play with naked people only 2 and with no starting supplies and make a colony... real fast.
Focus cooking pot + water + potatoes = soup set to Make upto 10 and keep spammin 3 barrels :D for water each morning. never herd of your problem tho.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Kitsune on October 14, 2014, 01:58:03 PM
Hm is it intended that the walls use normal wood and not wood planks? ??? I think thats wrong. ;D The same go's for metal walls using normal metal and not the craftet wall thingy's or are they gone? :'(

And there are a table and a chair build only from normal metal, looks wrong too. ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Kolljak on October 15, 2014, 05:01:49 PM
Armouries out X.x go go go special force task team Armoury GOOOOOOOO! lol waiting for this to update so i can finaly have much fun. ( ͡-- ͜ʖ ͡--)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Xubrim on October 15, 2014, 08:25:07 PM
Edit: Nevermind. I think.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Xentor on October 15, 2014, 10:54:29 PM
Like I said yet in the Armorys Mod...
The only problem I see is the default setting of the weapon rags (these shelfs where they put weapons in)
They are set by default, that all weapons are unmarked (In the storemenu)
What means you must set for eatch shelf all weapons manual.... what means at the Armory Mod real real mutch "clickery" (for eatch shelf)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Kolljak on October 16, 2014, 04:46:58 AM
Isnt the game already clickery... why play a game where you dont have to use your mouse... im fine with manualy setting storage i do it all the time. like with the cooking pot i got 3 storage zones one for water one for potatoes and one for the final product. makes it 200% efficient.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Kitsune on October 16, 2014, 05:15:49 AM
I'm also fine with self configur the weapon rags, the only storage thing i love to have are min/max amount settings. For example, i dont want a complete stack of metal in the first workshop thingy. I need hammers and all that but i dont want a overstacked metal stockpile everywhere. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Oragepoilu on October 16, 2014, 05:41:51 AM
Hi,

I have some trouble to find how i make clothes.
I can set a bill at the tailor's bench to make, a T shirt or anything and set what material i will use; the final product depend of the material used (i think), so, not convenient (because i must unclic every type of material ...) but well it work. Atm at last.

The problem is with the moisture brellas, with require cloth.... i can't make some :/

Edit (again!) : it's also the same for the more advanced armor that require some part of power armor. It's missing for me.

Any help would be nice :)


Edit : i also found that you can skip the waiting time when someone harvest water/fish by simply giving him another order. It yield the same as far i can tel.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Kitsune on October 16, 2014, 07:53:58 AM
If you talk about "cloth" you get it from your farms, plant cotton. ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Oragepoilu on October 16, 2014, 08:16:36 AM
Quote from: Kitsune on October 16, 2014, 07:53:58 AM
If you talk about "cloth" you get it from your farms, plant cotton. ;)

Okay, it's weird but it work.

Just missing the power cell now :3
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Shinzy on October 16, 2014, 08:38:19 AM
Quote from: Oragepoilu on October 16, 2014, 08:16:36 AM
Quote from: Kitsune on October 16, 2014, 07:53:58 AM
If you talk about "cloth" you get it from your farms, plant cotton. ;)

Okay, it's weird but it work.

Just missing the power cell now :3

If you mean the Hex-cells to craft the 'apparello' armor
you should get them from traders at the very least, though they're extremely rare
which I didn't really think through =P  as it is it's too hard to craft them yourself (You might even be able to buy the armors themselves from traders But I'm not too familiar with how much Minami made changes for it in this)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Oragepoilu on October 16, 2014, 10:10:54 AM
Quote from: Shinzy on October 16, 2014, 08:38:19 AM
Quote from: Oragepoilu on October 16, 2014, 08:16:36 AM
Quote from: Kitsune on October 16, 2014, 07:53:58 AM
If you talk about "cloth" you get it from your farms, plant cotton. ;)

Okay, it's weird but it work.

Just missing the power cell now :3

If you mean the Hex-cells to craft the 'apparello' armor
you should get them from traders at the very least, though they're extremely rare
which I didn't really think through =P  as it is it's too hard to craft them yourself (You might even be able to buy the armors themselves from traders But I'm not too familiar with how much Minami made changes for it in this)

Okay, after iv read a bunch of post from the thread of the apparello mod, i found that he cut off the hex cell from power armor, we need to buy them.
He will also put it back in a newt update because it's juste a major pain. Well at last iv found my anwser :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: postm00v on October 16, 2014, 01:08:40 PM
Quote from: adamcornforth on October 14, 2014, 05:23:56 AM
The fire... It keeps going into a repair loop as the previous poster said but also keeps going on fire, almost constantly.

The repair loop seems to have been fixed, the rampant fire is still there though. I just don't bother with a fireplace anymore as it sets fire to the griller and the woodpile, eventually destroying them.

I did notice that colonists could 'eat' water without getting a penalty for eating raw food. I might have overlooked it, but I'm pretty sure.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Herc18 on October 16, 2014, 03:31:57 PM
Sorry if this has been stated before but is there anyway to get just the terminal for calling traders?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Xubrim on October 16, 2014, 03:44:46 PM
Any chance you'd separate the Deepdriller tech tree into two branches? One for the mobile sonar/hand mining stuff, and one for the actual drilling rig? As is, you have to slog through a ton of research to unlock mining metal. It may be intentional, but I can't help but feel the current Rig>Handheld Stuff>Rest of the Rig takes excessively long to unlock.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Felime on October 16, 2014, 04:08:14 PM
Quote from: Herc18 on October 16, 2014, 03:31:57 PM
Sorry if this has been stated before but is there anyway to get just the terminal for calling traders?

Don't know if it's the same as the TTM one, but the comm unit in clutter calls traders(and maybe raiders or drives animals insane.)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: SleepyFox on October 17, 2014, 05:49:59 AM
Woo! Project Armory updated!

Also the net-bed icon in the toolbar shows up as a big pink box to me but it places in-world just fine.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Oragepoilu on October 17, 2014, 08:24:22 AM
Quote from: SleepyFox on October 17, 2014, 05:49:59 AM
Woo! Project Armory updated!

Also the net-bed icon in the toolbar shows up as a big pink box to me but it places in-world just fine.

Try reload your game ! It works fine after i do this usually, for me.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: thefinn on October 17, 2014, 02:01:38 PM
Quote from: Kolljak on October 15, 2014, 05:01:49 PM
Armouries out X.x go go go special force task team Armoury GOOOOOOOO! lol waiting for this to update so i can finaly have much fun. ( ͡-- ͜ʖ ͡--)

Surely people were sitting next to their coding laptops in shifts waiting for this ?

My faith in humanity is shattered. :(
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: postm00v on October 17, 2014, 05:36:02 PM
Damn Scythers.

I had a piece of a ship landing not far from my base, emitting a signal that slowly drove people mad. How do you guys deal with these? I tried peppering them with mortars, but they are woefully inaccurate. I spent almost 10 days trying to hit the ship.

In the end I sent everybody in an assault. Needless to say, they got slaughtered.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: daedelus on October 17, 2014, 08:52:31 PM
Quote from: postm00v on October 17, 2014, 05:36:02 PM
Damn Scythers.

I had a piece of a ship landing not far from my base, emitting a signal that slowly drove people mad. How do you guys deal with these? I tried peppering them with mortars, but they are woefully inaccurate. I spent almost 10 days trying to hit the ship.

In the end I sent everybody in an assault. Needless to say, they got slaughtered.

This event is actually in the vanilla game. I usually use EMP mortars some m24 snipers or someone with a minigun and power armor to take out the mechs, depending how many there are.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Goo Poni on October 18, 2014, 01:57:51 AM
Quote from: postm00v on October 17, 2014, 05:36:02 PM
Damn Scythers.

I had a piece of a ship landing not far from my base, emitting a signal that slowly drove people mad. How do you guys deal with these? I tried peppering them with mortars, but they are woefully inaccurate. I spent almost 10 days trying to hit the ship.

In the end I sent everybody in an assault. Needless to say, they got slaughtered.

With tactical nukes missiles.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Oragepoilu on October 18, 2014, 04:28:29 AM
Quote from: postm00v on October 17, 2014, 05:36:02 PM
Damn Scythers.

I had a piece of a ship landing not far from my base, emitting a signal that slowly drove people mad. How do you guys deal with these? I tried peppering them with mortars, but they are woefully inaccurate. I spent almost 10 days trying to hit the ship.

In the end I sent everybody in an assault. Needless to say, they got slaughtered.

You may wanto to :

Either, have many colonist and hit in melee one scyther around a corner (use armor against blunt help, i think, because i was over 100% blunt for most armor part and my dude didn't receive any amage)

Or get an m24 to snipe them
Or use someone to "lure" when they try to fire at them, and before they shoot, hide him. During this time use your other colonist behind to hit them ! (tip : don't make your lure go to much near of they will flee and other behing won't be able to stay in range)

Or .... use emp grenade ! thoose are quite convenient.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: yyjdelete on October 18, 2014, 11:55:01 PM
Quote from: minami26 on October 13, 2014, 01:00:04 PM
The main is a standalone it makes all the vanilla items.go into.the tech tree, also the patches are the mods themselves that are edited to be included in the techtree with minor changes.

When you activate the main mod is there no message that comes out on.start? What os are you playing on?

I think you should reset your config folder on your app data foldr first. Instructions are on the main post.
Maybe you should using
Quote
public override void SpawnSetup()
{
    base.SpawnSetup();

    //see UnityEngine.Object.Equals
    if (XXXX == null)//XXXX.NullOrBad()
    {
        XXXX = ContentFinder<Texture2D>.Get("XXXX", true);
        YYYY = ContentFinder<Texture2D>.Get("YYYY", true);
    }
}
instead of
Quote
private static readonly Texture2D XXXX = ContentFinder<Texture2D>.Get("XXXX", true);
private static readonly Texture2D YYYY = ContentFinder<Texture2D>.Get("YYYY", true);
for that after you change language or reload mods, the old cached Texture2D will be invalid..
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Marcm on October 19, 2014, 10:02:51 AM
Quote from: postm00v on October 17, 2014, 05:36:02 PM
Damn Scythers.

I had a piece of a ship landing not far from my base, emitting a signal that slowly drove people mad. How do you guys deal with these? I tried peppering them with mortars, but they are woefully inaccurate. I spent almost 10 days trying to hit the ship.

In the end I sent everybody in an assault. Needless to say, they got slaughtered.

Grab some http://rimworldwiki.com/wiki/EMP_Grenade (http://rimworldwiki.com/wiki/EMP_Grenade)s (400s, often dropped from attacking groups) or a Stun Gun (1234s) at first opportunity (trader frequently have one or both!). Also Stun Gun + embrasure block are veeery usefull for rioting prisoners etc.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Marcm on October 19, 2014, 10:14:57 AM
Please some simple little lights!

Standing Lamp needs 150 W?
Floor Lamp needs 200 W?

How about a cheap little 30 W Floor Lamp for private rooms and prison cells?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Kolljak on October 19, 2014, 10:50:27 AM
Torches... that slowly damage themselves over time till they are spent [can be maintained / repaired for longer use].
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Kitsune on October 19, 2014, 02:59:35 PM
With this mechanic your colonists hang out 24h the day on the torches. ;D It will work if we could set a min % of hit points have to be gone befor the colonists try to repair them and i dont know if its possible to do that. ???
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Getalifegamer on October 19, 2014, 05:35:35 PM
Hey, Tried searching for this answer, but couldn't find anything - Hyperweave? How do I create or is this a tradable only resource. Cannot make the prosthesis without it. Thanks for any help
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Marcm on October 19, 2014, 06:38:38 PM
Quote from: Getalifegamer on October 19, 2014, 05:35:35 PM
Hey, Tried searching for this answer, but couldn't find anything - Hyperweave? How do I create or is this a tradable only resource. Cannot make the prosthesis without it. Thanks for any help
Hyperweave is a fabric for cloth but there is no way to produce it in your colony in vanilla game. Maybe some trader sells it sometimes but its very expensive.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: MoloMowChow on October 19, 2014, 06:42:30 PM
I got the abomination event. After killing it I let the corpse sit there for awhile because I had other stuff to deal with. But after few minutes it started exploding endlessly in rapid succession and would not stop. I made a temporary save, quit the game, and reloaded the save. That seemed to stop the looping explosion, but now my messages has been flooded with endless amounts of "The abomination corpse exploded into bits and pieces" messages, and I have no idea how to get rid of all those messages short of right clicking forever. If anyone knows a way to clear all messages from your screen at once I would like to know.

Apparently, Sprayer2708 reported the same problem at around page 21 or so. I'm surprised a bug like this has stayed this long. This bug really has the potential to ruin games permanently even if the player triumphs over it.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Marcm on October 19, 2014, 06:47:43 PM
Quote from: Marcm on October 19, 2014, 10:14:57 AM
Please some simple little lights!

Standing Lamp needs 150 W?
Floor Lamp needs 200 W?

How about a cheap little 30 W Floor Lamp for private rooms and prison cells?

I simply cloned the entry for the normal lamp in TTM_Buildings_Furniture.xml, gave it another name, changed "basePowerConsumption" to 40 and "glowRadius" to 5.
Works perfect for little 4x5 rooms in great numbers :D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: sidfu on October 20, 2014, 02:53:37 AM
anyone had problems with the converyer belts not auto picking up stuff from drill. asked over in the drills forum he said its probaly due to the nameing of the conveyor belts folder. the belts work but they wont pick up anything from the drills output area no matter where i put it.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Helbrecht on October 20, 2014, 03:26:20 AM
I wonder if this is due to TTM, it is rather alarming regardless. Or just plain bad luck!

Three hyper-tornadoes in about 6 days. A good surivor camp, was looking so good too, fish cultivation up and running, trade goods ready to be sold and BAM!!!! empty stockpile!!! all wounded, no crafting stations left, no housing left. Followed quickly by starvation, disease and then mental breakdowns.

Survival is a drag man.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: sidfu on October 20, 2014, 08:11:33 AM
the random guy can be like that
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Knigge on October 20, 2014, 08:38:58 AM
Hi! Firstly I must point out that this collection of mods is an awesome addition to the game. It really improves gameplay, but I have lately had quite a few problems with drop in fps. It seems to happend after the colony have grewn to a somewhat medium size (15ish people), and I can not find out what causes the drop. I do not have to many mods installed, TTM with a few patches (and extended surgery). Disabled edb, but Nothing changed wrt fps.

I have embrassures, shields, custom events and miningCO.

Thanks in advance.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Helbrecht on October 20, 2014, 09:25:35 AM
Quote from: sidfu on October 20, 2014, 08:11:33 AM
the random guy can be like that
Phoebe Basebuilder, Casual. Trying the mod so wanted an easier time of it.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Rikiki on October 20, 2014, 11:18:28 AM
Just to be clear:
- Genuine M&Co. Deepdriller checks the presence of the A2B mod based on its folder name (so try to rename "TTMpatch_A2BConveyorBelts" into "A2B").
- If the mod is correctly detected, an additional "conveyor belt" command button will appear on the right of "Uranium extraction" button.
- If the button does not show up, the A2B mod is not detected and Deepdriller will spawn minerals in the stock area as usual.

Ahhh, the hard life of mod-packers... ::)
Good luck minami! ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Xerberus86 on October 20, 2014, 01:06:18 PM
great work as always minami, can't wait till project armory is integrated :3.

thanks for your hard work, as well as the awesome modders who made this content :).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Xubrim on October 20, 2014, 03:34:28 PM
Slight bug report. If you tell a colonist to order a special trade ship and draft/give him other orders before he arrives to send the special trade order, the signal beacon gets locked into waiting for him. The colonist doesn't make an attempt to finish the order after being undrafted or completing his task, so the beacon just remains locked until you deconstruct it and build a new one.

Simply turning the beacon on, however, is done instantaneously and is unaffected by this problem.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Oragepoilu on October 21, 2014, 04:11:43 AM
Quote from: Xubrim on October 20, 2014, 03:34:28 PM
Slight bug report. If you tell a colonist to order a special trade ship and draft/give him other orders before he arrives to send the special trade order, the signal beacon gets locked into waiting for him. The colonist doesn't make an attempt to finish the order after being undrafted or completing his task, so the beacon just remains locked until you deconstruct it and build a new one.

Simply turning the beacon on, however, is done instantaneously and is unaffected by this problem.

Well, if you pay 400s for a call order vessel and don't have enought money you also need to save and reload your game to unlock it again ^^
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: minami26 on October 21, 2014, 05:06:18 AM
Quote from: Knigge on October 20, 2014, 08:38:58 AM
lately had quite a few problems with drop in fps. It seems to happend after the colony have grewn to a somewhat medium size (15ish people), and I can not find out what causes the drop. I do not have to many mods installed, TTM with a few patches (and extended surgery). Disabled edb, but Nothing changed wrt fps.
severe FPS drop is caused by too much fire, and also on large maps, more people also causes it.

Also I don't know why, but the Mining & Co causes lag when I installed it. there's something thats incompatible with TTM,, I'll have to go and check the details and investigate why it lags, as I have playtested with all the mods.

can you help me find the culprit good sir? :) as for now, there's no solution to this yet.

Quote from: Oragepoilu on October 21, 2014, 04:11:43 AM
Well, if you pay 400s for a call order vessel and don't have enought money you also need to save and reload your game to unlock it again ^^
that shouldnt happen. well anyway i have version 3.1.5 now that includes 2 new lights, a tiki torch and a C-light. and a failsafe for the signal beacon and such. will be posting later, this computer im using has so much restrictions cant do anything but play DoTA2 hehe.
--------------------------------------------------------------

anyways, what im really posting about is the Project Armory patch. whew the PA guns is taking a lot of my time.
Honestly guys if Project Armory adds like 50+ more guns im not gonna update the Weapon Assembly list anymore. I'll put only PA v2.13 below weapons as craftable.
and you can't use the weapons switcher if you want all of the guns to be craftable, one gun disabled could spell error to a particular Weapon Assembly that is using that gun.

Im really thinking hard if we should rather have the guns as Collectibles just like the Hats in Apparello... maybe viable for v2.13 and up weapons?
--------------------------------------------------------------
About the conveyor belts yeah, you guys just have to rename the folder of TTMpatch_A2B to A2B,, i ddnt know this feature heh,, pardon me.

Thankyou for clarifying that Rikiki!
--------------------------------------------------------------

one more thing, When I play the whole pack there's something wrong with the raiders, they don't attack anymore after 7months or more in game. I'm pretty sure its the animal Husbandry mod thats doing this,, I'm playtesting the whole game all this time.

Can anybody report if you guys are also experiencing this no raid occuring bug? I'm always playing on Cassandra Classic.

as always post your comments and suggestions guys, thank you all for playing with Tech Tree Minami!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: evilnine9 on October 21, 2014, 05:29:50 AM
I find that the Mining Co. only causes lag when the deep-driller or mineral sonar is turned on, when off fps is perfectly stable, but I have found that since I started making guns at the Weapon Assembly table, the game stutters every few seconds and more frequently when time is sped up and I've basically abandoned that save because it is pretty much unplayable, which was a pretty big bummer as I was planning on mass producing miniguns to make much silver. I tried removing the weapon assembler and all the guns I'd made but the stutter persisted, and I'm sure that's the last thing I did before it started.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Kitsune on October 21, 2014, 06:57:30 AM
Minami can you something say about the materials for walls and such? For me TTM has taken a step back crafting-way no wooden planks for walls or doors, no table items for tables. Near everything(at beginning at least) is build from normal wood and normal metal. Whats wrong? :-[ :'(

Is it a problem with the new "one button but changable materials"-thingy or only forgotten? ;D Or is it a change how you like the mod more?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: minami26 on October 21, 2014, 07:17:40 AM
Quote from: Kitsune on October 21, 2014, 06:57:30 AM
Minami can you something say about the materials for walls and such? For me TTM has taken a step back crafting-way no wooden planks for walls or doors, no table items for tables. Near everything(at beginning at least) is build from normal wood and normal metal. Whats wrong? :-[ :'(

Is it a problem with the new "one button but changable materials"-thingy or only forgotten? ;D Or is it a change how you like the mod more?
i can easily make that for the new version, i just wanted to play with the wood logs for now, because of the new stuff system.
I am currently playtesting the mod because of the no raiders bug. when i add the woodplank as stuffs it destroys my saves, so icant do that now since im still looking for bugs. don't worry i will implement the woodplanks when everything is fixed :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: minami26 on October 21, 2014, 08:02:47 AM
(http://i59.tinypic.com/24v6t0h.png)

Here is a fix for the Signal Beacon and a new option on the Signal Beacon plus a simple but awesome Eyecandy!
The Trading Contract is a new option on the Signal Beacon that provides a trading contract for the colony which establishes a fixed trading ship arrival. you can view how many days till the next ship arrives by looking at the status box of the Signal Beacon.
-- this mechanic also replaces the near imbalanced overflow of trading ships and local traders. so i have removed that.

also added new lights you guys wanted, there is a TikiTorch that needs wood and a C-light that turns on during nighttime and off during daytime it consumes 60 power during daytime and non during nighttime, think of it as charging during daytime. Also the OilLamp now doesnt need an OilTank anymore so that your Colonist can now just haul a hunk of oil and carry it to which OilLamp needs oil rather than putting a stack of oil on an OilTank.

also fireplace items shouldnt burn anymore, also bunch of stuffs changed, check the changelog.

This update shouldnt break saves so just replace your v3.1 TTM MAIN with this new version.

*make sure to get the new update for Custom Events as it removes the explosions on the abomination thus hopefully preventing that gamebreaking loop.


v3.1.5
Trading Contract + New Lights + Moar Fixes

New Feature:
Replaced Trading Vessels that come every month with a Fixed Trading Contract with a Fee. Initiate a trading contract on the Signal Beacon.
The Signal Beacon now has a nice Blinking Red light eyecandy when used.

New Lights:
TikiTorch, C-Light - go check em out!

Changes:
Increased Signal Call/Order Vessel price to 800silver.
Added a permanent Neurotrainer supply on the Call/Order Vessel.

OilLamp now has a new refill mechanic, doesnt need oilTanks anymore, OilLamps are now much more viable as an early light source for the colony.

Added Doctoring XP when performing surgery.

Fireplace: items that interact with the fireplace shouldnt burn anymore

LogWall: changed texture, added a brown shadow underneath.

Fixes:
Added a Signal Beacon failsafe to prevent an interaction lock.
Fixed well get water not getting saved.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Kitsune on October 21, 2014, 09:59:27 AM
Quote from: minami26 on October 21, 2014, 07:17:40 AM
Quote from: Kitsune on October 21, 2014, 06:57:30 AM
Minami can you something say about the materials for walls and such? For me TTM has taken a step back crafting-way no wooden planks for walls or doors, no table items for tables. Near everything(at beginning at least) is build from normal wood and normal metal. Whats wrong? :-[ :'(

Is it a problem with the new "one button but changable materials"-thingy or only forgotten? ;D Or is it a change how you like the mod more?
i can easily make that for the new version, i just wanted to play with the wood logs for now, because of the new stuff system.
I am currently playtesting the mod because of the no raiders bug. when i add the woodplank as stuffs it destroys my saves, so icant do that now since im still looking for bugs. don't worry i will implement the woodplanks when everything is fixed :)

Phew, ok i can live with that. :) It was only a little fear as i seen all the things with only the vanilla materials, the first time i struggeld to build an oil lamp because it needed the bulb and now with only metal needed its feeling to easy. ;D

In that way i'm happyly testing and waiting for the materials to be back. ;)

Edit: By the way, about the project armory, i hope if its really grow to big, render it to collectibles. It saves much work time for you and i think dont hurt the players to much. And if anyone yells at you, give him the work if he need it so badly. ;)

EditÃ,²:  :o Its the first time i saw that there is a quote in the first post from me, wohooo i'm immortally integratet in the mod. ;D Say it... say it the "cloud of fluffy kittens" hooked you! xD ... And i'm on the credits.*dies from happyness*
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Shinzy on October 21, 2014, 11:05:25 AM
Quote from: Kitsune on October 21, 2014, 09:59:27 AM*dies from happyness*

Look what you went and did now, minnie! look at what you did! Kitty's heart couldn't take it
I hope you're happy now!

;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: minami26 on October 21, 2014, 11:52:12 AM
Quote from: Shinzy on October 21, 2014, 11:05:25 AM
Quote from: Kitsune on October 21, 2014, 09:59:27 AM*dies from happyness*

Look what you went and did now, minnie! look at what you did! Kitty's heart couldn't take it
I hope you're happy now!

;D

But but, i didnt mean to do it, i swear!! D:
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Oragepoilu on October 21, 2014, 11:58:43 AM
About the problem with the raider,

I still can have sometime the event with the two factions fighting in my area, and the normal raid. (year 3+)

BUT, i hardly get any event. Using cassendra challenge, i can count with my finger the number of raid i got if i don't include the event with the factions. and from the very few event i got, i don't remember any direct raid ... from well a lot of time ago.

Edit : i could make another post but im not sure its worth it. I found that reloading the game completly fixe the problem with the event, for a moment. I reload the game about every 30 min of play, and it's look like i got raider as usual, with other events.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Kitsune on October 21, 2014, 12:00:30 PM
Quote from: minami26 on October 21, 2014, 11:52:12 AM
Quote from: Shinzy on October 21, 2014, 11:05:25 AM
Quote from: Kitsune on October 21, 2014, 09:59:27 AM*dies from happyness*

Look what you went and did now, minnie! look at what you did! Kitty's heart couldn't take it
I hope you're happy now!

;D

But but, i didnt mean to do it, i swear!! D:

If you hear a knocking on your door and no one is there if you open, its me your friendly ghost-girl.  ;) Hm ... no no better not, thats sounds to "spooky" for me. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Fernbhoy on October 21, 2014, 06:42:06 PM
Back onto this myself now i'm use to Alpha 7. Brilliant little mod minami  8)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1 ResearchTime Options +Fixes+ 5 new Patches!
Post by: Oragepoilu on October 22, 2014, 07:35:50 AM
Quote from: evilnine9 on October 21, 2014, 05:29:50 AM
I find that the Mining Co. only causes lag when the deep-driller or mineral sonar is turned on, when off fps is perfectly stable, but I have found that since I started making guns at the Weapon Assembly table, the game stutters every few seconds and more frequently when time is sped up and I've basically abandoned that save because it is pretty much unplayable, which was a pretty big bummer as I was planning on mass producing miniguns to make much silver. I tried removing the weapon assembler and all the guns I'd made but the stutter persisted, and I'm sure that's the last thing I did before it started.

I found a similar issue while crafting. I solved this by :
-Set off all crafting table (suspend)
-Save
-Shutdown the game
-Reload
-See that problem is still here.
-ragequit the game
-come back after a few hours
-problem solved !


I don't even know why it's fixed, but while it happened there was a message saying that they couldn't do a job. And it was spaming like hell (over 50 000 message).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Rikiki on October 22, 2014, 08:30:47 AM
Quite a strange bug, I never got this one...
It is not a memory leak though as it would have been solved by restarting the game.

Do you have the job error message please? I would like to know if this is also present in genuine Deepdriller mod.

Also, is your computer old? I play on a medium laptop (map of 300x300) without too much lags (except in tropical biomes at speed 3, there are too much trees to rock I believe :D).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Oragepoilu on October 22, 2014, 08:53:03 AM
Quote from: Rikiki on October 22, 2014, 08:30:47 AM
Quite a strange bug, I never got this one...
It is not a memory leak though as it would have been solved by restarting the game.

Do you have the job error message please? I would like to know if this is also present in genuine Deepdriller mod.

Also, is your computer old? I play on a medium laptop (map of 300x300) without too much lags (except in tropical biomes at speed 3, there are too much trees to rock I believe :D).

In my case i have a quite decent computer, so it doesn't come from this side.
I don't have the message, but it didn't show anything but "nul value", and some adresse 0000x0000, something like this. Nothing to point out. So I didn't screen, but i will if it happen again.
I'm actually using the mining mod without problem or any lag.

I got a few lag on my 300*300 map with my 14 colonist only when i close the blast door of my base/ build stuff while it close some path/ raider come in mass, but not that much so ... this bug do an insane lag.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: thefinn on October 22, 2014, 10:15:59 AM
I cannot find any mention of it in the last page or two - is project armory still being added in, or is it already there ?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Oragepoilu on October 22, 2014, 12:51:39 PM
Bug report for the new version :
Signal beacon => make a trading contract for 12 months
A red "dot" appear; fine

Wait 12 months, the red "dot" become a BIG red "dot" (maybe a radius of 3 square-unit)

Disparear when i make a new contract :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: obuw on October 22, 2014, 08:06:54 PM
First of all, thank you very much for this fantastic mod! I've been addicted to it for over a week now. :(

I just wanted to give some feedback;

1- The game was giving a missing texture error for ShieldShowOn / ShieldShowOff every time I play, so I decided to just make one myself. Then I went ahead and replaced a few other icons that were bugging me with some icons from other games / google images. :P Attached is a screenshot of the images. I'd happily put some actual time into making some better icons for TTM if you'd like?

2- The AnimalGenocide event makes all your MAI's blow up, which I'm pretty sure is not intentional? Either way I had to disable the event. :(

3- Also disabled the RageVirus event as I have no idea what to do about it, and it really wrecks your game when you have 50+ colonists.

4- Static Dischargers, once upgraded, seem to trivialize the energy game. I try not to rely on them too much, it feels like cheating. Perhaps they could be replaced by something a little more interesting, like a biofuel generator that provides a similar low amount of power but consumes vegetables (or perhaps a separate biofuel crop?). The consumption could be greatly reduced by biofuel efficiency research.

Oh, also, Wind Compressors, once built, can be covered with a roof and they still provide full power. Probably a bug. :-)

And Experimental Plasma Generators - how do they work? I built one for testing, it kept switching between charging and giving off ~400W energy, which seemed allright, but then I built about a dozen, and they just got stuck at charging, and never gave off any energy. I guess I'm missing something?

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: keeper_247 on October 22, 2014, 08:11:59 PM
can't get missile launcher to work every time i click fire it says not enough missiles on hopper to launch, although i have 2 auto loaders with 11 missiles each on them? can someone explain how to fix this.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: RoxTaze on October 22, 2014, 09:37:37 PM
Yeah... me too. I check the hopper code in mod files but everything is normal there.
However hoppers still don't get missiles and auto-loaders won't change situation.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: TheXIIILightning on October 22, 2014, 09:58:11 PM
I keep getting a bug related with the Abominations. If there is a corpse of one spawned, it'll explode on an endless loop. Also, each time that I reload the game the 3 crash pods will come crashing down, forcing me to kill the colonists if I don't want to deal with another game breaking bug. :/

This is on v3.1.5 btw. ^^
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: minami26 on October 22, 2014, 10:46:14 PM
@thefinn im still updating PA its gonna take time, im currently busy processing my graduation papers irl, im hoping i could finish it this weekend. :-)

@Oragepoilu it still grows too big huh,, i hope it doesnt annoy you too much,, thx for the bug report!

@obuw thanks for the awesome feedback! And im glad you are enjoying the mod! :-)
1.i guess i forgot to add the textures for them shields, your buttons are nice you should send them over to jaxxa in his enhanced defence mod the shields are his work! :-)
2.whoaaah, i ddnt realize the event would also blow up mais!! Totally gonna fix that.
3.yeah the rage virus is devastating, you should disable it if you dont want it.
4. Ill have to tone down the static discharger then and remove one research.
5. I didnt think you could just cover it under a roof after building haha will put a condition to check if it is under a roof.
6. I really dont know how the plasma generator works, you could ask mrofa on the clutter thread its his work :-)

@keeper_247 and RoxTaze as long as you put a hopper with missiles beside the missile launcher it should work, the autoloader from enhanced defence wont work with the missile launcher. You should set the hopper priority to critical if your colonists wont put missiles on them. What other mods are you guys using? Do your hoppers have the missiles listed on the haulable list? Maybe anothr mod u guys are using has changed the hopper codes..

@TheXIIILightning did you update your custom events patch to v0.2?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: TheXIIILightning on October 22, 2014, 10:51:25 PM
Quote from: minami26 on October 22, 2014, 10:46:14 PM
@TheXIIILightning did you update your custom events patch to v0.2?

Hmm, can't say for sure. I think I only updated the MAIN one, as I downloaded the patch as soon as it got online. Maybe I missed the other ones.
I'll patch it in and let you know if it happens again once I restart a new colony. Thanks for the quick reply!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: RoxTaze on October 23, 2014, 06:40:42 AM
I think i found it - i think Immersive Rim mod makes this Error by overwriting the Hopper Settings with Paste dispenser, not so serious. (just some indian coding tricks and it should start work properly.)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: minami26 on October 23, 2014, 06:46:59 AM
Hello guys added an update to Custom Events please update to v0.3, it fixes the Animal Genocide event killing MAIs and tweaks the Tuskbeast stats and Void damage.
also update on Shields v0.2 it adds the missing ShieldsShowON/OFF Textures.


Quote from: RoxTaze on October 23, 2014, 06:40:42 AM
I think i found it - i think Immersive Rim mod makes this Error by overwriting the Hopper Settings with Paste dispenser, not so serious. (just some indian coding tricks and it should start work properly.)

hmm,, immersive rim changes the same things TTM does , I hope you try to remedy them by adding the missing parts :) totally not compatible with ttm.


Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: obuw on October 23, 2014, 07:00:11 AM
Quote from: minami26 on October 22, 2014, 10:46:14 PM
@obuw thanks for the awesome feedback! And im glad you are enjoying the mod! :-)
1.i guess i forgot to add the textures for them shields, your buttons are nice you should send them over to jaxxa in his enhanced defence mod the shields are his work! :-)
2.whoaaah, i ddnt realize the event would also blow up mais!! Totally gonna fix that.
3.yeah the rage virus is devastating, you should disable it if you dont want it.
4. Ill have to tone down the static discharger then and remove one research.
5. I didnt think you could just cover it under a roof after building haha will put a condition to check if it is under a roof.
6. I really dont know how the plasma generator works, you could ask mrofa on the clutter thread its his work :-)

1. Just checked the latest version of Jaxxa's mod, and he does have textures for the ShieldShowOn / ShieldShowOff buttons. So I guess they got lost on transit in your version. =)

3. Regarding the rage virus, does it actually end on its own? Or do you have to beat up, capture and re-convert all your infected colonists?

4. Well the problem I see with the static discharger is that they have no conditions to be fulfilled, so you can just spam hundreds of them in a cave indoors. The wind compressors are similarly powerful, but at least they have to be outside, need space around them, and produce low power during fog. Maybe static dischargers could provide great power but only work during thunderstorms? :P
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: minami26 on October 23, 2014, 07:29:14 AM
@obuw
4. YES this is a good idea! thanks for suggesting that! will do for the next version! awesome.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: RoxTaze on October 23, 2014, 08:23:43 AM
I have one idea about Paste dispencer - Spawn it with portable research terminal (probably near it, may be damaged.) with hopper and make it dismantable? this also lead to some sort of compatiblity patch.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: diegopesente on October 23, 2014, 10:00:58 AM
The only thing I miss is the sponge dispenser from clutters, how about add it whit power consumption and requires a program module from mecanoids to build? (the sentinels are way powerful for a mid auto-turret between improvised and t500 hehehe)
Ps.: Idk if was the mods that I got running, but was missing the icon for sofa and net bed, I've manually put they back from ur previous version :p
Thanks for the really awesome mod Minami26 :D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: minami26 on October 23, 2014, 10:32:37 AM
its mine, ill make them 0. D:
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: diegopesente on October 23, 2014, 01:54:27 PM
Scratter rocks = sandbags
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: keeper_247 on October 23, 2014, 01:55:41 PM
i got it to work by using the conveyor belts. im using immersive rim and it makes hoppers only able to store food, so i deselected all food in the hopper storage and blocked all missiles from being blacked in stockpiles. waited for the worker to put the missile on the loader and waited for it it to reach the unloader connected to hopper that was next to missile launcher and then deleted the loader now hooper has missiles and everything working great...not to bad of a work around.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: thefinn on October 24, 2014, 11:41:38 AM
Quote from: minami26 on October 22, 2014, 10:46:14 PM
@thefinn im still updating PA its gonna take time, im currently busy processing my graduation papers irl, im hoping i could finish it this weekend. :-)

No worries, thanks for the answer.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: sidfu on October 28, 2014, 02:36:38 PM
found a small bug. somtimes with the tiki torches even if they been sold/deconstructed haulers will take wood to them to light them.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Sanodia on October 29, 2014, 05:14:51 AM
I just experienced the void for the first time....You are a cruel individual......
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: minami26 on October 29, 2014, 07:41:33 AM
No im not D:
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Sanodia on October 29, 2014, 09:23:14 AM
That poor save was filled with suffering. At the very start before I even had power a Raider command center dropped on me, multiple prison breaks, squirrels going nuts and when the void struck I was in the middle of recovering from a mechanoid swarm lol. Thank you though for the many hours of swearing and mini heart attacks :D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: somot on October 29, 2014, 02:38:28 PM
How to charge my Mobile Artificial Intelligence?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: minami26 on October 29, 2014, 08:06:40 PM
Theres a charging station in the furnitures tab.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Grizzly on October 29, 2014, 10:44:29 PM
u didn't think this through . i can't trade now cause i don't have any beacons to build  communication console and the only way to get them is by trading or u can make them but u need a program module which again is obtained by trading . my colony is screwed . atm im hoping for drop pods or mystery crates to drop some beacons . :c
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Sanodia on October 29, 2014, 11:34:51 PM
Quote from: Grizzly on October 29, 2014, 10:44:29 PM
u didn't think this through . i can't trade now cause i don't have any beacons to build  communication console

Did you deconstruct the 1-3 drops pods at the start of your game? I've never started a game without those drop pods giving me at least 2 beacons.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: minami26 on October 30, 2014, 12:56:11 AM
Quote from: Grizzly on October 29, 2014, 10:44:29 PM
u didn't think this through.

Are you suuuuuuuuure? :P maybe you didn't read the starting message through :) deconstruct the droppods you know those things with a warning taped all over it. :) holla if you've seen them.

@Sanodia youre welcome and thank you for playing with my mod!, i get those moments too when the storyteller suddenly becomes a sadistic overlord who wants pain and suffering. But hey, it makes for a nice story and wtf moments! Hahaha
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Oragepoilu on October 30, 2014, 06:29:03 AM
Quote from: Canute on October 30, 2014, 03:41:39 AM
You encounter a rare bug, not enough resources crates spawned with your colonist at the beginning.
At these crates are these beacon's, 3 scrap solar panell and some battery modules. It happen once to me too, that i just got 1 of these crates and couldn't create a trade beacon. But that happen just at 1 of 5 games so far.

It also happened to me, in a similar ratio, when i was trying to find a nice map. I tought i would come other mod, so i didn't report, but hey if someone also have this ...
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Grizzly on October 30, 2014, 07:59:24 AM
yes i did deconstruct them i'm not  an idiot and btw it turns out u can disassemble mechanoids to get program modules . never thought i would be happy to see terminator destroying my conlony.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Knigge on October 30, 2014, 08:04:55 AM
Thanks again for a great mod. I want to change the power given for oil and refined oil (in gas generator), but I can not seem to find the variable in the usual spot. Can anyone give me a hint? Thanks in advance.

Edit: Figured out how to do it, but it would require the updated sourcecode. Could you please add 3.1.5 source to the main post? :) This would also allow me to nerf some of the power outputs of the other generators, which is nice.

Edit2: Ended up with setting oil refinery to consume power instead of creating it, and gas generators to only accept oil barrels, not the unrefined oil. Hope you can look into balancing this in a later version.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: sidfu on October 30, 2014, 08:31:17 AM
which bench can u disassemble mechoids i dont seem to have that. hopely another mod not conflicinting causing it to be removed.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: BinaryBlackhole on October 30, 2014, 03:41:45 PM
Is there prosthetics in this mod because I didn't recognise any of the mods in list of integrated mods as mods containing prosthetics.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.1.5 TradingContract + New Lights + Moar Fixes!
Post by: Knigge on October 30, 2014, 04:23:40 PM
Quote from: BinaryBlackhole on October 30, 2014, 03:41:45 PM
Is there prosthetics in this mod because I didn't recognise any of the mods in list of integrated mods as mods containing prosthetics.


Use SurgeryExtendedAndBonics and just add the prerequiesite part of the (code) in to the file "ProstheticsResearch" in the folder RimWorldFolder\Mods\SurgeryExtendedAndBonics\Defs\ResearchProjectDefs 
<totalCost>7000</totalCost>
              <prerequisites>
                <li>BioTechnology</li>
              </prerequisites>
</ResearchProjectDef>

</ResearchProjectDefs>


And thus its reasonably integrated.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: minami26 on October 31, 2014, 06:16:53 AM
(http://i59.tinypic.com/24v6t0h.png)

Hello new update! a bunch of interaction updates for the buildings, especially on oil and PROJECT ARMORY PATCH! WOOOOO!
also SURGERY EXTENDED & BIONICS PATCH! WOOOOO!

The update breaks saves though, so just finish your old game and start a new one with this patch, sorry bout that! :)

and a bunch of updates for the patches from the mods that had updates.

here's a changelog:
v3.2 Interaction Update, Project Armory Patch!
PROJECT ARMORY PATCH! YEAHH!
New Patched Mods:
- Surgery Extended and Bionics (RecipeNurse Included!)
- Glassworks VII
+ Patched Mods Update
- Apparello 1.3.6
- Clutter update 25
- Mining & Co. v3.1
- Shields v0.07

Added new Mechanics on Oil Deposits:
Oil Deposits now spawn with an OilBlock that block the spawn of Oil so you need to mine these first before the Oil Spawns.
The Oil Refinery now spawns Refined oil at a fixed 20pieces once per day.

you can now build an OilPump on OilDeposits that must be manually pumped for Oil with a random yield of a minimum of 25 and maximum of 75 Stack of Oil once a day.

Added Missile Launcher Mechanics:
Missile Launcher now needs to be charged to 100% Power before it can launch a missile.

when turned on it will first charge to 100%.
when turned off it will first power down before it can be powered on again.
Now has addtional information on the building tab.

New Missile Launcher Restrictions:
you can now only build 1 missile launcher at a time.
MissileLauncher will not fire when artificially roofed.

Added on and off button to fishpens.
Added produce info on the building tab of the ff. Buildings:
Fishpen, Water Barrel, MoistureBarrel, OilRefinery.

Changes:
Removed Static Disharger Upgrade II
Changed ScatteredRocks, Fish, Water marketvalues to 0.

Static Disharger has increased minimum yield output when the weather is on Thunderstorms.

decreased oil deposit minimum and maximum yield.

Changed the Well interaction to only produce Water when Worked on. *right click on the Well and pump for water to receive a full 75 stack of water that is available everytime you interact on it.

WaterBarrel now needs to be placed in an unroofed area. it will not accumulate water if it is placed under a roof.

Changed buildings that need woodlog requirements to woodplanks.
Changed buildings made from stuff to need UtilityMetal instead of Raw Metal.

Fixed:
Wind Compressor still offering full power even when under roof.

OneWell and 3 MoistureBrella restrictions not restricting when you queue build many of them at once. *added one more condition that removes previously built building when there is more than its restricted number.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Reysuke on October 31, 2014, 07:30:30 AM
What PA Version? :o
2.13 or 2.15? :)

Edit:
Its 2.15
Found in on the Main Post. Im Stupid. Forgive me Senpai =(
Thanks for the Awesome Update <3
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Kitsune on October 31, 2014, 09:45:48 AM
Minami-senpai. :D ::)

I'm now downloading and testing it untill it breaks and if i discover bugs i throw cottonballs with the bug-text on minami. ;D

Edit: I thing i already found one?... Just in case*throw a cottonball at minami* :D the errortext is the same for all of the messages. Dont know if its still possible in game i dont tried it yet. ^.^

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Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Oragepoilu on October 31, 2014, 01:17:39 PM
Quote from: Kitsune on October 31, 2014, 09:45:48 AM
Minami-senpai. :D ::)

I'm now downloading and testing it untill it breaks and if i discover bugs i throw cottonballs with the bug-text on minami. ;D

Edit: I thing i already found one?... Just in case*throw a cottonball at minami* :D the errortext is the same for all of the messages. Dont know if its still possible in game i dont tried it yet. ^.^

Not really a bug, but the mod maker of this just missunderstood functions and used the wrong one. Well, that they were saying in the other post.
It's just information, it's fine !
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Kitsune on October 31, 2014, 01:21:46 PM
Ah great, less work to do for our minami. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: TheSilencedScream on October 31, 2014, 01:44:01 PM
I apologize, but I'm confused - which additional mods are actually included? I assumed it was those listed under Full Pack, but the Nexus Mod page says Project Armory isn't included.

So... if I want all those mods, do I install each individual one separately - as well as this - or does this actually include all that are listed under Full Pack?


EDIT:
Read the installation guide attached to the file. Says all are installed. You should update your Nexus Mod page. ^^
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Kitsune on October 31, 2014, 03:32:11 PM
Is it intendet that its still oil spawned from the oil sources WITH the stone on top. ??? Like its leaking out from the cracks in the stone. ;D Its leaaaaaaaking. :o

Edit: @TheSilencedScream: For the best self-search look in the full pack or in the mod folder if you already extracted it to the game mod folder. All the folders except TTM main and "Core" are not included and have to be enabled. So long i remember if you only use the TTM main you have no additional mods in the game. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Andouce on October 31, 2014, 04:00:56 PM
I thought I was the only one encountering that particular issue.

The oil still spawns on mine certainly, even with that damned rock on top which is supposed to stop it! :D I guess it is indeed leaking through those cracks. At least, I hope it isn't just my reserves which are affected :O
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Reysuke on October 31, 2014, 05:05:31 PM
Senpai! Oil everywhere!
And also a Raider droped in. Got Instakilled but still got a message with" Raider trying to capture Bash. Hurry and safe him."
So the Raider wo instantly got wrecked were able to ko bash who was across the map :o
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Kitsune on October 31, 2014, 05:56:13 PM
I'm fully covered in oil! :o No fluffyness at all... oily sticky bäh its all a mess. :'(

I'm only so far that i got oil pump and its broooooooken, that bad that its broke my heart. :'( Stupid colonists build a oil pump with holes. ;D

Other thing that i seen and i dont know if its a problem with our beloved TTM, if i get visitors from friendly towns in the left bottom corner its spawns coths and sometimes weapons. Gifts from fluffy minami? ::)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Morgrav on October 31, 2014, 06:01:55 PM
Hello,  absolutely love your Events mod!  Now I'm trying your Tech tree.  It's so large it's a little daunting, and I'm still figuring out the dependencies.

This is my first attempt using the mod, so pardon if this a silly question.  I'm attempting to build batteries, which require battery modules.  I can't find the workstation or resource to create battery modules  (or a geothermal engine for that matter).  What am I missing?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Oragepoilu on October 31, 2014, 06:27:34 PM
Quote from: Morgrav on October 31, 2014, 06:01:55 PM
Hello,  absolutely love your Events mod!  Now I'm trying your Tech tree.  It's so large it's a little daunting, and I'm still figuring out the dependencies.

This is my first attempt using the mod, so pardon if this a silly question.  I'm attempting to build batteries, which require battery modules.  I can't find the workstation or resource to create battery modules  (or a geothermal engine for that matter).  What am I missing?

The old batterie and mid game only. You need to buy it from trader, or late game build them yourself, but it need some workbench that you won't have before a while.

At first, you can build a low tech batterie with less efficiency by using potatoes- haem, compact batteries. you should already have a few from your pod, and came make more using a workbench (potatoes + metal or utility metal, i don't remember exactly)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Kitsune on October 31, 2014, 07:03:44 PM
Quote from: Oragepoilu on October 31, 2014, 06:27:34 PM(potatoes + metal or utility metal, i don't remember exactly)

Its normal metal yes. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: minami26 on October 31, 2014, 10:30:47 PM
Eeek!! Its leaking!!! Hahahaha im laughing so hard at everybodys post. Thank you everyone for reporting that! Imma hire an intergalactic oil plumber fo dat! But is everything else fine? The oil thing is messy i knowww,, i just wanted to release the PA patch a.s.a.p is the patch good? Also that clothes spawning thing, i think its an Apparello bug, if you are playing with it, gonna check up on shinzy for that :)

Thankyou everyone for checking the new version, gonna fix everything up. Absolutely love you guys! Haha
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Stafful on November 01, 2014, 12:00:02 AM
Minami,
I love your mod. Absolutely, totally, completely love it. Yet, I have stumbled into an issue...
Anything in the architect menu that allows you to chose what to build it with [walls, doors, etc-see picture] only let me build with silver.
I'm running your TTM pack 3.2, Glitter Tech, More Hair, and both EdB mods. I've [I think] followed the instructions in the Readme, reset the game by killing the Ludeon folder in the appdata regions, started a new world/colony, and removed GT and Hair.
In the morning, I'll try killing the EdB mods to see if they are to blame. Following that, I'll start removing TTM patch mods to see if THEY are the culprit.
I could just build with silver, but that could very quickly become....expensive.

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Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: zanethanatos on November 01, 2014, 02:32:20 AM
As you put the other types into your stockpile you can build with them (but a lot of the log type stuff seems to have been replaced with planks only). In other words, all the stuff you could build with wood before can only be built with planks now - not sure if its a bug or intentional.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: minami26 on November 01, 2014, 02:59:53 AM
Technically if you read the changelog i have changed the metal and woodlogs requirements to utility metal and woodplanks, because thats what ttm was really about before alpha7 you need to refine the raw materials first before using them for buildings, hope you figured that out! And thankyou so much!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Stafful on November 01, 2014, 03:42:57 AM
Quote from: minami26 on November 01, 2014, 02:59:53 AM
if you read the changelog

Oh..... oops.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Kitsune on November 01, 2014, 04:32:32 AM
For the clearlyness of the wall-thingy.

The seperate log wall is the only wall that uses logs the multi-choice thingy is only aviable if you HAVE the material, if you produce wooden planks it will be possible to build walls with them. :D For first time it have confused me too.^^"

@Minami: I hope i dont have to pay the traders for that big plumper, its your fault that i have to take a shower to get rid of the oil. ;D The patch so far is wunderfull fluffy how i expected, you do a great job.^.^ For the cloth spawning, i think i go and throw cottonballs at shinzy. ;) We loooooooove you too minami-senpai*hugs* ;D

Edit: Uhm can someone say me how the T.U.T.O.R.I.A.L. works? Wanted to learn an colonist crafting but the skill is not increasing. ???
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Andouce on November 01, 2014, 10:42:54 AM
Quote from: minami26 on October 31, 2014, 10:30:47 PM
Eeek!! Its leaking!!! Hahahaha im laughing so hard at everybodys post. Thank you everyone for reporting that! Imma hire an intergalactic oil plumber fo dat! But is everything else fine? The oil thing is messy i knowww,, i just wanted to release the PA patch a.s.a.p is the patch good? Also that clothes spawning thing, i think its an Apparello bug, if you are playing with it, gonna check up on shinzy for that :)

Thankyou everyone for checking the new version, gonna fix everything up. Absolutely love you guys! Haha

Well now that that has been made aware, as amusing as it may be :P, I am enjoying your mod so much. Been using since alpha 6 and gets better and better. Really does offer a whole new challenge and in my opinion is how rimworlds tech tree certainly should be or equate to. Makes you work from scratch and gain more as you progress giving you a sense of building a colony or being stranded on this new found world.

Anyway enough of that boring s***. Keep it up and hopefully that oil thing can get fixed soon ^^
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Arief on November 01, 2014, 06:17:32 PM
Some things still have the vanilla recipes like geothermal 300 metal, cookstove, solarpanel etc. Have I done anything wrong or is this something normal?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: sidfu on November 01, 2014, 06:23:41 PM
so far only things i see wrong is how a few of the pathces have low research even when on slow research. conveoyour belts are 300 or so even on low so does that make them 50 on normal?
the tiki torch bug is stillo there thu. a month after selling the 2 tiki torches i used inside my haulers brought them wood. only happened once for each sold torch.maybe the refill job for them not getting delted with the torch till they are filled once after they delted?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: zanethanatos on November 02, 2014, 12:50:21 AM
I seem to be missing some recipes (they have been researched but can't be built). I can only build bio-cells from the electronics bench and basic drill heads from the mining bench. I also can't seem to find Static Yield 2.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Rikiki on November 02, 2014, 02:32:38 AM
Recipes bug is corrected in M&Co. Common/Deepdriller V3.2 and Security V1.2. :P
As it is a hotfix, I don't think Minami integrated it yet in the TTM versions of M&Co....
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Loki88 on November 02, 2014, 11:21:32 AM
I'm just wondering if there is a pure research tech-tree (as in what research unlocks the next level of research, or more importantly the reverse as in what research is required to get to unlock certain projects).
I know there is the image of the full tech-tree in the description but I'm having a hard time with it trying to find my desired projects such as upgrades (for the life of me I can't find the second upgrade for the static discharger. The description in-game says it becomes available after researching machining, which I have, but it wont pop up. I'm just curious if I'm missing something else).
If anyone could point me in the right direction it would be greatly appreciated!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: minami26 on November 02, 2014, 12:23:13 PM
I have removed the static discharge II upgrade because it makes the discharger op, but it has a new effect during thunderstorms.. also ill fix the mining & co patch when apparello is also updated..

I get lazy about updating the techtree image its still on v2.8, ill do it some time with the building upgrades,, as for now please bear with me,, thanks!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: obuw on November 02, 2014, 05:42:06 PM
New v3.2 update, awesome! Thanks for all your hard work. :-)

Looking forward to starting a new game with it, but I'm in the middle of a factorio game right now which I gotta finish first. You know, no loose ends. =P

PS. on my last game, I manually added / tweaked a few things in TTM, wanted to share them in case you want to adopt a few of the ideas you like:

- Hydroponics recipe gives 4 x Hydroponics Basin Modules (for the same price)

Clutter:
- Added <EdgeType>Fade</EdgeType>  to ClutterFloorBase, which makes all the floors blend in nicely with their surroundings
- Reduced all floor costs to 1 of their respective resource (I got bored of using concrete & smooth stone everywhere, this encourages me to use these instead for a change of scenery =p)

Embrasures:
- Added Conduit Embrasure

MAI:
- Tried very hard to add battery replacement surgery, but failed. :(


PS. The Machinarium power plant should give a lot more power to be worth it imo. 6000kW can barely run 3 shield generators at standby, and you can make 25 MAI's / shield generators with the mats it takes to build one. 20000kW would be more in line I think. :-)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Oragepoilu on November 03, 2014, 05:49:22 AM
Quote from: obuw on November 02, 2014, 05:42:06 PM
PS. The Machinarium power plant should give a lot more power to be worth it imo. 6000kW can barely run 3 shield generators at standby, and you can make 25 MAI's / shield generators with the mats it takes to build one. 20000kW would be more in line I think. :-)

I think it's nice. You can have a bunch of them if you got the event with the crashed part ship, some robot come from time to time in small group ready to be harvested.

There is no downside to this power generation, so of course it's costly.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: sidfu on November 03, 2014, 06:27:49 AM
can someone post what we need to do to fix the recipie problems till he comes out wiht a patch.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Rikiki on November 03, 2014, 06:38:06 AM
It's coded in dll so you cannot modify it easily. I'm afraid you will have to wait for minami to update his TTM version. :P
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: minami26 on November 03, 2014, 07:46:01 AM
ill post the update on Wednesday hopefully, i'd like to test them first. :) also apparello update! awesome. :D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Vatgrown Scrub on November 03, 2014, 11:39:50 AM
Hey, just started playing this and I like it so far!

However, after researching metal furniture (Metal Synthesizing, I presume) I can't seem to make things out of wood anymore. If I right-click I can only pick between Silver and Utility metal. Is this intended/is there a way around it? I want muh wooden outdoor furniture  :-\

EDIT: Disregard this, I didn't have any wood planks in storage  :-[
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: LazarusLongNL on November 03, 2014, 03:49:48 PM
Hi, sorry if my question has been covered i am swamped with extra work and can't send the time looking. So i hope you will only kick my in the ass twice!

After installing this mod i noticed i lost the ability to make the Armorers table. The research tree talks about it when researching advanced Armoring but i am unable to build it as it is not listed in production tap nor any other. Is one of the mods in your package overriding it? Because i can only make the tailor building which kills my ability to armour my Colonist up during mid game.

And those freaking charge lances HURT.

Any clues or idea? Thank you. Also, i LOVE this mod. It is a must have for any play trough!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Oragepoilu on November 03, 2014, 07:26:13 PM
Quote from: LazarusLongNL on November 03, 2014, 03:49:48 PM
Hi, sorry if my question has been covered i am swamped with extra work and can't send the time looking. So i hope you will only kick my in the ass twice!

After installing this mod i noticed i lost the ability to make the Armorers table. The research tree talks about it when researching advanced Armoring but i am unable to build it as it is not listed in production tap nor any other. Is one of the mods in your package overriding it? Because i can only make the tailor building which kills my ability to armour my Colonist up during mid game.

And those freaking charge lances HURT.

Any clues or idea? Thank you. Also, i LOVE this mod. It is a must have for any play trough!

Short anwser.
It have changed from a while now, it's from apparello's mod.
Now, you need two workbench : the first for low tech, and the second for hight tech. That's it. There is also only two research, each one unlock a workbench.

Before, you would need the basic one, the armored one, one for the blueprint, and another  for hight tech if I remember.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: xareliusx on November 03, 2014, 07:40:54 PM
Hey all, I'm having a problem figuring out some stuff. I researched the advanced drill head but I don't know where to make it, I assume the mining bench but I still only have the choice of basic drill head. Sorry if this has been answered before. Just can't seem to find it searching these forums.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Rikiki on November 04, 2014, 02:59:07 AM
I hope it is clear in the genuine mod! ;)
As mentionned ~6 posts earlier, there was a bug with recipes in M&Co. Common and Deepdriler V3.1.
A hotfix has been released, just wait for minami to adapt it. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: xareliusx on November 04, 2014, 03:24:00 AM
Quote from: Canute on November 04, 2014, 02:37:28 AM
These research is a bit unprecise !
You need to research the further step first before you can build and install the Adv. drill.

What do I need to research? I have researched every mining tech besides sonar. Can't imagine what else I can research to make the adv. drill pop up in the workbench.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: minami26 on November 04, 2014, 05:51:35 AM
You can just let them be sir rikiki you may get fed up of the citizens of planet hive tech tree minami..

Please do bear with the current situation, as your dearest senpai my citizens please do not dismay i have already fixed the problems you face, fear not i will post them fixes later because i deem it so. Plus my dear citizens i have a really nice gift to compensate from this crisis so keep posted~~ hohoho ill be back in 2 hours to prepare the necessary arrangements.. :3
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: sidfu on November 04, 2014, 06:57:21 AM
im waiting i got the way i dont play rimworld without TTM
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Rikiki on November 04, 2014, 07:33:26 AM
QuoteYou can just let them be sir rikiki you may get fed up of the citizens of planet hive tech tree minami..
No probs, was just looking around the forum and wanted to help the TTM addict pepole... ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2 Interaction Update + New Patches!
Post by: Kitsune on November 04, 2014, 08:31:10 AM
Quote from: minami26 on November 04, 2014, 05:51:35 AM~~ hohoho ill be back in 2 hours to prepare the necessary arrangements.. :3

Thats to late, *dramatic music play* i'm done with you, dont call me back i.... i have someone else that is fluffyier than you*cuddle with a little fluffy muffalo baby*

Its boring i have nooooooothing to do right nooooow. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Reysuke on November 04, 2014, 08:34:29 AM
"- Hired a digital italian plumber in a red hat and shirt sporting a blue jumpsuit to fix the Oil leak."
Love it! xD
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: minami26 on November 04, 2014, 08:37:22 AM
(http://i59.tinypic.com/24v6t0h.png)

Lo and behold here's a patch for the problems that we have faced! OP DELIVERED!!

My giff to you dearest citizens are the entertainment buildings! YOU SHALL BE ENTERTAINED!!
I really like them, I'm sooo happy with them. :D

ALSO get your Apparello 1.3.7 and M&Co. Deepdriller+MMS v3.2 updated patches!!

Patch notes!!!
v3.2.5 Entertainment Buildings, Get yo Fixes!

Added Entertainment Buildings:
PoolTable: for 2 players.
Arcade: single player only, needs power.

The buildings will look for Idle Colonists and lets them play for a mood boost, or you can manually issue a command to make them play.

Changes:
- Removed Ingredients: description portion in recipes.
- Increased Machinarium Power Generation to 10000.

Fixes:
- Hired a digital italian plumber in a red hat and shirt sporting a blue jumpsuit to fix the Oil leak.
- Fixed Oil Lamp not working properly on loading.
- Updated static discharger info.
- Fixed wood and metal stuff names to not say planks and utility metal.
- Fixed A2B conveyor belt research not updating to research time option.
- Fixed animal zapper not saving its Zapping Mode.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Kitsune on November 04, 2014, 08:43:44 AM
Yay! Shiny patch!*runs in circles* But i only can start playing in ~2 hours. Nooo evil boredom of evilness! :'(

Funny changelog entry-Check
Nice fixes-Check
New funny things to do-Check
New Fluffy things for Kitsune-failed

I'm disappointed. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: minami26 on November 04, 2014, 08:48:35 AM
Quote from: Kitsune on November 04, 2014, 08:43:44 AM
I'm disappointed. ;D

I think the PoolTable is kind of Fluffy kitsune :3 its not my texture though.. please don't be dissapoint! :(

Quote from: Reysuke on November 04, 2014, 08:34:29 AM
"- Hired a digital italian plumber in a red hat and shirt sporting a blue jumpsuit to fix the Oil leak."
Love it! xD

xD complete with jumped on tortoises,, or not haha.

Quote from: sidfu on November 04, 2014, 06:57:21 AM
im waiting i got the way i dont play rimworld without TTM

Its finally here!!!

I totally love my current colony, it has some missing members though.. :))
(http://i.imgur.com/SiOtIef.jpg)
architect was one of the 3 founding colonists... *yes, architect died!!!!!!!!!!!!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Rikiki on November 04, 2014, 09:14:07 AM
WHAT!?! :o I'm a cook and not a miner in your colony?!!? >:(
Joking of course! ;D

I see a death zone in the south of this very nice colony but where is the entrance? Is there any?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Kitsune on November 04, 2014, 09:21:55 AM
Quote from: minami26 on November 04, 2014, 08:48:35 AM
Quote from: Kitsune on November 04, 2014, 08:43:44 AM
I'm disappointed. ;D

I think the PoolTable is kind of Fluffy kitsune :3 its not my texture though.. please don't be dissapoint! :(

Ok i think thats enough for me. ;)

Good for you that you have no kitsune in your game, long ago in games like rimworld i stoped to name anything by my name... it alway's not lived long. :'(
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: minami26 on November 04, 2014, 09:26:20 AM
Quote from: Rikiki on November 04, 2014, 09:14:07 AM
WHAT!?! :o I'm a cook and not a miner in your colony?!!? >:(
Joking of course! ;D

I see a death zone in the south of this very nice colony but where is the entrance? Is there any?

You are an Enhanced MAI that has been implanted with Growing Neurotrainers so uhh you are the best in everything in the colony currently hahaha ... and the map has already been exhausted of minerals and we are starting to do deepdrilling. :D

Quote from: Kitsune on November 04, 2014, 09:21:55 AM
Quote from: minami26 on November 04, 2014, 08:48:35 AM
Quote from: Kitsune on November 04, 2014, 08:43:44 AM
I'm disappointed. ;D

I think the PoolTable is kind of Fluffy kitsune :3 its not my texture though.. please don't be dissapoint! :(

Ok i think thats enough for me. ;)

Good for you that you have no kitsune in your game, long ago in games like rimworld i stoped to name anything by my name... it alway's not lived long. :'(

You have yet to come kitsune :3 hahaha
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Kitsune on November 04, 2014, 10:00:17 AM
Quote from: minami26 on November 04, 2014, 09:26:20 AM
Quote from: minami26 on November 04, 2014, 09:26:20 AM
Quote from: Kitsune on November 04, 2014, 08:43:44 AM

I think the PoolTable is kind of Fluffy kitsune :3 its not my texture though.. please don't be dissapoint! :(

Ok i think thats enough for me. ;)

Good for you that you have no kitsune in your game, long ago in games like rimworld i stoped to name anything by my name... it alway's not lived long. :'(

You have yet to come kitsune :3 hahaha

You only want to see me dead. ;_______;
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Shinzy on November 04, 2014, 10:16:18 AM
Quote from: Rikiki on November 04, 2014, 09:14:07 AM
WHAT!?! :o I'm a cook and not a miner in your colony?!!? >:(
Joking of course! ;D

I see a death zone in the south of this very nice colony but where is the entrance? Is there any?

I know right! And I'm in the kitchen too and not the clothier! duh! An outrage!
but we can all agree that minnie is a slacker, sleeping middle of the day? *nods*
is the truth

(The entrance in there at the bottom, in the shadows =P You've spent too much time down in the mines! got a mole's sight)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: minami26 on November 04, 2014, 10:33:32 AM
Too busy updating *ehem* mods *ehem... so sleepy..
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Kitsune on November 04, 2014, 12:19:03 PM
Yay i can sit on the oil-rocky-blocks without getting oily. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: jabbamonkey on November 04, 2014, 02:19:33 PM
I love your mod, and have been updating the graphics a bit (to fit the style of the graphics I've been creating in the game). Here are some...

See a few posts after this one for the ZIP file...

These go in the folder: TechTreeMinami A7/Textures/Things/TTMResources/

(http://www.amazingdg.com/clients/rimworld/AdvancedModifierMachine.png) (http://www.amazingdg.com/clients/rimworld/BatteryModule.png)(http://www.amazingdg.com/clients/rimworld/Bulb.png)(http://www.amazingdg.com/clients/rimworld/CompactBattery.png)(http://www.amazingdg.com/clients/rimworld/ComputerTerminal.png)(http://www.amazingdg.com/clients/rimworld/CurtailTools.png)(http://www.amazingdg.com/clients/rimworld/ElectricStove.png)(http://www.amazingdg.com/clients/rimworld/FabricatorMachine.png)(http://www.amazingdg.com/clients/rimworld/FPEngine.png)(http://www.amazingdg.com/clients/rimworld/GasGeneratorMachine.png)(http://www.amazingdg.com/clients/rimworld/Gems.png)(http://www.amazingdg.com/clients/rimworld/Hammer.png)(http://www.amazingdg.com/clients/rimworld/HydroponicBasinModuleMultiple.png)(http://www.amazingdg.com/clients/rimworld/ImprovisedTurret.png.png)(http://www.amazingdg.com/clients/rimworld/MADrill.png)(http://www.amazingdg.com/clients/rimworld/MakedoTools.png)(http://www.amazingdg.com/clients/rimworld/ProgramModule.png)(http://www.amazingdg.com/clients/rimworld/SolarPanelModule.png)(http://www.amazingdg.com/clients/rimworld/T500Turret.png)(http://www.amazingdg.com/clients/rimworld/Tongs.png)(http://www.amazingdg.com/clients/rimworld/ToolBox.png)(http://www.amazingdg.com/clients/rimworld/usedDrill.png)(http://www.amazingdg.com/clients/rimworld/WeaponatorAssembler.png)

These go in the folder: TechTreeMinami A7/Textures/Things/TTMResources/MiscResources

(http://www.amazingdg.com/clients/rimworld/Bloatulant.png)(http://www.amazingdg.com/clients/rimworld/MedicalSupplies.png)(http://www.amazingdg.com/clients/rimworld/Medicine.png)(http://www.amazingdg.com/clients/rimworld/GreenHerb.png)(http://www.amazingdg.com/clients/rimworld/Oil.png) (http://www.amazingdg.com/clients/rimworld/RefinedOil.png)(http://www.amazingdg.com/clients/rimworld/EnergyCore.png)(http://www.amazingdg.com/clients/rimworld/Fabricants.png)(http://www.amazingdg.com/clients/rimworld/GunParts.png)(http://www.amazingdg.com/clients/rimworld/Missile.png)(http://www.amazingdg.com/clients/rimworld/PhaseMaterials.png)(http://www.amazingdg.com/clients/rimworld/Shell.png)(http://www.amazingdg.com/clients/rimworld/Uranium.png)(http://www.amazingdg.com/clients/rimworld/UtilityMetal.png)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: jabbamonkey on November 04, 2014, 02:31:39 PM
Here are some tables and "building" examples...

Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/

(http://www.amazingdg.com/clients/rimworld/AdvancedModifier.png)(http://www.amazingdg.com/clients/rimworld/ConcoctionTable.png)(http://www.amazingdg.com/clients/rimworld/Fabricator.png)(http://www.amazingdg.com/clients/rimworld/FoodPreparationStation.png)(http://www.amazingdg.com/clients/rimworld/.png)(http://www.amazingdg.com/clients/rimworld/MetalSynthesizer.png)(http://www.amazingdg.com/clients/rimworld/MetalWorks.png)(http://www.amazingdg.com/clients/rimworld/SynopticWeaponizer.png)(http://www.amazingdg.com/clients/rimworld/UniversalVendingMachine.png)(http://www.amazingdg.com/clients/rimworld/WeaponatorModernIV.png)(http://www.amazingdg.com/clients/rimworld/WorkStation.png)(http://www.amazingdg.com/clients/rimworld/WeaponsCache.png)(http://www.amazingdg.com/clients/rimworld/Well.png)(http://www.amazingdg.com/clients/rimworld/WaterBarrel.png)(http://www.amazingdg.com/clients/rimworld/StaticDischarger.png)(http://www.amazingdg.com/clients/rimworld/Speakers.png)(http://www.amazingdg.com/clients/rimworld/CCTV.png)(http://www.amazingdg.com/clients/rimworld/DropPod.png)(http://www.amazingdg.com/clients/rimworld/DropPod1.png)(http://www.amazingdg.com/clients/rimworld/FertilizerPump.png)(http://www.amazingdg.com/clients/rimworld/FoodPreserver.png)(http://www.amazingdg.com/clients/rimworld/Fridge.png)(http://www.amazingdg.com/clients/rimworld/GasGenerator.png)(http://www.amazingdg.com/clients/rimworld/GunPostTop.png)(http://www.amazingdg.com/clients/rimworld/GunSpot.png)(http://www.amazingdg.com/clients/rimworld/Hologram.png)(http://www.amazingdg.com/clients/rimworld/MedicineCabinet.png)(http://www.amazingdg.com/clients/rimworld/MSP.png)(http://www.amazingdg.com/clients/rimworld/OilLamp.png)(http://www.amazingdg.com/clients/rimworld/OilTank.png)(http://www.amazingdg.com/clients/rimworld/SignalBeacon.png)(http://www.amazingdg.com/clients/rimworld/TUTORIAL.png)

Power items... still working on these...
Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/Power/
(http://www.amazingdg.com/clients/rimworld/DesertFilm.png)(http://www.amazingdg.com/clients/rimworld/Machinarium.png)(http://www.amazingdg.com/clients/rimworld/MCHNRMtop.png)(http://www.amazingdg.com/clients/rimworld/OilRefinery.png)(http://www.amazingdg.com/clients/rimworld/WCbase.png)(http://www.amazingdg.com/clients/rimworld/WCtop.png)

Traps...
Goes in the folder:
Tech Tree Minami A7/Textures/Things/Building/Traps/
(http://www.amazingdg.com/clients/rimworld/Caltrops.png)(http://www.amazingdg.com/clients/rimworld/TrapHole.png)(http://www.amazingdg.com/clients/rimworld/TrapHoleSet.png)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Shinzy on November 04, 2014, 02:38:21 PM
Prepacked zip already in right folders would have been nice for these jabba :'(
you'd like to ruin my right click finger forcing me to save them all as! =P so mean!
(They're really amazing though!)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: jabbamonkey on November 04, 2014, 02:38:52 PM
Here is a zip file containing the THINGS folder of the graphics I've recreated...
http://www.amazingdg.com/clients/rimworld/MinamiA7_Things.zip (http://www.amazingdg.com/clients/rimworld/MinamiA7_Things.zip)

I haven't updated ALL of the graphics in the mod, but about 90% of the images are done. Still have some work to do (i.e. like fixing the moving graphics of the power items, adding some other graphics, fixing some size issues of items like SPB2.png).

To install, unzip the zip file (be sure to retain the original folder structure) into the "Tech Tree Minami A7/Textures/" folder.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Kitsune on November 04, 2014, 04:30:56 PM
Looks really nice. :o
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: xareliusx on November 04, 2014, 04:34:26 PM
Bear with me here guys, I'm seriously new to the modding community, how do I go about installing these updates?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Igabod on November 04, 2014, 04:47:16 PM
I really like the new Pool table and Arcade machine (in theory) but don't really want to install all of TTM just yet. Any chance of a standalone version of those two items?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Reysuke on November 04, 2014, 05:12:03 PM
Quote from: xareliusx on November 04, 2014, 04:34:26 PM
Bear with me here guys, I'm seriously new to the modding community, how do I go about installing these updates?
Hello Friend.
Download the mod, extract the folder into your Rimworld/Mod Folder.
so it would look like Rimworld/Mods and in there should be TMM Main and every patch folder :p
After this is done you start the game
go into Mods. Activate TMM Main first then everything else and then fall in love!.
Dont forget to come back and tell Minami Senpai about your Love and everything else like this :D
If you have question read the main post or ask here :)
And watch out! Kitsune throws fluffy things at ppl :c
Also if you dont understand my shitty english try this https://ludeon.com/forums/index.php?topic=6223.0 (https://ludeon.com/forums/index.php?topic=6223.0)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: xareliusx on November 04, 2014, 05:24:36 PM
Quote from: Reysuke on November 04, 2014, 05:12:03 PM
Quote from: xareliusx on November 04, 2014, 04:34:26 PM
Bear with me here guys, I'm seriously new to the modding community, how do I go about installing these updates?
Hello Friend.
Download the mod, extract the folder into your Rimworld/Mod Folder.
so it would look like Rimworld/Mods and in there should be TMM Main and every patch folder :p
After this is done you start the game
go into Mods. Activate TMM Main first then everything else and then fall in love!.
Dont forget to come back and tell Minami Senpai about your Love and everything else like this :D
If you have question read the main post or ask here :)
And watch out! Kitsune throws fluffy things at ppl :c
Also if you dont understand my shitty english try this https://ludeon.com/forums/index.php?topic=6223.0 (https://ludeon.com/forums/index.php?topic=6223.0)

But what about a patch update? Do I just delete the old file and extract the new update to the TTM file?

I do love this mod though, seriously. Thanks for bringing this to life Minami  :D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Reysuke on November 04, 2014, 05:30:32 PM
Quote from: xareliusx on November 04, 2014, 05:24:36 PM
But what about a patch update? Do I just delete the old file and extract the new update to the TTM file?

I do love this mod though, seriously. Thanks for bringing this to life Minami  :D

Delete everything from the old mod. So everything with tmm in it. then put the new ones in . and start a new game! Old saves dont work :p
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: xareliusx on November 04, 2014, 07:39:25 PM
Quote from: Reysuke on November 04, 2014, 05:30:32 PM
Quote from: xareliusx on November 04, 2014, 05:24:36 PM
But what about a patch update? Do I just delete the old file and extract the new update to the TTM file?

I do love this mod though, seriously. Thanks for bringing this to life Minami  :D

Delete everything from the old mod. So everything with tmm in it. then put the new ones in . and start a new game! Old saves dont work :p

Dang, I was hoping I wouldn't have to do that just to get the advanced drill head, but thank you! I appreciate the help.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: minami26 on November 04, 2014, 07:54:54 PM
you only need to delete the particular mod thats updated, for example mining and co gets updated, then you only need to delete mining and co folder and replace it with the updated folder.

These updates sometimes work on old saves, so update them first and check if theres no problem.

--ill get back on other things, especially you jabbamonkey. I just woke up and on mobile,, morning guys :-)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Iwillbenicetou on November 04, 2014, 09:04:47 PM
Quote from: xareliusx on November 04, 2014, 07:39:25 PM
Quote from: Reysuke on November 04, 2014, 05:30:32 PM
Quote from: xareliusx on November 04, 2014, 05:24:36 PM
But what about a patch update? Do I just delete the old file and extract the new update to the TTM file?

I do love this mod though, seriously. Thanks for bringing this to life Minami  :D

Delete everything from the old mod. So everything with tmm in it. then put the new ones in . and start a new game! Old saves dont work :p

Dang, I was hoping I wouldn't have to do that just to get the advanced drill head, but thank you! I appreciate the help.

Do you need help? go to mod help Shameless Self Promotion :) And also anything to add?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Kitsune on November 05, 2014, 03:03:23 AM
Quote from: minami26 on November 04, 2014, 07:54:54 PMI just woke up and on mobile,, morning guys :-)

Good morning senpai. :3 ... Or whatever daytime is now, for me its 9am right now and i wished i had a few more hours to sleep. ;_; But no money for sleeping and i cant play TTM while i'm sleeping. ;D

Sadly i havent played yesterday for long but no problems so far. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: vlaslega on November 05, 2014, 03:35:46 AM
Welp, the game is loading very slowly, if it does, of course.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Oragepoilu on November 05, 2014, 04:49:02 AM
Quote from: vlaslega on November 05, 2014, 03:35:46 AM
Welp, the game is loading very slowly, if it does, of course.

Because there is quite a bit of "things" to load and because the game itself is a bit low by itself, it take a bit of time (2-3 mins) if you don't have a decent computer.

Don't forget that if you alt-tab (= don't have the focus on the windows of the game), your computer (well, if you are using windows) won't use his full performance to make it ready quickly, especially for the textures.

If it didn't start after a few minute you may want to try to reinstall. There is already a few post explaining how here.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: vlaslega on November 05, 2014, 06:19:55 AM
Hamachi some how slows load time.When i delete it, everything work.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: vlaslega on November 05, 2014, 06:21:33 AM
Oh, i got an idea!Please add refridgerator mod.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: sidfu on November 05, 2014, 07:06:39 AM
found a think is a bug. when the solar eclipse hits even in middle of day my guys auto go to rest thinking its nite.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Kitsune on November 05, 2014, 07:24:05 AM
I have a little question Minami. Do you make the prices for trading ships that way we can make profit if we buy say metal and sell utility metal? I ask this because i selled an metal alloy drill and if i'm counted right its only a few 10$ profit. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: vlaslega on November 05, 2014, 08:13:38 AM
ALL of my workplaces suddenly didn't work.Please help somebody.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Oragepoilu on November 05, 2014, 10:54:21 AM
Quote from: vlaslega on November 05, 2014, 08:13:38 AM
ALL of my workplaces suddenly didn't work.Please help somebody.

Check if :
-You have a bill
-If the bill isn't suspended
-If you have the material
-Check the radius (range) in case you set it to a number to small
-Check if the bill ask some level in crafting or something else (ex : you can't craft all the food without level up the cooking skill of someone)
-check if you can ask for a manual priority (select a colonist that can make the craft, and right clic on the workbench)
-check if you have a path from your colonist to your workbench (take care about tree, and building that aren't finished yet)

If nothing help, it's very likely you just missed something.
I'v never heard of a "bug" like this but well, let's see.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: vlaslega on November 05, 2014, 11:50:41 AM
And, it suddenly working again!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Kitsune on November 05, 2014, 11:55:29 AM
The only other option what i think, what Oragepoilu's nice list not covered is, maaaaybe the bill is already produced? ;D

Thats new for me too, that sounds like a "bug" but i never had get a similiar situation by me alway's it was something from Oragepoilu's list. ???
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: pajok on November 05, 2014, 03:16:17 PM
Hello!

Thanks for your hard work, whit this mod the game is a hard survival game !!! ;D
My only problem is
- 2 Centipede attacked and burned down my workshop (Workstation and hand sawmill destroyed)
- in my storage there isn't "make do tool"
- My only option is , cheating with the development mode.

My opinion  -  the building requirements , without "make do tools" (with this 2 thing)
1. Sawmill  -  15 wood
2. Workstation - 20 wood planks + 26 metal

In this case ,(if someone lose everything) you can beginning again.

Thanks!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Oragepoilu on November 05, 2014, 04:26:41 PM
Quote from: Kitsune on November 05, 2014, 11:55:29 AM
The only other option what i think, what Oragepoilu's nice list not covered is, maaaaybe the bill is already produced? ;D

Thats new for me too, that sounds like a "bug" but i never had get a similiar situation by me alway's it was something from Oragepoilu's list. ???

By suspended I was thinking of this, too, mainly because it's rather easy to check with the colour of the bill, but yes :)





Quote from: pajok on November 05, 2014, 03:16:17 PM
Hello!

Thanks for your hard work, whit this mod the game is a hard survival game !!! ;D
My only problem is
- 2 Centipede attacked and burned down my workshop (Workstation and hand sawmill destroyed)
- in my storage there isn't "make do tool"
- My only option is , cheating with the development mode.

My opinion  -  the building requirements , without "make do tools" (with this 2 thing)
1. Sawmill  -  15 wood
2. Workstation - 20 wood planks + 26 metal

In this case ,(if someone lose everything) you can beginning again.

Thanks!

You get make to do tool with the refound of your cryo pod that crash with your 3 colonist at the start of the game. There is 3 make to do tools, and you can even make more with the workbench ...

You can kill centipede by using a colinist to be targeted, and hide it when the timing of the weapon is a 0 (you can see a part of a white circle disapearing if you target someone who will shoot. When it's gone the bullet fire), while other colonist shoot at them.

Another possibility, is to stay a close range but NOT melee. They can instant kill in melee but because of the precision depending of the range of weapon they are using, they will want to be at last around 10 squares aways from you before shouting. Stay close and shoot at them !

Anyway it's 100% your fault. You should protect what is important to you in a better way or you will loose, it's how games works ! Good luck next time :p

Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Kitsune on November 05, 2014, 04:30:52 PM
Yay!*throw cottonball at minami* I found a bug!... ok more a textbug, more or less. ;D In the Advanced Modifier the Battery Modul reciept, it say's 25 Utility Metal and 10 Compact Battery but it only takes 5 c.battery. But it needs 10 c.battery's in the game otherwise the crafting process dont start or no colonist can be forced to work on it. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Darkfirephoenix on November 05, 2014, 04:53:09 PM
Quote from: sidfu on November 05, 2014, 07:06:39 AM
found a think is a bug. when the solar eclipse hits even in middle of day my guys auto go to rest thinking its nite.
That's are core "feature" not just a mod one. I think the colonists are programmed to be allowed to go to bed if it is dark outside. So that means: Eclipse = Colonist AI thinks it's night and allows your colonists to go to bed if they are under a certain point
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: shala on November 05, 2014, 05:09:08 PM
Hi
I tried this mod out last night, and was somewhat overwhelmed by the size and complexity of tech tree...
I saw that the tech tree image is not up to date (this one http://i.imgur.com/6oR8D9I.jpg (http://i.imgur.com/6oR8D9I.jpg) is from version 2.8, and the current version is 3.2.5). So I wanted to make a sketch of the current tech tree, but that's not really doable by hand. What I ended up doing is writing a python script, that parses ResearchProjectDefs, ThingDefs and TerrainDefs, and in the end generates a graph from that information. The parsing might not be perfect, some things might be wrong or missing, but I hope it helps some people understand it a bit better. ;D

(http://i.imgur.com/MyS8rTr.png?1) (http://imgur.com/MyS8rTr.png?1)

The name of the research project is the first line in the box, in parentheses is the cost, and the next lines are "Things" or "Terrains" that require this research project to be finished before they can be built.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Kolljak on November 05, 2014, 06:26:18 PM
Small problem when i play it says the oil hoppers for the Oil lamps require a Hopper Device to be placed.... wont let me place them next to oil lamps anymore.

found another... tiki torches reset their  "perfered" fuel source each time it relights itself.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: sidfu on November 06, 2014, 01:42:19 AM
Quote from: Kolljak on November 05, 2014, 06:26:18 PM
Small problem when i play it says the oil hoppers for the Oil lamps require a Hopper Device to be placed.... wont let me place them next to oil lamps anymore.

found another... tiki torches reset their  "perfered" fuel source each time it relights itself.

oil lamps dont need the oil drum any more. when u build the lamp and u have oil a hauler will place 1 unit of oil right inside it.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Oragepoilu on November 06, 2014, 04:22:29 AM
@ shala
so far it seems correct.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: vlaslega on November 06, 2014, 06:03:04 AM
Well, that glitch again.It happening after i craft 3 solar panels.And then, even if i will replace workshop, it still will be inavailuble.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Oragepoilu on November 06, 2014, 07:04:11 AM
Quote from: vlaslega on November 06, 2014, 06:03:04 AM
Well, that glitch again.It happening after i craft 3 solar panels.And then, even if i will replace workshop, it still will be inavailuble.

I'v tested some stuff and i don't see any problem.
You may want to send your save (say if you use mod included and/or other mod otherwise it won't load), so i could take a look by myself (or somebody else).
It's weird, so ...
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: vlaslega on November 06, 2014, 08:47:30 AM
Here is it
http://www.filehosting.org/file/details/462515/FaIlville.rwm
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: vlaslega on November 06, 2014, 09:31:10 AM
And no, it didn't use not included mods except edb interface and prepare carefully.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: jabbamonkey on November 06, 2014, 12:16:40 PM
How does the mining work? I've built the Deepdriller Machine, and even added on some other elements to it (i.e. Deepdriller Compressor). When I click the machine, the icon for metal says "Metal: Waiting Supply" ...

I've tried to select characters, and try to make them "Prioritize Mining" ... but that isn't an option. So, I assume this device works automatically ... like the Oil Refinery that automatically produces Refined Oil every few minutes.  However, no metal is being produced. I know the machine has power, so that isn't the issue.

How does this work exactly?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Shinzy on November 06, 2014, 12:21:57 PM
Quote from: jabbamonkey on November 06, 2014, 12:16:40 PM
How does the mining work? I've built the Deepdriller Machine, and even added on some other elements to it (i.e. Deepdriller Compressor). When I click the machine, the icon for metal says "Metal: Waiting Supply" ...

I've tried to select characters, and try to make them "Prioritize Mining" ... but that isn't an option. So, I assume this device works automatically ... like the Oil Refinery that automatically produces Refined Oil every few minutes.  However, no metal is being produced. I know the machine has power, so that isn't the issue.

How does this work exactly?

I've only used this particlar thing as a separate mod but the way it should work
is that you craft a drill head in a "Mining Workbench" table
Then your colonist should automatically install the drill head on the machine
which in turn will drill until the head breaks
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: rutefly on November 06, 2014, 12:25:04 PM
Quote from: jabbamonkey on November 06, 2014, 12:16:40 PM
How does the mining work? I've built the Deepdriller Machine, and even added on some other elements to it (i.e. Deepdriller Compressor). When I click the machine, the icon for metal says "Metal: Waiting Supply" ...

..

How does this work exactly?

You need to make some drill pipes and drills on the mining workbench for it.

I think the mining workbench is still bugged and wont build anything but basic drills if you reload after having reseaerched advanced etc.

The author of that particular mod has made a bug fix though, that should work. Unless Manimani already has included the fixed, you can always just use that mod instead of the TTM version. (Remember to unselect the TTM version if you do).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: jabbamonkey on November 06, 2014, 12:42:40 PM
I noticed a "possible" bug with recruiting prisoners and propaganda.   

When you click a prisoner, you have the option to "try to recruit" that prisoner. If the prisoner doesn't have many great attributes, then I usually just keep them as a prisoner and sell them to a slave trader (yes, I've devious like that). I started adding propaganda to my jail "cells" to help with my recruitment ... however, when I have a prisoner that I do NOT want to recruit ... they sometimes decide to "join my colony" anyway because of the propaganda items.

I know that I can always "re-arrest" them when a slave trader comes, but it seems to take a little realism out of the game. 

Just wanted to let you know about this (and this certainly is NOT a large issue at all).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Darkfirephoenix on November 06, 2014, 02:49:49 PM
Quote from: jabbamonkey on November 06, 2014, 12:42:40 PM
I noticed a "possible" bug with recruiting prisoners and propaganda.   

When you click a prisoner, you have the option to "try to recruit" that prisoner. If the prisoner doesn't have many great attributes, then I usually just keep them as a prisoner and sell them to a slave trader (yes, I've devious like that). I started adding propaganda to my jail "cells" to help with my recruitment ... however, when I have a prisoner that I do NOT want to recruit ... they sometimes decide to "join my colony" anyway because of the propaganda items.

I know that I can always "re-arrest" them when a slave trader comes, but it seems to take a little realism out of the game. 

Just wanted to let you know about this (and this certainly is NOT a large issue at all).
Well that is a "feature" not a bug, it even says in the info: "Provides a small chance of converting prisoners." Which means ANY prisoner, not only the ones you want... But it's rather helpfull if you have some really hard to convert prisoner you actually want, just wait a bit and TADA he/she joins your colony after some time.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.2.5 Entertainment Bldgs + Get yo FIXES!!
Post by: Oragepoilu on November 06, 2014, 03:04:55 PM
Quote from: vlaslega on November 06, 2014, 09:31:10 AM
And no, it didn't use not included mods except edb interface and prepare carefully.

I'v tryed to look into this but i can't seems to load your game.
Maybe you are using an older version of mods; I'm using :
EdB interface 2.3.1
EdB prepare carefully 2.3.1
Tech tree 3.2.5

(all downloaded at just a few minute before i wrote this post)

I don't think I'm wrong thinking that we aren't using the same version of the mods, because as far as i know, save don't track the user.
Please, check the version you are using, or maybe just send me the mod you are using in private (I'm pretty sure you can't distribute what other people have made here)


Quote from: jabbamonkey on November 06, 2014, 12:42:40 PM
I noticed a "possible" bug with recruiting prisoners and propaganda.   

When you click a prisoner, you have the option to "try to recruit" that prisoner. If the prisoner doesn't have many great attributes, then I usually just keep them as a prisoner and sell them to a slave trader (yes, I've devious like that). I started adding propaganda to my jail "cells" to help with my recruitment ... however, when I have a prisoner that I do NOT want to recruit ... they sometimes decide to "join my colony" anyway because of the propaganda items.

I know that I can always "re-arrest" them when a slave trader comes, but it seems to take a little realism out of the game. 

Just wanted to let you know about this (and this certainly is NOT a large issue at all).

I'm pretty sure this feature come here because you can't (or it would be painfull to do this) track if the guys have the option ON or OFF for recrutment.

An other way to do this would be to have 2 houses, and use the "medical" function to bed to avoid your colonist to put people in the wrong piece.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: minami26 on November 07, 2014, 04:59:22 AM
(http://i59.tinypic.com/24v6t0h.png)

hello everyone, this update makes it feel like rimworld is complete thus the title for the update. hope you guys are happy with this update.

I think this will be my last update for alpha 7, it is stable and its economy is now somewhat balanced so cheers everyone!

patchnotes:
v3.3 Economy Balance + TRADERS, VisitorMedBed and KeyBinding By Haplo! [MOD REPACK]

Updated Patches:
  - Custom Events
  - MAI v1.7.5

Added: Integrated directly in TTM, these are MUST HAVES!
Haplo's Traders.
- Adds a local trader from a friendly faction to come to the colony and trade items with their TradingPost.
- Integrated especially into TTM Main to replace the existing local trader... Haplo made it 10000000x better.

Haplo's Visitor Medical Bed
- Very Handy Bed for those wanting to ever save their fellow friendly faction.
  *HOW TO USE:
when people from a friendly faction gets incapacitated an option will be available from the VisitorMedical Bed by RightClicking the bed and choosing which person to help.

Haplo's KeyBinding [NEEDS A NEW COLONY]
- Keys 7, 8 and 9 are used to set drafted colonist positions.
*HOW TO USE:
press SHIFT + 7/8/9 to save selected drafted Colonists position.
pressing 7/8/9 will automatically call all selected colonists that are saved into position.

pressing SHIFT + Q sends a colonist to bed if tired.
pressing SHIFT + E sends a colonist to eat if hungry.

Changes:

Economy Balance
- first attempt at balancing Item Prices.
- Everything is higher priced now due to market value scaling.
- Makes items cheaper to make than buying while earning a profit.
- lowered amount of silver traders carry.
- Reconfigured what Local Traders Carry to match needs of the colony. Ship traders feels more like real SPACESHIP traders.

- Balanced Utility Metal and WoodPlank building costs.
- Changed Table and Stool stuff costs, made cheap.
- Removed Uranium as Stuff.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: vagineer1 on November 07, 2014, 09:57:28 AM
What was the original cooking requirement to make Simple meals? I cannot seem to make them anymore since installing TTM.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: minami26 on November 07, 2014, 10:10:38 AM
I ddnt.change it. :( its just raw food.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on November 07, 2014, 10:35:28 AM
Yay new update! ;D Yes minami take a rest, drink a cup of hot tee. With the work you did its deserved. ;)

I hope i get some time to play it today but the changelog looks nice. ^.^
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Dave-In-Texas on November 07, 2014, 10:49:14 AM
i enjoyed playing  (as recently as yesterday before work) ttm 3.2  and enjoying your hard work, so when i got home and found an update I wiped all my mods and installed 3.3.

well. 

i get a ton of verse errors (see attachement).
I followed the same procedure as with 3.2
loaded just core, then ttm_main, then ttm_addons - restarting rimworld after each stage.

this time it just went fubar;  i'm guessing something(s) is missing lol

thank you for your attention

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Rikiki on November 07, 2014, 11:19:45 AM
Given the name in the console, this is related to Miscellaneous mod.
Please post the output_log.txt file, not just a screenshot...
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: minami26 on November 07, 2014, 12:05:21 PM
Those are just warnings not errors please ignore, thankyou :)

Given the misc mod has not seperated traders from the main files i have dissected them on my own and those warnings are just translations functions that are looking for its missing components since i have not included the whole misc mod,, so dont worry it wont harm anything just ignore it thankyou somuch!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Haplo on November 07, 2014, 12:31:06 PM
Actually these errors are from the translation files from Miscellaneous.
It looks like minami didn't delete the translation files that wheren't used :)
Either way, these errors are effectively harmless.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Ramsis on November 07, 2014, 12:43:14 PM
Quote from: Haplo on November 07, 2014, 12:31:06 PM
Actually these errors are from the translation files from Miscellaneous.
It looks like minami didn't delete the translation files that wheren't used :)
Either way, these errors are effectively harmless.

Normally I don't hijack but hey Haplo would you mind making non-medical beds for visitors as well? Would be nice being able to actually have them stick around for a bit instead of just running around and bailing as soon as they show up. Also to Minami if you could work out how to make them build might I suggest you and Haplo work out an event where visitors will come to your map and build up a small fort that they may occupy from time to time?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on November 07, 2014, 12:52:38 PM
Sad i'm not going to play the new update for a few day's. My darling and me prepare now the pc's to depart to the our pc-specialist to upgrade our pc's a bit and i dont know how long it takes. So everyone take care of minami because he create pure chaos if no one watch over him. ;D

See you hopefully next week. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Ramsis on November 07, 2014, 12:53:21 PM
Quote from: Kitsune on November 07, 2014, 12:52:38 PM
Sad i'm not going to play the new update for a few day's. My darling and me prepare now the pc's to depart to the our pc-specialist to upgrade our pc's a bit and i dont know how long it takes. So everyone take care of minami because he create pure chaos if no one watch over him. ;D

When you get your computer back make sure you learn how to upgrade your own computer so you can save a fortune!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Haplo on November 07, 2014, 12:59:15 PM
To be honest, the non-medical bed for visitors is much harder to do, as you effectively have to change the AI code of the pawns, so that they really USE the bed. And as I have a principle to not change vanilla parts where I can, and here is a change of the vanilla pawn thinktree needed, I won't make them, sorry.
Maybe if I have an idea how to do that without changes to the pawn.. but not anytime soon..

And now to something completely different:
I've looked through the TTM and found the error culprints.
Here is a corrected version of the language files: TTM Language Corrections for Trader+Mai (http://www.mediafire.com/download/rso3in8eo9s3rzk/TechTreeMinamiA7_33_LanguageCorrections.zip)
Just delete the language folder of both of the mod parts and copy the attached version of the Language folder inside.
Note: You need to delete the Language folder. Overwrite isn't enough to get rid of all the warnings.
Note2: Afterwards there are some debug messages from RecipeNurse showing. These can be ignored, I think.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on November 07, 2014, 01:43:39 PM
Quote from: Ramsis on November 07, 2014, 12:53:21 PM
Quote from: Kitsune on November 07, 2014, 12:52:38 PM
Sad i'm not going to play the new update for a few day's. My darling and me prepare now the pc's to depart to the our pc-specialist to upgrade our pc's a bit and i dont know how long it takes. So everyone take care of minami because he create pure chaos if no one watch over him. ;D

When you get your computer back make sure you learn how to upgrade your own computer so you can save a fortune!

If its only the graphic card and RAM its ok for me but we want a new cpu too and maybe we need new mainboard for this and maybe a new energy-thingy(lost the name xD) if the old is not strong enough. I tried it to learn a bit about the thingy's but i'm to afraid to damage anything. :-[ And i sadly have two left hands in mechanical things. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: vagineer1 on November 07, 2014, 02:06:34 PM
I'm not sure what is going on but it appears that I cannot trade with these people who arrived outside of my camp. I have more than enough silver to buy what I need but for some reason I keep getting this message: Your colony cannot afford this deal.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Haplo on November 07, 2014, 02:16:43 PM
Did you actually build a drop beacon? That is still needed to find the stuff to trade with..
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: vagineer1 on November 07, 2014, 02:17:54 PM
Quote from: Haplo on November 07, 2014, 02:16:43 PM
Did you actually build a drop beacon? That is still needed to find the stuff to trade with..

No. These traders actualy came to my base and set up a temporary tent which I can activate and begin trading with.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Haplo on November 07, 2014, 02:25:00 PM
Yes you can trade without the beacon, but you have no silver without the trade beacon to trade with in the first place :)
That's one of the requirements I couldn't work around easily, sorry.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: vagineer1 on November 07, 2014, 02:29:23 PM
Quote from: Haplo on November 07, 2014, 02:25:00 PM
Yes you can trade without the beacon, but you have no silver without the trade beacon to trade with in the first place :)
That's one of the requirements I couldn't work around easily, sorry.

It is alright. I just am too low in the tech level to have a trade beacon. I haven't even upgraded out of the scattered rock walls yet.

The thing I don't understand is I have silver to trade. Do I need to place a stockpile of it close to the trade camp or do I need a trade beacon?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Haplo on November 07, 2014, 03:57:47 PM
You need a trade beacon, as it still finds the stuff to trade like a normal orbital trader.
It's just deeply integrated in the code. Too deep for me to change it easily.
Because of that you need the beacon to tell them 'This is my silver, take whatever you need' :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: vagineer1 on November 07, 2014, 04:12:04 PM
Quote from: Haplo on November 07, 2014, 03:57:47 PM
You need a trade beacon, as it still finds the stuff to trade like a normal orbital trader.
It's just deeply integrated in the code. Too deep for me to change it easily.
Because of that you need the beacon to tell them 'This is my silver, take whatever you need' :)

Ah ok. What research option do I need to research to unlock the trade beacon? And I do love the ground based traders, it really adds a new level of gameplay. I will not lie that I am not too fond of all the micro managing required to build almost everything. Apart from that I love the new elements this mod adds.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Dave-In-Texas on November 07, 2014, 05:33:04 PM
Quote from: Rikiki on November 07, 2014, 11:19:45 AM
Given the name in the console, this is related to Miscellaneous mod.
Please post the output_log.txt file, not just a screenshot...

I'll keep that in mind for future issues, thanks.

Quote from: minami26 on November 07, 2014, 12:05:21 PM
Those are just warnings not errors please ignore, thankyou :)

Given the misc mod has not seperated traders from the main files i have dissected them on my own and those warnings are just translations functions that are looking for its missing components since i have not included the whole misc mod,, so dont worry it wont harm anything just ignore it thankyou somuch!

Thanks for your prompt attention and reassurances :)

Quote from: Haplo on November 07, 2014, 12:59:15 PM
...
I've looked through the TTM and found the error culprints.
Here is a corrected version of the language files: TTM Language Corrections for Trader+Mai (http://www.mediafire.com/download/rso3in8eo9s3rzk/TechTreeMinamiA7_33_LanguageCorrections.zip)
Just delete the language folder of both of the mod parts and copy the attached version of the Language folder inside.
Note: You need to delete the Language folder. Overwrite isn't enough to get rid of all the warnings.
Note2: Afterwards there are some debug messages from RecipeNurse showing. These can be ignored, I think.

You are awesomesauce! :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: vagineer1 on November 08, 2014, 06:00:01 AM
Two things. 1: How do I create cookstoves? I've got the research, yet to build it I need to make something none of my current workstations can produce.

2: For some reason I cannot bury a rotten muffaloe corpse. I've got a grave prepared for it, the grave is set to allow corpses, but it is not letting me place it in the grave.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 08, 2014, 08:29:25 AM
Quote from: vagineer1 on November 08, 2014, 06:00:01 AM
Two things. 1: How do I create cookstoves? I've got the research, yet to build it I need to make something none of my current workstations can produce.

2: For some reason I cannot bury a rotten muffaloe corpse. I've got a grave prepared for it, the grave is set to allow corpses, but it is not letting me place it in the grave.

1) cookstove need hu ... an item that you could buy from trader, or late game, build from another workbench. Not hard to find, but you can't make thoose item untill late game so unless you progress trought your research you need to buy (and even if you research the workbench can't be made without item from trader as far as i remember anyway)

2)Did you enable everything ? I remember as there is a tricky part with the "burrowed" corpse option, the first one i think, alone. And depebd of the version i heard of bug that grave have wrong/ forget option.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: vagineer1 on November 08, 2014, 08:34:16 AM
Quote from: Oragepoilu on November 08, 2014, 08:29:25 AM
Quote from: vagineer1 on November 08, 2014, 06:00:01 AM
Two things. 1: How do I create cookstoves? I've got the research, yet to build it I need to make something none of my current workstations can produce.

2: For some reason I cannot bury a rotten muffaloe corpse. I've got a grave prepared for it, the grave is set to allow corpses, but it is not letting me place it in the grave.

1) cookstove need hu ... an item that you could buy from trader, or late game, build from another workbench. Not hard to find, but you can't make thoose item untill late game so unless you progress trought your research you need to buy (and even if you research the workbench can't be made without item from trader as far as i remember anyway)

2)Did you enable everything ? I remember as there is a tricky part with the "burrowed" corpse option, the first one i think, alone. And depebd of the version i heard of bug that grave have wrong/ forget option.

Why would a cookstove be considered a late game item? It doesn't make sense. And what is this "Item" I need to buy from traders?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 08, 2014, 09:15:59 AM
Quote from: vagineer1 on November 08, 2014, 08:34:16 AM
Quote from: Oragepoilu on November 08, 2014, 08:29:25 AM
Quote from: vagineer1 on November 08, 2014, 06:00:01 AM
Two things. 1: How do I create cookstoves? I've got the research, yet to build it I need to make something none of my current workstations can produce.

2: For some reason I cannot bury a rotten muffaloe corpse. I've got a grave prepared for it, the grave is set to allow corpses, but it is not letting me place it in the grave.

1) cookstove need hu ... an item that you could buy from trader, or late game, build from another workbench. Not hard to find, but you can't make thoose item untill late game so unless you progress trought your research you need to buy (and even if you research the workbench can't be made without item from trader as far as i remember anyway)

2)Did you enable everything ? I remember as there is a tricky part with the "burrowed" corpse option, the first one i think, alone. And depebd of the version i heard of bug that grave have wrong/ forget option.

Why would a cookstove be considered a late game item? It doesn't make sense. And what is this "Item" I need to buy from traders?

I don't want to be a jerk here but please read information in game a bit. Minami took time to explain lot of thing in game.

It's called Electric stove. If you really have done the research, you would be able to see by yourself, it's written when you want to place the stove. Also, if you placed the bluprint, you would be able to acces more information and even another that would tell you "electricstove[^trader]", witch mean buy it from a trader to build this.

And it make sense. Either you build it faster by buying the part needed or either you build it later by creating yourself the part needed. It's the same for everything midgame tech with this mod. the stove make just food in a more efficient way than other station, so it goes med/end game. (use firecamp, or the cook pot instead)

To avoid any problem like this just understand that :
-You can't build medium/hight tech stuff from nothing with just a bit or research
-You will need to buy most hight tech part
-but because it would sucks to wait for 10 years to find the trader with it, you can build it later (if you find a trader that can let you buy the part needed for the last workbench xD)

now you have more way that before to get traders, so it shoulnb't be a problem anyway.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Dave-In-Texas on November 08, 2014, 11:56:24 AM
Water is listed twice in several places (storage location definitions, as illustrated in my screen snap.  Is this because two different mods are defining it or something else?  its a bit annoying that the game thinks I have 445! food and to realize some food is erroneously doubled.  I like that water acts as a last ditch food source, but want to fix the duplication.  I'm slowly slogging through the code but some pointers where (or a fix LOL) would be great :)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 08, 2014, 12:07:35 PM
Quote from: Dave-In-Texas on November 08, 2014, 11:56:24 AM
Water is listed twice in several places (storage location definitions, as illustrated in my screen snap.  Is this because two different mods are defining it or something else?  its a bit annoying that the game thinks I have 445! food and to realize some food is erroneously doubled.  I like that water acts as a last ditch food source, but want to fix the duplication.  I'm slowly slogging through the code but some pointers where (or a fix LOL) would be great :)

Well, it's only a graphical glitch. You won't be able to sell twice or eat twice the water.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Dave-In-Texas on November 08, 2014, 06:46:54 PM
Quote from: Oragepoilu on November 08, 2014, 12:07:35 PM
Quote from: Dave-In-Texas on November 08, 2014, 11:56:24 AM
Water is listed twice in several places (storage location definitions, as illustrated in my screen snap.  Is this because two different mods are defining it or something else?  its a bit annoying that the game thinks I have 445! food and to realize some food is erroneously doubled.  I like that water acts as a last ditch food source, but want to fix the duplication.  I'm slowly slogging through the code but some pointers where (or a fix LOL) would be great :)

Well, it's only a graphical glitch. You won't be able to sell twice or eat twice the water.
I can't trust the total number of meals showing because its wrong.  so yeah, not just a cosmetic thing.

This is less important since i've started using Food preserver storage and that doesn't factor properly, as the game only counts 1 food not the 19 or so you have stored. Also, If you have a make x until you have 6 and store in a preserver, you'll never stop :)

I'm sure both are relatively simple fixes and when I get tired of actually playing and find them, i'll share :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 08, 2014, 07:22:18 PM
Installed correctly, loaded mods in turn, TechTreeMini loaded first. vr 3.3fullpack.rar

Created a brand new world and brand new colony.

1) Played for about 10mins, tried to build a hut with log walls and wooden door. Clicked on the door, it turned to silver. Doesn't turn back to wood (not selectable). Reloaded; is now gold default with only silver choice. Unlocked new researches (wooden walls), none of them appear. Wooden door still not there.

In fact, all the defaults when unlocked are broken. I have default double-bed sandstone, plasteel table (short) and so on. Only option to change them to is... silver.

2) Quit game. Reloaded game. Unloaded mods. Quit game. Reloaded game. Loaded mods (double checking correct order). Loaded save game - comfortable mat now has GIANT red cross on it. But reload did fix that I could select "wood planks" - defaults are still all over the place though.

Looks like the issue is if you don't have the base material, the option won't open up. Not sure about the mat though, remains broken.

3) The new events - the % seems... wildly inaccurate. I've scumm'd 15 times now, and no matter the % chance (even as low as 48%), I failed them all.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Igabod on November 08, 2014, 07:35:01 PM
Quote from: Cat123 on November 08, 2014, 07:22:18 PM
Hmm. Looks broken from my end.

Installed correctly, loaded mods in turn, TechTreeMini loaded first. vr 3.3fullpack.rar

Created a brand new world and brand new colony.

1) Played for about 10mins, tried to build a hut with log walls and wooden door. Clicked on the door, it turned to silver. Doesn't turn back to wood (not selectable). Reloaded; is now gold default with only silver choice. Unlocked new researches (wooden walls), none of them appear. Wooden door still not there.

In fact, all the defaults when unlocked are broken. I have default double-bed sandstone, plasteel table (short) and so on. Only option to change them to is... silver.

2) You start with x1 "make do tools". To make more "make do tools" you need to build a workstation. This requires planks, and the hand sawmill (btw, it's not called that IRL) requires x1 "make do tools" to build. So now I have planks, but no tools. Broken.

So, yeah. Not a great start.

that doesn't sound broken to me. It sounds like a typical first go at this mod from what I've seen in the youtube videos and my own experience. This is a complex system that has a lot of working parts which add increased difficulty to the game. You should expect to fail many times until you figure out the pattern in which you need to build things and how many of each item to store etc. I actually had it a little easier because I watched a youtube video of someone else failing their first attempt at this mod before I tried it. I still ended up screwing up before too long. I still haven't managed to research every topic yet but I haven't played too many games with this mod installed yet.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 08, 2014, 07:40:03 PM
I don't understand you. The game show twice the water; You just have to read the first or the second number and it's exactly the same as they wouldn't have a bug in first place.
And if you don't even have to click twice the box when you change the parameter  in your stockpile because if you select one water the second change too.
So yeah, graphical bug only. And a minor one (doesn't change gameplay at all)

but well CHEST, food preserver, etc, share the same problem about the fact that they doesn't count everything inside, i agree. It's kinda useful in some way : game doesn't count what you really have so your wealth isn't hight as it should ( = less threat from the AI, but it's a bit ridiculous at this point, because the building add by itself some wealth)
But the bill part is really annoying, at best for the food, you can set to "craft until you have 2" so when it's full you will have a second stack somewhere (= 2 ), but colonist may move more the food that it should if you do that.

Bug report : after installer (a while ago) 2 bionic shoulder on a colonist, I can't install a power arm anymore (I'v tryed to remove the bionic shoulder, but because there isn't any human shoulder atm, i think i'll be stuck)
So my top colonist will be stuck without bionic arm, kinda meh.

~Don't use bionic shoulder unless you don't want to use bionic arm after (witch is really better, because the bionic shoulder doesn't give any bonus like the bionic arm)

@cat123
Only broken for you. You may didn't understand that you need the material on the map (not hauled, or blocked) to have the option. You have silver, so you can make silver; Try getting some wood to be able to make the wood log (it's a special type of wall alone in the menu) or using planks if you want to build the usual wall (i don't even know why wood log aren't in the same menu, maybe because of the cost)
Yeah, the first material showed is wrong, but it's not a big deal, i can change as i want if i got the materials.

For the make to do tool,
You should salvage the 3 pods at the start of the game (as the message say so, did you read it at last ?).
If you 3 pod didn't spawn in the first place, it's a rare bug ( i saw it only once but a few other ppl already have reported it).
Just restart the game until you get the 3 pods (shouldn't be long, it's rare that it doesn't spawn)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 08, 2014, 08:17:34 PM
Quote from: Cat123 on November 08, 2014, 07:22:18 PM
Hmm. Looks broken from my end.

Installed correctly, loaded mods in turn, TechTreeMini loaded first. vr 3.3fullpack.rar

Created a brand new world and brand new colony.

1) Played for about 10mins, tried to build a hut with log walls and wooden door. Clicked on the door, it turned to silver. Doesn't turn back to wood (not selectable). Reloaded; is now gold default with only silver choice. Unlocked new researches (wooden walls), none of them appear. Wooden door still not there.

In fact, all the defaults when unlocked are broken. I have default double-bed sandstone, plasteel table (short) and so on. Only option to change them to is... silver.

2) Quit game. Reloaded game. Unloaded mods. Quit game. Reloaded game. Loaded mods (double checking correct order). Loaded save game - comfortable mat now has GIANT red cross on it. But reload did fix that I could select "wood planks" - defaults are still all over the place though.


Looks like the issue is if you don't have the base material, the option won't open up. Not sure about the mat though, remains broken.

Issue 1 is a lack of materials, you won't see the option unless the materials are available.
Issue 2 is a texture error and needs a reinstall to fix easily.




Meanwhile, in my own game, I think I shall be starting over. Chugging along nicely until an event wipes out all animal life. Well crap, there goes my boar livestock. Quick, lots of butcher tables, nao, cash it in quick before they rot. Wait, what's that? A battlefield? Here? Are you su- Oh, hello, sieging raiders. Friendly colonists too, hel- another raiding part-more colon-a third-and again-STAHP-NO DON'T ATTACK ME. Okay, just barely made it outta that one. Let's go pick up the wounded. Huh? Friendly colony is turning against me? Cos I picked up their guy? YOU LEFT THEM BLEEDING OUT ALL OVER THE GROUND. Wait, you guys as well? Okay how about that guy, he's just a raid- never mind, leg infection got him. Gawd demmit. There's bodies everywhere, this is gonna be a depressing next few months I can see, I don't even have a cremat- an angry tortoise? Meh. Wait, the tortoise killed my sniper cos my sniper couldn't hit it. Wooooooow. Okay, game, you win. GG.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: kenj2 on November 08, 2014, 09:33:44 PM
Can you add and patch Fortications Mod by AY?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: minami26 on November 08, 2014, 11:21:38 PM
Well uhhh ive put it everywhere here in the thread, in the instructions.txt file that you only need to restart the game for the X texture errors.. :) also i didnt put that you need to refine wood and metal first to make stuff out of them cuz thats kind of a spoiler, so i just put them in the changelog because changelogs are spoilers haha,,

The refrigerator and food preserver is an abomination itll get removed by alpha 8 cuz rimworld will have refrigeration then.. my fridge sux!!

@oragepoilu
Yeah i noticed that about the bionic shoulder, you can inquire about that in the surgeryextended & bionics thread :) 
Oh and thanks for that lengthy help! U guys are awesome :D

@Goo poni,, hi, i hope ttm didnt mess up your psychology, dont let the evil AI get you!! I hereby congratulate you on not rage quitting and saw it through the end, in behalf of ttm GGWP! Hahaha
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Dave-In-Texas on November 09, 2014, 12:09:04 AM
Quote from: Canute on November 08, 2014, 06:58:23 PM
Yep these storage things are a bit annoying.
You can let them "make x until" 2, you will have 52 meals then, but at last he will stop when the container is filled.
I allways add the [MOD]  Refrigeration, and use them to store the meals then the storages from  TechTreeMinami.
Only the CHEST storages are useful, IMO.

I was thinking of doing that very thing, that fridge works like i expect it.. and judging from what minami posted later, he agrees.  all will be moot in a8 :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Dave-In-Texas on November 09, 2014, 12:29:15 AM
Quote from: Oragepoilu on November 08, 2014, 07:40:03 PM
I don't understand you. The game show twice the water; You just have to read the first or the second number and it's exactly the same as they wouldn't have a bug in first place.
And if you don't even have to click twice the box when you change the parameter  in your stockpile because if you select one water the second change too.
So yeah, graphical bug only. And a minor one (doesn't change gameplay at all)
I'm accustomed from vanilla (well with edbinterface) to be able to judge my meals by looking at the top left at the meals category.   the two issues you and i have been discussing (duplicaion of entries and foodpreserver not showing) mess that up and slow me down. 

I found the reason for the duplication and have fixed my copy but I'm unsure if its allowed to post the modified file (TTM_Items_Meals) without violating someones rights, a heads up would be great.

below is what i found/did:  (may be technical/boring for some, feel free to skip)
---
I looked around for where water was defined, found only one copy in TTM_Items_Meals. I did a lot of head scratching as things looked fine but the end result was this weird duplication.   Then I had a eureka moment.  The abstract thingdef TTMMealBase defined <storeCategories> and pre-populated it with FoodMeals, then the definition of water also added that entry to  <storeCategories>.. Hmmm!
But I saw that two raw food items were created based on  that abstract def,  fish and water and fish wasn't duplicating was it??   So I reloaded RW and after looking carefully I could see that yes indeed fish is also duplicated, but one entry was in meat, raw and the other in meals.
Popping back into the editor I could see that the fish def added MeatRaw to  <storeCategories>.   So now I knew what was going on.. in each case  <storeCategories> had two entries for this food.
The solution i used was to copy the entire abstract def TTMMealBase and paste a copy which i renamed sTTMMealBase and adjusted both water and fish to use that def as their base.
After verifying that worked, I went back and adjusted water to be a Vegetable rather than a meal by changing its definition to say PlantFoodRaw rather than FoodMeals;  Our pawns will still eat it but it won't end up grouped with actual meals :)

Edit:   Changing water to a vegetable may look nice BUT it results in soup made with just water, which while ROFL funny isn't what was intended... hehe  so that got changed to ResourcesRaw and so far it working as expected.  still play testing though :)


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 09, 2014, 03:31:57 AM
I did happen to notice that Agave can't be grown in a field but when I went to the dev console to set a couple reusable shrubs down, I saw cultivated Agave there. Is it a hydroponics-only thing now? Kinda annoying as it still rules out the early-game salad but as there's fish and water collectors (which are still annoying because of manual check-ups being required), I guess I can just deal with it. I saw later down the line that fisheries can be automated, could maybe the research for it become something like just "+Automation" and envelop all manually-used facilities like the oil pump, water barrel and such?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 09, 2014, 04:07:05 AM
@dave
Oh okay i got it. You don't "open" the meal part so you only see the "global number" ! Ha yeah, didn't understand that before, because i always open this part (i have different sort of food, if i can get some meat or find some food in my traphole from invader)
I set food to have a cooker witch DON'T haul (to avoid him running across the map) with a low number of meal to cook
(n = number of colonist, x = number of meal)
x = n*1.2
always done this and it work without a problem (i cook meat only if i need to boost morale)
-------------------------------------------------------------------
@Goo Poni
Quote from: Goo Poni on November 09, 2014, 03:31:57 AM
I did happen to notice that Agave can't be grown in a field but when I went to the dev console to set a couple reusable shrubs down, I saw cultivated Agave there. Is it a hydroponics-only thing now? Kinda annoying as it still rules out the early-game salad but as there's fish and water collectors (which are still annoying because of manual check-ups being required), I guess I can just deal with it. I saw later down the line that fisheries can be automated, could maybe the research for it become something like just "+Automation" and envelop all manually-used facilities like the oil pump, water barrel and such?
Oil pump i believe will become an another building later if he didn't remove it; Water will come from an auto well, fish will be automated with a research (it's a bit farm, near the bio/hight tech part of the tree)
agave come late game with hydro stuff, and early if you have a map with it (it help, if you have some agave, you are usually on  map with more "sick" event (sorry, i don't remember the word for it, like the plague : the number of iteration depend of what map you play)
-------------------------------------------------------------------
Edit : bug report :
When I try to create the "Fertilizer Pump Engine", it say you need "5 Utility metal" and "2 Mechanical Component".
However, you can only allow to use "Mechanical Component" and "Mechanical Engine" !

To fix it, go into the folder
.../Rimworld/Mods/Tech Tree Minami A7/Defs/RecipedDefs
Open the file "Recipe_AdvancedModifier" with something like notepad++ and change the lines 954 and 960 by this :
<li>UtilityMetal</li>

Overall this should give you the recipe :
<RecipeDef>
<defName>CreateFPEngine</defName>
<label>Create Fertilizer Pump Engine</label>
<description>Create (1)Fertilizer Pump Engine.</description>
<jobString>Creating.</jobString>
<workAmount>880</workAmount>
<workEffect>ButcherMechanoid</workEffect>
<workSpeedStat>MaterialCraftingSpeed</workSpeedStat>
<efficiencyStat>MaterialCraftingEfficiency</efficiencyStat>
<sustainerSoundDef>Recipe_ButcherCorpseMechanoid</sustainerSoundDef>
<ingredients>
<li>
<filter>
<thingDefs>
<li>UtilityMetal</li>
</thingDefs>
</filter>
<count>5</count>
</li>
<li>
<filter>
<thingDefs>
<li>MechanicalComponent</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<products>
<FPEngine>1</FPEngine>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>UtilityMetal</li>
<li>MechanicalComponent</li>
</thingDefs>
</fixedIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>UtilityMetal</li>
<li>MechanicalComponent</li>
</thingDefs>
</defaultIngredientFilter>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>10</minLevel>
</li>
</skillRequirements>
<skillGains>
<li>
<skill>Crafting</skill>
<xp>880</xp>
</li>
</skillGains>
</RecipeDef>


If you still don't get it, you need to replace the wrong value (here, it's "Mechanical Engine") by the right one ("UtilityMetal") so it match the cost.

I'v added the file attached to my post in case of.
------------------------------------------------------------------
Again, a problem when i wanted to create the motorized track.
I changed the cost from metal to Unitymetal because it was going wrong with a cost higher than 75 and i don't know what to do with problem like this.
It does into the file "Recipe_ProstheticWorkbench". Replace the Metal by Unitymetal and change the number (here, i go from 200 to 60)
.../Rimworld/Mods/TTMpatch_SurgeryExtendedAndBionics/Defs/RecipeDefs
<RecipeDef>
    <defName>CreateMechanizedTracks</defName>
    <label>craft motorized tracks</label>
    <description>Creates a heavy motorized set of tracks.</description>
    <jobString>Crafting bionic.</jobString>
    <workAmount>1000</workAmount>
<workSpeedStat>TailoringSpeed</workSpeedStat>
    <sustainerSoundDef>Recipe_MakeClothes</sustainerSoundDef>
<products>
<MechanizedTracks>2</MechanizedTracks>
</products>
<ingredients>
        <li>
        <filter>
          <thingDefs>
            <li>UtilityMetal</li>
          </thingDefs>
        </filter>
        <count>60</count>
      </li>
    </ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>UtilityMetal</li>
</thingDefs>
</fixedIngredientFilter>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>7</minLevel>
</li>
</skillRequirements>
<skillGains>
      <li>
        <skill>Crafting</skill>
        <xp>120</xp>
      </li>
    </skillGains>
  </RecipeDef>

Attached file with the changed at the end of the post.

Because it's cheap with 60, Crafter lvl 5 do 4 unitymetal from 8 metal and a lvl 20 do 1:1, so i'v added a mechanical component into the recipe and increases to 75 the cost to match more the real recipe.
  <RecipeDef>
    <defName>CreateMechanizedTracks</defName>
    <label>craft motorized tracks</label>
    <description>Creates a heavy motorized set of tracks.</description>
    <jobString>Crafting bionic.</jobString>
    <workAmount>1000</workAmount>
<workSpeedStat>TailoringSpeed</workSpeedStat>
    <sustainerSoundDef>Recipe_MakeClothes</sustainerSoundDef>
<products>
<MechanizedTracks>2</MechanizedTracks>
</products>
<ingredients>
        <li>
        <filter>
          <thingDefs>
            <li>UtilityMetal</li>
          </thingDefs>
        </filter>
        <count>75</count>
      </li>
  <li>
<filter>
<thingDefs>
<li>MechanicalComponent</li>
</thingDefs>
</filter>
<count>1</count>
</li>
    </ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>UtilityMetal</li>
<li>MechanicalComponent</li>
</thingDefs>
</fixedIngredientFilter>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>7</minLevel>
</li>
</skillRequirements>
<skillGains>
      <li>
        <skill>Crafting</skill>
        <xp>120</xp>
      </li>
    </skillGains>
  </RecipeDef>


-------------------------------------------------------------------

Another small problem :
I got this
JobDriver threw exception in Tick. Pawn=Daiki, Job=FinishFrame(A=ClutterPodBed_Frame2849347, B=(-1000, -1000, -1000)) Exception: System.ArgumentNullException: Argument cannot be null.

Parameter name: key

  at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.Texture2D].TryGetValue (System.String key, UnityEngine.Texture2D& value) [0x00000] in <filename unknown>:0

  at Verse.ModContentHolder`1[UnityEngine.Texture2D].Get (System.String path) [0x00000] in <filename unknown>:0

  at Verse.ContentFinder`1[UnityEngine.Texture2D].Get (System.String itemPath, Boolean reportFailure) [0x00000] in <filename unknown>:0

  at Clutter.Beds.SpawnSetup () [0x00000] in <filename unknown>:0

  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, IntRot rot) [0x00000] in <filename unknown>:0

  at RimWorld.Frame.CompleteConstruction () [0x00000] in <filename unknown>:0

  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator26.<>m__46 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

if i try to make a bed. (both slab and pod, the error is the same)

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Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 09, 2014, 10:32:31 AM
Ok, fixed everything.

I'll write up feedback, but somethings that immediately stuck out:

Beacons are way too high on the tech tree.

It's entirely possible (I have this at the moment) to lose your beacon (from bombardment) and not be able to replace it. Roaming traders tend to set up far outside your colony once you've put defensive walls in, and I'm currently stuck in a loop - cannot trade, cannot get beacon to trade, cannot get advanced modifier machine bit to make advanced modifier to make beacon.

Solar panels = impossible to make and too high on the tech tree

See above. You can build oil refineries before solar panels. This is obviously borked for balance reasons.


Weapon lockers and other storage lockers lack the universal 'tick / untick all'

This isn't so much an issue with food storage, but is a massive pain with weapon lockers.

Guns are real world models - ugg

The guns mod is also more than a little silly - functionally, there's no point in having 100 odd weapons that are all the same. Needs serious pruning. And no, I don't want every Earth national variant of a gun that shoots bullets in epic detail - it doesn't fit the SF theme and strikes me as oddly obsessive / creepy in that "Ohhh, you collect WW2 'memorabilia', I seeee" way.

There's then x8+ different smithies for each type etc. Waaay too much. I suspect this is a mod that's been added to the package 'just because'. Needs seriously toning down and/or not in the total package.

Campfires need a light / damp option

Can't switch them off. Can't tell them not to use planks. Can't easily switch out foods (veg / meat). There's also a bug with them regarding rain: once rained on, they apparently break permanently and you cannot restart them. In the end I rebuilt one with a roof over it.

Atm I can do nothing else but constantly churn out 1000's of grilled foods with no option to micro the thing. Leads into...

Food tree is dysfunctional in the extreme

Why does basic dish take smoked meat? This doesn't work for two reasons: firstly, any RL cook will tell you that this is insane; secondly, see above issues with campfires. The entire process sticks right there. Raw meat takes 11 basic meat. Uff.

Added to this - there seems to be only one recipe that you can use to train your cooking up to 7 where the basic dishes can be made (both in soup menu and in food preparation station). I didn't start with any cooking, and haven't found any colonists with it - and in 1 1/2 yrs, my highest is 5.

Concoction Table doesn't work for med packs

I have all the ingredients, it's set up correctly, but no colonist can use it.




I'll add more - all in all the mod pack makes Rimworld very very good, there's just a lot of niggles.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 09, 2014, 10:52:45 AM
Quote from: Canute on November 09, 2014, 10:45:05 AM

That sounds like you don't got any wood log at any of your stockpiles.
When the game thing you don't got any wood, it don't show you the option when you select any.
The default selection is random, and don't saything that you can could build that kind of selection.
But that is a basic thing of the game not from the mod.


Yes, it's been answered four times now thanks.

The real bug was with the defaults - i.e. new tech labelled "plasteel X", "sandstone Y" etc.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 09, 2014, 11:31:19 AM
Quote from: Cat123 on November 09, 2014, 10:32:31 AM
Ok, fixed everything.

I'll write up feedback, but somethings that immediately stuck out:

Beacons are way too high on the tech tree.

It's entirely possible (I have this at the moment) to lose your beacon (from bombardment) and not be able to replace it. Roaming traders tend to set up far outside your colony once you've put defensive walls in, and I'm currently stuck in a loop - cannot trade, cannot get beacon to trade, cannot get advanced modifier machine bit to make advanced modifier to make beacon.

Solar panels = impossible to make and too high on the tech tree

See above. You can build oil refineries before solar panels. This is obviously borked for balance reasons.


Weapon lockers and other storage lockers lack the universal 'tick / untick all'

This isn't so much an issue with food storage, but is a massive pain with weapon lockers.

Guns are real world models - ugg

The guns mod is also more than a little silly - functionally, there's no point in having 100 odd weapons that are all the same. Needs serious pruning. And no, I don't want every Earth national variant of a gun that shoots bullets in epic detail - it doesn't fit the SF theme and strikes me as oddly obsessive / creepy in that "Ohhh, you collect WW2 'memorabilia', I seeee" way.

There's then x8+ different smithies for each type etc. Waaay too much. I suspect this is a mod that's been added to the package 'just because'. Needs seriously toning down and/or not in the total package.

Campfires need a light / damp option

Can't switch them off. Can't tell them not to use planks. Can't easily switch out foods (veg / meat). There's also a bug with them regarding rain: once rained on, they apparently break permanently and you cannot restart them. In the end I rebuilt one with a roof over it.

Atm I can do nothing else but constantly churn out 1000's of grilled foods with no option to micro the thing. Leads into...

Food tree is dysfunctional in the extreme

Why does basic dish take smoked meat? This doesn't work for two reasons: firstly, any RL cook will tell you that this is insane; secondly, see above issues with campfires. The entire process sticks right there. Raw meat takes 11 basic meat. Uff.

Added to this - there seems to be only one recipe that you can use to train your cooking up to 7 where the basic dishes can be made (both in soup menu and in food preparation station). I didn't start with any cooking, and haven't found any colonists with it - and in 1 1/2 yrs, my highest is 5.

Concoction Table doesn't work for med packs

I have all the ingredients, it's set up correctly, but no colonist can use it.




I'll add more - all in all the mod pack makes Rimworld very very good, there's just a lot of niggles.

Issue #1 - Beacons
The beacon is at electronic devices. It's a fairly early tech, IMO. Metal Synthesis > Makeshift Contraptions > Electronic Devices, beacon acquired. It should only take a couple days at most unless you are leaving research as a footnote. I tend to have someone simply research and research and research until I have Weapon Smithing, BioTech and Basic Furnishings, which is a fairly comfortable point to be at.

Issue #2 - Solar Panels
I assume you talk only of standard solar panels as you can build shoddy ones quite readily from Makeshift Contraptions. You can also build Wind Compressors and TBH, those things should serve you for quite some time. I had 4-5 of those things holding up my colony for quite a while. Using Oil is a sort of mid-game stepping stone to lift you off of the makeshift stuff but at the cost of requiring a dedicated hauler or to be playing so slowly that most of your colony is idle. Otherwise oil drums are constantly empty.

Issue #3 - Weapon lockers
I have no idea why you would use those over just creating a stockpile for weapons. They take up the same amount of space and store the same amount of weapons, except one uses resources and the other does not. My trade beacon's stockpile tends to act as the armoury, new colonists can pick up spare weaponry from there until I can build them something.

Issue #4 - Project Armoury
You can turn this off. Go into the mods and disable the Project Armoury TTM patch. I find that there is quite a lot of bloat in the armoury with duplicate weapons (Barrett M82/M107, same gun pretty much). Vanilla weapons might feel a little bland though with just one of each weapon type. A pistol, shotgun, rifle, assault rifle, energy rifle and sniper rifle. And an assortment of tribal stuff.

Issue #5 - Campfires
You don't fiddle with the campfire itself, you fiddle with the woodpile beside it. Same with the grilling racks, fiddle with their storage so that they do not store raw veg and you should avoid having 2-300 vegetable kebabs going rotten. Then again, if you have some haulers, bring them to the trade beacon and sell them.

Issue #6 - Food
It's a supply chain. There's a couple more steps involved beyond "to make food, have meat and two veg". Chop up a creature, prepare the meat, smoke it (smoked salmon, anyone?) then cook it into a meal. Prepared meat doesn't go off but smoked meat is food, which can lead to it going off or being eaten by colonists when you would prefer to cook it into something better. You'll probably want a dedicated cook to keep on top of this. If you leave everyone to do everything, nothing will get done because so many things need to be done.

Issue #7 - Producing medicine
You'll have to provide a screenshot with puush, screenSHU or some other program similar to these. I've never had an issue producing medicine. IIRC, you do need someone skilled in medicine or crafting, I don't remember which exactly and if no-one is capable, pfft, you ain't gonna get a single drop of morphine out of those herbs.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 09, 2014, 11:36:12 AM
medicine need lv med 5 & lv craft 3, 2 herbs of each, and a medical supplies
Medical supplies need lv craft 10, 10 metal, 2 wood planks and 5 cloth.

Check everything because it work for me, its very likely you just have missed something
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 09, 2014, 11:47:02 AM
Quote from: Goo Poni on November 09, 2014, 11:31:19 AM
Issue #1 - Beacons
The beacon is at electronic devices. It's a fairly early tech, IMO. Metal Synthesis > Makeshift Contraptions > Electronic Devices, beacon acquired. It should only take a couple days at most unless you are leaving research as a footnote. I tend to have someone simply research and research and research until I have Weapon Smithing, BioTech and Basic Furnishings, which is a fairly comfortable point to be at.

Nope. I'm talking about the production chain.

I've researched the entire tree up past bionics, and the beacon doesn't appear at any table - not even at the electronic workbench. This guide - https://i.imgur.com/xDUsKsN.jpg - clearly shows you need an advanced mod table to build them. Currently my game is now broken / unwinnable: the land traders won't set up close enough for me to trade a single item so I cannot get a beacon, and of course I can't contact ships.

It's broken, both in design terms and gameplay terms.


Quote from: Goo Poni on November 09, 2014, 11:31:19 AMIssue #2 - Solar Panels
I assume you talk only of standard solar panels as you can build shoddy ones quite readily from Makeshift Contraptions. You can also build Wind Compressors and TBH, those things should serve you for quite some time. I had 4-5 of those things holding up my colony for quite a while. Using Oil is a sort of mid-game stepping stone to lift you off of the makeshift stuff but at the cost of requiring a dedicated hauler or to be playing so slowly that most of your colony is idle. Otherwise oil drums are constantly empty.

Again, this is about balance. With an advanced oil refinery up (4500w) there's no reason to build the proper solar.

Again, this is a bad design choice putting the parts too high up the production chain.


Quote from: Goo Poni on November 09, 2014, 11:31:19 AMIssue #3 - Weapon lockers
I have no idea why you would use those over just creating a stockpile for weapons. They take up the same amount of space and store the same amount of weapons, except one uses resources and the other does not. My trade beacon's stockpile tends to act as the armoury, new colonists can pick up spare weaponry from there until I can build them something.

Two reasons: aesthetics and practicality. Lockers mean it's easier to streamline defenses so that I can put electro grenades near the kill zone to swap in case of mechs.

Added to that, it's still a bug / broken.

Quote from: Goo Poni on November 09, 2014, 11:31:19 AMIssue #4 - Project Armoury
You can turn this off. Go into the mods and disable the Project Armoury TTM patch. I find that there is quite a lot of bloat in the armoury with duplicate weapons (Barrett M82/M107, same gun pretty much). Vanilla weapons might feel a little bland though with just one of each weapon type. A pistol, shotgun, rifle, assault rifle, energy rifle and sniper rifle. And an assortment of tribal stuff.

Thus my comments about pruning.

Quote from: Goo Poni on November 09, 2014, 11:31:19 AMIssue #5 - Campfires
You don't fiddle with the campfire itself, you fiddle with the woodpile beside it. Same with the grilling racks, fiddle with their storage so that they do not store raw veg and you should avoid having 2-300 vegetable kebabs going rotten. Then again, if you have some haulers, bring them to the trade beacon and sell them.

Again, I stated you can't easily fiddle with the woodpile / grills.

Quote from: Goo Poni on November 09, 2014, 11:31:19 AMIssue #6 - Food
It's a supply chain. There's a couple more steps involved beyond "to make food, have meat and two veg". Chop up a creature, prepare the meat, smoke it (smoked salmon, anyone?) then cook it into a meal. Prepared meat doesn't go off but smoked meat is food, which can lead to it going off or being eaten by colonists when you would prefer to cook it into something better. You'll probably want a dedicated cook to keep on top of this. If you leave everyone to do everything, nothing will get done because so many things need to be done.

I'm aware that it's a production chain.

It's a production chain that is bottle-necked and dysfunctional atm. Not having skill 7 in cooking -> never being able to raise the skill.

Added to this is the fact that smoked meats are eaten raw, rarely cooked with. Smoked salmon = eaten raw. Jerky = eaten raw. And so on.

Quote from: Goo Poni on November 09, 2014, 11:31:19 AMIssue #7 - Producing medicine
You'll have to provide a screenshot with puush, screenSHU or some other program similar to these. I've never had an issue producing medicine. IIRC, you do need someone skilled in medicine or crafting, I don't remember which exactly and if no-one is capable, pfft, you ain't gonna get a single drop of morphine out of those herbs.

Ah, now that did explain it. My doctor had crafting turned off. Level 10 doc is enough to craft med kits.




Anyhow, the mod pack is very good overall, with some decent thought into it. It's made vanilla look unappealing ;) However... I've now got to abandon my 1yr October colony because I cannot get beacons. >.<
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 09, 2014, 12:09:25 PM
I've never seen land traders setting up far away and why can't you send someone over to them to trade even if they are setting up far away?

Last patch, my base was completely potato powered (http://puu.sh/blYPi/1eb00f1cd0.jpg). By the time I had hooked up that geothermal, it was completely unnecessary. This patch, my base is still potato powered but with windmills instead of shoddy tesla coils. I think that geothermal and solar panels are a QoL upgrade but are otherwise not needed. Plus, the low-tech power generators aren't interrupted by eclipses or map-wide electronic dysfunction. I had no batteries in my base. I find the early game stuff wickedly more useful and not nearly so prohibitive to install.

One could just as easily set up a stockpile that only takes EM grenades, but to each their own. The stockpile can be scaled as necessary and doesn't need you to click every few tiles to then check or uncheck what you want stored. It's not a bug or broken. Lots of weapon lockers are impractical. Unless a modder hacks together a locker that acts like a locker (a "trade" system with a stored inventory of weapons that colonists can readily swap weapons at is how it might be done off the top of my head), using multiples of them is gonna get really tedious.

No comment on Project Armoury

Can you not mess with your wood piles or grills? How many do you have if it's such a pain or chore? If they've been buried under numerous stacks of vegetable kebabs, I'd opt tearing them down and moving them a little and tune them accordingly once built. It only takes a moment. If you were doing this over and over and over and over like with weapon lockers, I might have a little sympathy, but one woodpile and three grills should take you but a minute to sort out and be done with them.

If you've decided to roll without a good cook, you can use other methods such as soup to tide the colony over until such a time that you can acquire a better cook either through slave trade or capture.

No comment on medicine production.

Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 09, 2014, 12:18:56 PM
About the cook, you earn xp from butchering corpses. Soup also give xp, and doesn't require any level.

For the beacons, actually you can only have them from :
Starting pods (x3)
Ground-traders (usually by one or two)
Ship-trader (Some ship have a lot of them)
Crafting from the Advanced Modifier (to place down this workbench, you need a part from a trader)
Random event (i'm not sure for the crates), but sometime a colonist will have a stroke and you will be send a LOT of the same item around him; So only two chance from the whole list of item to find either the beacon or the Advanced modifier)

So let's talk about the problem itself.
You didn't read the first post, because if you had read this, you would have seen :
Quoteo If you want more challenge and totally ramp up the difficulty this RimWorld mod may be just for you!
So, after i'v cleared this part, let's see ... you need at last one beacon (removable in case you placed it somewhere wrong) to have a Orbital Trade Bacon, a second to access ship, and a third to call ships.
you ended playing so much badly that you loose you THREE beacons. this mean you failed THREE times.
So bad, you loose ! try again !

What's the problem dude ? you just got punished to playing bad. Next time, if you get attacked by some mortar and only have one beacon, sell it, it won't be destroyed (selling is instant in case you forget)

Local ground-trader come near you "blue home area", so if they go to far, reduce the area (just let at last one square near each building to avoid fire spreading).
You can even use this to avoid them going somewhere and force them to go only in one area, but your colonist will wander everywhere.

Disregard this, they still sometime come near buildings. They tend to stick to the border of the home area tough.
About the other part i agree that it could be rebalanced a bit around.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 09, 2014, 12:36:08 PM
Quote from: Oragepoilu on November 09, 2014, 12:18:56 PM
For the beacons, actually you can only have them from :
Starting pods (x3)
Ground-traders (usually by one or two)
Ship-trader (Some ship have a lot of them)
Crafting from the Advanced Modifier (to place down this workbench, you need a part from a trader)
Random event (i'm not sure for the crates), but sometime a colonist will have a stroke and you will be send a LOT of the same item around him; So only two chance from the whole list of item to find either the beacon or the Advanced modifier)

Ground traders don't come near my base anymore, and if I trade with them there's simply no option to exchange goods with them > the "not enough silver" issue, even though I have 4k+.

Your list actually highlights the issue - the beacon antenna are buildable on the production stage below, and there's no reason for a single low level item to cause so many issues.

If the solution is :cheesing: (i.e. selling the antenna to keep it safe) then you know something is broken.


New things:

Colonist # balance

With so many new processes, and new events, the pool of available colonists is actually lower. I've only been able to get 7 so far, have never seen a slaver ship (even if I could talk to them) and so on.

Surprised no-one has modded tasers / stun guns yet.

AI colonists

Nice touch - should be cleaner robots though! Cleaning is a low reward job and time is precious with the new mods. A horde of cleaning AIs is just what I need...
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 09, 2014, 12:46:52 PM
You won't see ships at all until you have the capacity to trade with them in the first place. Building your antennae in a high traffic area of an open colony that might lead to them being bombed a lot (mortars only target colonists, you can use that to your advantage by drafting someone and having them stand close to the mortar but out of range of their guns.) is silly. I've always kept mine out of the way because I don't want to see it and I barely use it. The orbital beacon must have a stockpile within it's radius and that stockpile must contain the items you wish to trade. Simply having silver stashed somewhere within the base is moot. There is a stun gun, actually.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 09, 2014, 12:49:45 PM
Quote from: Goo Poni on November 09, 2014, 12:46:52 PM
You won't see ships at all until you have the capacity to trade with them in the first place. Building your antennae in a high traffic area of an open colony that might lead to them being bombed a lot (mortars only target colonists, you can use that to your advantage by drafting someone and having them stand close to the mortar but out of range of their guns.) is silly. I've always kept mine out of the way because I don't want to see it and I barely use it. The orbital beacon must have a stockpile within it's radius and that stockpile must contain the items you wish to trade. Simply having silver stashed somewhere within the base is moot. There is a stun gun, actually.


I'm aware of the conditionals to trading, and the mechanics. (Gee, helpful forum).

This is the insanity at the moment:

(http://i.imgur.com/qJqosN1.png)

Can't trade, can't buy beacon, game is totally broken. At the very least, land based traders should have an inbuilt beacon within X tiles of their tent.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 09, 2014, 12:50:19 PM
Quote from: Cat123 on November 09, 2014, 12:36:08 PM
Quote from: Oragepoilu on November 09, 2014, 12:18:56 PM
For the beacons, actually you can only have them from :
Starting pods (x3)
Ground-traders (usually by one or two)
Ship-trader (Some ship have a lot of them)
Crafting from the Advanced Modifier (to place down this workbench, you need a part from a trader)
Random event (i'm not sure for the crates), but sometime a colonist will have a stroke and you will be send a LOT of the same item around him; So only two chance from the whole list of item to find either the beacon or the Advanced modifier)

Ground traders don't come near my base anymore, and if I trade with them there's simply no option to exchange goods with them > the "not enough silver" issue, even though I have 4k+.

Your list actually highlights the issue - the beacon antenna are buildable on the production stage below, and there's no reason for a single low level item to cause so many issues.

If the solution is :cheesing: (i.e. selling the antenna to keep it safe) then you know something is broken.


New things:

Colonist # balance

With so many new processes, and new events, the pool of available colonists is actually lower. I've only been able to get 7 so far, have never seen a slaver ship (even if I could talk to them) and so on.

Surprised no-one has modded tasers / stun guns yet.

AI colonists

Nice touch - should be cleaner robots though! Cleaning is a low reward job and time is precious with the new mods. A horde of cleaning AIs is just what I need...

Only a really few people have issues with the beacons - all of them are new to the game/mod. I can't even call this an issue because it happen only if you have done three time huge mistake (loose three building with beacon inside). My option of cheesing is to help you because you don't seems to be able to do with the difficult included with this mod.
It's not broken if you loose when you make mistake. Without this there is no challenge, especially if the game + mod tend to go toward survival-like style.

There is robot actually with a mod included in the pack (MAI). Two version mainly ; the low tech first version can haul/clean, and the second can have part to do other stuff as well. In your next game, after you took some time to avoid loosing your three beacon again, try to go in the tech tree toward the MAI and build a few - don't rely on them too much because you will have trouble when you run out of energy (and they cost a lot) tough.


Ha, local trader only sell in the same fashion as the base game : you need to place a beacon and put stuff around, that's why i was saying you need at last one beacon to survive.

the guy who made this explained that they can't actually do without this because trading is hard coded.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 09, 2014, 12:55:31 PM
Quote from: Oragepoilu on November 09, 2014, 12:50:19 PM
Only a really few people have issues with the beacons - all of them are new to the game/mod. I can't even call this an issue because it happen only if you have done three time huge mistake (loose three building with beacon inside).

There is robot actually with a mod included in the pack (MAI). Two version mainly ; the low tech first version can haul/clean, and the second can have part to do other stuff as well. In your next game, after you took some time to avoid loosing your three beacon again, try to go in the tech tree toward the MAI and build a few - don't rely on them too much because you will have trouble when you run out of energy (and they cost a lot) tough.

Actually, I've researched all the AI - no cleaner specific model (although it might be the lowest one?) - can't build them, of course.

And no - simply because you know how to avoid something as trivial as beacon # limits doesn't mean it isn't broken.

Your problem is having played too long and assuming total knowledge = "that's balanced". At no point should loosing a single item (limited to 3 without trading) cause the game to be unwinnable apart from colonists. This is a game about colonists, not about "saving your precious beacon". If you can't see that this is a massive design flaw, then don't reply.

Major case of the blinkers there chap. :rolleyes:
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 09, 2014, 01:05:32 PM
Quote from: Cat123 on November 09, 2014, 12:55:31 PM
Actually, I've researched all the AI - no cleaner specific model (although it might be the lowest one?) - can't build them, of course.

And no - simply because you know how to avoid something as trivial as beacon # limits doesn't mean it isn't broken.

Your problem is having played too long and assuming total knowledge = "that's balanced". At no point should loosing a single item (limited to 3 without trading) cause the game to be unwinnable apart from colonists. This is a game about colonists, not about "saving your precious beacon". If you can't see that this is a massive design flaw, then don't reply.

Major case of the blinkers there chap. :rolleyes:

You just don't understand what aim the game and the mod. The game also aim to be a roguelike and the mod aim to to do it in a harder way. It's not simcity, you really don't get the type of gameplay here. but well, if you don't get it i don't care, at last you read the whole stuff. Just try to not forget  that of course if you do 3 mistake in a row you will loose at some point.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 09, 2014, 01:12:48 PM
Quote from: Oragepoilu on November 09, 2014, 01:05:32 PM

You just don't understand what aim the game and the mod. The game also aim to be a roguelike and the mod aim to to do it in a harder way. It's not simcity, you really don't get the type of gameplay here. but well, if you don't get it i don't care, at last you read the whole stuff. Just try to not forget  that of course if you do 3 mistake in a row you will loose at some point.

I understand completely; I'm not exactly a stranger to roguealikes. However, there is no other item that functions like this, apart from colonists - the initial x3 tools might count, but loosing those only requires perhaps 20min restart. It's a simple and needed change - beacon should be on the antenna tech level / metalworks table. It's not rocket science, nor does it take a genius to work out the game balance. But thanks for grasping at "L2P NOOB" justifications for it.

I suspect that if you start the mod without crafting 7+ you'll likely be shafted as well; although this is mentioned in the readme.txt so that's fine.

2 year old colony, perfect in most other respects (level 20 researcher, wee), survived a load of events: discarded due to beacon issues. Not fun.


>Off to edit the XML & rebalance this so that it's a tier lower & built at the electronics table.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 09, 2014, 01:17:46 PM
Quote from: Cat123 on November 09, 2014, 01:12:48 PM
I suspect that if you start the mod without crafting 7+ you'll likely be shafted as well; although this is mentioned in the readme.txt so that's fine.

Actually you can do a lot with only 4 at crafting. 3 is the medium range, so if you grind a bit by using only one, you could go up to 4 in crafting and access to the whole trading system; And from here you can buy stuff and build it without much craft involved.
However starting without at last 3 will heavily block you, because a LOT of crafting useful need 3 and you will be forced to grind with a lot of metal your xp while you don't have even a nice light/door.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 09, 2014, 01:21:14 PM
Quote from: Cat123 on November 09, 2014, 12:49:45 PM
I'm aware of the conditionals to trading, and the mechanics. (Gee, helpful forum).

This is the insanity at the moment:

(http://i.imgur.com/qJqosN1.png)

Can't trade, can't buy beacon, game is totally broken. At the very least, land based traders should have an inbuilt beacon within X tiles of their tent.
I see no trade beacon in this screenshot and have you tried interacting with the building as you would an oil pump, water barrel, beacon or any item that can be interacted with?

If you're stubborn enough to leave unused beacons laying around on the floor only for them to be destroyed by mortar fire because that's not how the game should be played, then we can't help you. If moving your resources to a safe place is not how we should play, then stockpiles shouldn't be a thing.

You start a colony with 3 unused beacons. You need just one to trade with locals (orbital beacon), two to trade with ships (beacon and console) and three to call a ship on demand (beacon, console, signal beacon). If all three have been destroyed or otherwise taken out of the equation and you want the later stuff, restart the colony, reload to an earlier save, spawn a beacon with the dev console, edit the files and make it buildable with one potato at a crafting table or just deal with it.

I cannot comprehend how you managed to lose all three.  Mortar fire takes a couple hits to destroy a gun or some berries on the floor and anything built by your colonists would surely be repaired. I've never seen more than 3 mortars built by a siege team at once.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: ToXeye on November 09, 2014, 01:32:30 PM
When loading the mods on startup, do the patches load in alphabetical order? In that case, I would have to disable the mods and reenable them each time I start the game. Am I right?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 09, 2014, 01:35:35 PM
I turned them all on at once and have left them all on to no issue.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 09, 2014, 01:36:52 PM
Quote from: Goo Poni on November 09, 2014, 01:21:14 PM
You need just one to trade with locals (orbital beacon), two to trade with ships (beacon and console) and three to call a ship on demand (beacon, console, signal beacon).


By not answering the question, you supplied the answer.

My console was still alive, meaning I can disassemble it for the remaining beacon.


However, I'm still going to edit the XML and move Solar Panel Module, Battery Module and Beacon to Electronic Table & remove the requirement for the program module. I'm looking through the XML now, haven't found which mod has the XML for the Electronics yet.

It'll take me 5 mins once I have.


p.s.

"Stubborn". No, I just know how to design games. Thanks though, it would have been a lot simpler if you'd stated "You can disassemble the console for a beacon" instead of being aspergers about the mod.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 09, 2014, 01:38:27 PM
Quote from: ToXeye on November 09, 2014, 01:32:30 PM
When loading the mods on startup, do the patches load in alphabetical order? In that case, I would have to disable the mods and reenable them each time I start the game. Am I right?
As far as i know if you want a mod to override another, load it after you load the first mod (got it ? ^^)
When you restart the game it won't change anything but may load some texture that it wouldn't without restarting.
If you want better compatibility you may want to just remove part of the mod that overide each other and/or change it.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 09, 2014, 01:41:36 PM
Quote from: Cat123 on November 09, 2014, 01:36:52 PM
Quote from: Goo Poni on November 09, 2014, 01:21:14 PM
You need just one to trade with locals (orbital beacon), two to trade with ships (beacon and console) and three to call a ship on demand (beacon, console, signal beacon).


By not answering the question, you supplied the answer.

My console was still alive, meaning I can disassemble it for the remaining beacon.


However, I'm still going to edit the XML and move Solar Panel Module, Battery Module and Beacon to Electronic Table & remove the requirement for the program module. I'm looking through the XML now, haven't found which mod has the XML for the Electronics yet.

It'll take me 5 mins once I have.


p.s.

"Stubborn". No, I just know how to design games. Thanks though, it would have been a lot simpler if you'd stated "You can disassemble the console for a beacon" instead of being aspergers about the mod.

Oh well shet, here's me thinking that you've lost ALL of the beacons and are flipping shit because the mod is shit because you lost all the beacons. Sorry for assuming that you attempted to tear down the console. You're an expert on game design but didn't try tearing it down. 10 out of fugging 10.

EDIT:
And would you please direct me to the question of "how get moar beacons without trade?" I literally cannot find a question along such lines in your post history.
DOUBLE EDIT:
One question about a cleaner MAI and one question about food taking smoked meat.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 09, 2014, 02:24:54 PM
Quote from: Goo Poni on November 09, 2014, 01:41:36 PM

Oh well shet, here's me thinking that you've lost ALL of the beacons and are flipping shit because the mod is shit because you lost all the beacons. Sorry for assuming that you attempted to tear down the console. You're an expert on game design but didn't try tearing it down. 10 out of fugging 10.

I stated three times that I thought the mod was excellent. Stop projecting and/or drama whoring.

The XML is simple to mod, so I'm just going to release an alteration / balancing mod for this.

Oh, and for the record - I lost 4 beacons total, due to covering everything I wanted to trade and massive wildfires. If you've forgotten, in the base game the beacons are rather easy to replace. Natch.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 09, 2014, 02:59:30 PM
Quote from: ToXeye on November 09, 2014, 02:49:09 PM
So I was making some rocks and a crossbow, then woops --- there's an M16 lying on the ground, where did that come from? It's completely insane. Why did that happen?

There is many event that can occur and give you weapon. Here a few :

A colonist feel nice and give you something.
Crates spawn and you may have stuff inside (but usually animals)
A colonist got a stroke and a lot of the same item spawn around him
Risk vs reward event, can lead to some different weapons
a random visitor was knock out here (for different reason, like a craze animal in melee). Corpse could be gone because of another visitor/pirate that took the guy.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: minami26 on November 09, 2014, 03:19:57 PM
Wow such a discussion here...
All in all what i understood is that the beacon should be put together with the potato batteries and tools.

The end...

Gee golly, thank you so much guys for helping me fix and balance the mod, im taking notes and see to it that the next iteration will be not so broken.

As for the food well i just wanted more foods..

And i have already made a stun gun. Its available to be made on the modern assembly I original/ttm worktable.

Can i ask for a changelog/patchnotes on the things that you changed with your copy Cat123? Ill be sure to learn some things from you :)

Also goo poni and oragepoilu thanks as always! :) and be nice :P
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: ToXeye on November 09, 2014, 03:53:22 PM
Cloth shoulderpads have 70% protection. How come?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 09, 2014, 04:03:23 PM
Quote from: ToXeye on November 09, 2014, 03:53:22 PM
Cloth shoulderpads have 70% protection. How come?
A lot of stuff has gone weird, well, if we talk about clothe.
Report problem of any new clothe in the topic of the mod maker who done this - here the link :
https://ludeon.com/forums/index.php?topic=5085.0
I think he already know some stuff about this if i remember correctly. Quickly read some post a few days ago.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Dave-In-Texas on November 09, 2014, 10:15:52 PM
Hey Minami :)

Can we please have 'Wall Refining' upgrade the conduit version as well?  or is there a reason to leave them out that i'm missing?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Igabod on November 09, 2014, 11:02:51 PM
Quote from: Dave-In-Texas on November 09, 2014, 10:15:52 PM
Hey Minami :)

Can we please have 'Wall Refining' upgrade the conduit version as well?  or is there a reason to leave them out that i'm missing?

My guess is that it was done like that on purpose. Non-conduit walls are generally used for the outer walls for defense and conduit walls are interior walls usually that don't need to be as strong. Plus it makes a bit of sense for something that has a hollow conduit in it to be less strong than a solid wall with no hollow space.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 09, 2014, 11:57:38 PM
Quote from: Oragepoilu on November 09, 2014, 02:59:30 PM
Quote from: ToXeye on November 09, 2014, 02:49:09 PM
So I was making some rocks and a crossbow, then woops --- there's an M16 lying on the ground, where did that come from? It's completely insane. Why did that happen?

There is many event that can occur and give you weapon. Here a few :

A colonist feel nice and give you something.
Crates spawn and you may have stuff inside (but usually animals)
A colonist got a stroke and a lot of the same item spawn around him
Risk vs reward event, can lead to some different weapons
a random visitor was knock out here (for different reason, like a craze animal in melee). Corpse could be gone because of another visitor/pirate that took the guy.
Last patch, I had Tommy guns strewn all over the map and I never did figure out why they were there. At first I thought it was raiders dying and dropping their weapons but it was the same model (there's two) scattered all over the map in places that the raiders would never go due to their pathfinding. Sent a couple colonists to go pick up all the ones I could find, but I was always finding more just laying around and eventually I gave up collecting them.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 10, 2014, 04:47:29 AM
Quote from: Goo Poni on November 09, 2014, 11:57:38 PM
Last patch, I had Tommy guns strewn all over the map and I never did figure out why they were there. At first I thought it was raiders dying and dropping their weapons but it was the same model (there's two) scattered all over the map in places that the raiders would never go due to their pathfinding. Sent a couple colonists to go pick up all the ones I could find, but I was always finding more just laying around and eventually I gave up collecting them.


look's like you got an event witch include a lot of the same bug + the bug that may occur (didn't happened for a few mouth for me but anyway) : Instead to spawn at the right location, they spawn in a corner of the map. If they can't, they spread across the map instead.
It's the same problem with raider sometime.


--------------------------------------------

bug report : If you try to make a Battery Module, it say it need 10 Compact battery. However, the crafter will pick 5, go on top of another 5 Compact battery, and then.... go with only 5 at the workbench and craft it.

I think this come because you changed how stack battery recently. I don't know how I could do to change the number available per stack.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 10, 2014, 07:10:28 AM
Quote from: Canute on November 10, 2014, 06:34:22 AM
I think i know what the problem are.
When he start the game, he didn't got his 3 free beacons.
That happen once to me too.
All other things works fine i think.
He should just start a new game, and watch the 3 crates to deconstruct that they contain the 3 beacons and the cutails tool, not to forget the compact research terminal to be there.
Sorry, but what are you talking about ?
Quote someone if you want to anwser to someone. Or maybe be write something like "@someone", etc.
If you talk about cat123, I already explained to him that he may don't have his three beacons but as far as i understand he got them and just loose some in random fire/mortar.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: ToXeye on November 10, 2014, 07:24:53 AM
Tiki torches can be used as cover, I think. *edit* will post this on the tiki torch mod *edit* I didn't find out which mod has the tiki torch in it
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 10, 2014, 08:13:06 AM
Quote from: ToXeye on November 10, 2014, 07:24:53 AM
Tiki torches can be used as cover, I think. *edit* will post this on the tiki torch mod *edit* I didn't find out which mod has the tiki torch in it

Tiki torch come with minami mod. And tiki can't be used as cover (but may get hit if they miss you like everything else)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: sidfu on November 10, 2014, 08:36:40 AM
i dont use the tiki torches as i got tired of my haulers going back to the tiki torch years after its been sold and droping off wood for it lol. even thou they only do it once when the where the torch was is in middl eof a wall its kinda annoying.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Dave-In-Texas on November 10, 2014, 10:04:18 AM
Quote from: Igabod on November 09, 2014, 11:02:51 PM
Quote from: Dave-In-Texas on November 09, 2014, 10:15:52 PM
Hey Minami :)

Can we please have 'Wall Refining' upgrade the conduit version as well?  or is there a reason to leave them out that i'm missing?

My guess is that it was done like that on purpose. Non-conduit walls are generally used for the outer walls for defense and conduit walls are interior walls usually that don't need to be as strong. Plus it makes a bit of sense for something that has a hollow conduit in it to be less strong than a solid wall with no hollow space.

While that is a possiblity, i'm not asking for parity.  the conduit walls are already weaker.. why not allow this improved technique improve their health too? after all, a wall is a wall, its not something exactly OP lol
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 10, 2014, 10:31:55 AM
Quote from: Dave-In-Texas on November 10, 2014, 10:04:18 AM
Quote from: Igabod on November 09, 2014, 11:02:51 PM
Quote from: Dave-In-Texas on November 09, 2014, 10:15:52 PM
Hey Minami :)

Can we please have 'Wall Refining' upgrade the conduit version as well?  or is there a reason to leave them out that i'm missing?

My guess is that it was done like that on purpose. Non-conduit walls are generally used for the outer walls for defense and conduit walls are interior walls usually that don't need to be as strong. Plus it makes a bit of sense for something that has a hollow conduit in it to be less strong than a solid wall with no hollow space.

While that is a possiblity, i'm not asking for parity.  the conduit walls are already weaker.. why not allow this improved technique improve their health too? after all, a wall is a wall, its not something exactly OP lol

Just to trow something that could help you, even if it won't change anything here, but you can make wall with conduit that have 2000hp by using panel reinforced wall with granit. And it even give 65 beauty. Embrasure go up to 900hp and door up to 800hp, witch is quite a lot actually.

Before we would have 3 upgrade but it was broken and allowed to have small basic stone wall on alpha 6 to have up to 2700hp (for only 6 stone ...)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 10, 2014, 10:56:22 AM
Quote from: minami26 on November 09, 2014, 03:19:57 PM

Gee golly, thank you so much guys for helping me fix and balance the mod, im taking notes and see to it that the next iteration will be not so broken.

And i have already made a stun gun. Its available to be made on the modern assembly I original/ttm worktable.

Can i ask for a changelog/patchnotes on the things that you changed with your copy Cat123? Ill be sure to learn some things from you :)

Also goo poni and oragepoilu thanks as always! :) and be nice :P


Nice mod, not sure how much of it is yours (all of it?). There's little things - like why have the master build list in different mods? TTS Mining has a table listing a parent mod's workstation build list. No doubt I'll work it out, but the structure seems odd at this time.

Sarcasm - less cool, but *shrug*, we can't all take criticism gracefully.

Suggestions:

Move Solar Panels parts, Battery packs and Beacons to Electronics Table & lower the tier

As it says on the tin - no way any of these should take a program module. Solar panels & batteries currently require you to kill / process mechs. Not so much potatoes, but should be mid tier, not highest tier.

Oil is currently far better than all other energy sources

A single oil refinery gives 4500w and can support 5 generators with x3 oil tanks each (6000w) easily. So, if you stretched it, you could easily have 12 generators with only 1 tank each (14,400w). Compared to geothermal (3600w) and solar (lol) there's no competition - not only that, it only requires mid tier building materials as compared to geo & solar which currently require program modules + advanced modifier.

This is a balance issue, and could do with looking at - or at the very least, geothermal should give 12kish.

Science Fiction Weapons currently do same / less damage than modern era weapons

Not sure if there's an excel table listing the various weapons, but a lot of the modern era weapons do more damage than the SF weapons. e.g. that Russian Sniper rifle (35+) vrs the Plasma burst sniper (12x2). There's also a bunch of references (Aliens, W40k etc) that aren't really useful - for one thing, if the mod is ever bundled into the main build, you can't have TM stuff in there (legally).

Updated AI = waste of resources

For the massive cost increase of an AI core (6k), you get +2 skills across the board, and that's it. Not worth it, by a long shot.

Food production at fireplaces is vastly OP

Compared to making basic meals (highest tier stuff required, elec hob) with 12+ cooking, the fireplace churns out at least 20 meals in the same time. I'm currently feeding a colony of 15 just with 1 fireplace.

The speed needs reducing or the # of materials (food) needs upping. There's no reason to have any other food production unless you want the +morale effects.


Bugs:

Black Void event - if it is an eclipse when it starts, no darkness occurs

Had fog and eclipse when it started, there was no visual darkness. Could be either of them.

Tested: it's the eclipse - when it ends, darkness is correctly applied.

Void beasties still spawn, colonists still have -7 morale penalty, the visual dark effect just doesn't trigger.



Still, mod is nice. 50% of the guns (and all those tables... no wonder I never found the stun gun, I wasn't going to build 6 tables all virtually the same) need pruning and the beacon stuff.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 10, 2014, 11:32:02 AM
Quote from: Cat123 on November 10, 2014, 10:56:22 AM

Nice mod, not sure how much of it is yours (all of it?).
Some parts are Minami's own doing. I think all the custom events are Minami. Many of the submods are not Minami's though. Apparello, Project Armoury, MAI, Clutter Corp, A2B Conveyors, list goes on.

Quote from: Cat123 on November 10, 2014, 10:56:22 AM
Science Fiction Weapons currently do same / less damage than modern era weapons

Not sure if there's an excel table listing the various weapons, but a lot of the modern era weapons do more damage than the SF weapons. e.g. that Russian Sniper rifle (35+) vrs the Plasma burst sniper (12x2). There's also a bunch of references (Aliens, W40k etc) that aren't really useful - for one thing, if the mod is ever bundled into the main build, you can't have TM stuff in there (legally).
I've personally gone and skimmed all the sci-fi weapons off. Some of the weapons are kinda silly (W40k bolters should be nigh controllable, ridiculously inaccurate weapons that hit like runaway freight trains) and I personally don't get all the references. Mass Effect, Starship Troopers, Turok, W40k, there's some more that I don't know.

Quote from: Cat123 on November 10, 2014, 10:56:22 AM
Still, mod is nice. 50% of the guns (and all those tables... no wonder I never found the stun gun, I wasn't going to build 6 tables all virtually the same) need pruning and the beacon stuff.
Yeah, the gunsmith tables are a little irritating but otherwise the recipes would be going off the screen. As I said just above, I trimmed sci-fi and much of the other weapons, put them all on the initial table, jacked up the costs and made the weapons meaningfully different. A less accurate auto-shotgun or a more accurate pump-action shotgun. Fast firing, less accurate sniper rifles or slow firing, more accurate sniper rifles. A DMR for assault-rifle range, accurate single-shot uses or an assault rifle to put more bullets in the air. Faster firing semi-automatic pistol or a slower firing revolver. Balance is probably completely gone out the window at this point because I also dropped cooldown ticks to almost nothing (just 1 tick) and fiddled with aim times. The shotguns both shoot a burst of 8 with one tick between shots so they essentially fire a blast of shot instead. Made more sense in my mind than the weird mass of white that's supposed to emulate a shotgun blast. Noticed a raider with a Lupara was shooting two shots for every one trigger pull and found the reasoning in the Lupara's file. I haven't tried setting time between blasts to 0 ticks. Either it won't work and the game won't use the gun or it'll work marvelously and shotguns can really fire a spread of pellets instead of technically firing a ton of shots really quickly.

EDIT:
A quick test says that 0 time between bursts is totally fine and while more rapid, it doesn't stop the sound of a gun firing playing several times at once.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 10, 2014, 12:47:52 PM
QuoteNice mod, not sure how much of it is yours (all of it?). There's little things - like why have the master build list in different mods? TTS Mining has a table listing a parent mod's workstation build list. No doubt I'll work it out, but the structure seems odd at this time.

Basically Minamy made the tech tree with some stuff inside it and took time to include other mod.
That mean that you don't NEED to play all the mod here, you can just play minami, and include whatever mod you want - because he already patched them so they fit better in his mod.
keep in mind that he go this way because any mod maker could at any time change everything he want and/or leave his mod.


QuoteMove Solar Panels parts, Battery packs and Beacons to Electronics Table & lower the tier
As it says on the tin - no way any of these should take a program module. Solar panels & batteries currently require you to kill / process mechs. Not so much potatoes, but should be mid tier, not highest tier.

1)Stuff from minami won't go in a workbench of another mod because you should be able to play minami alone.
2)You have 2 tier for solar tech. the hight tier can be buy faster than you could craft it, but meanwhile you should use the low tier; Place the hight tier below would mean you will make low tech solar useless, so wwe would juste have to remove them ...
No matter how you look at it, either it will broke how the mod actually work (low tech hand made => trader hight tech => hight tech hand made), either you will remove the first hand-made tech. Witch reduce content and gameplay and difficulty and reward from being able to build better stuff. Bad.
3)There is also two tier of batteries. the second tier of batterie just need and advanced modifier, some metal and some potatoes. So you need to some trades before you could acces to a better batterie; it's fine. And no, it's doesn't need any program module to make a batterie.
4)beacons could be lowered to the metal work. that would mean that we could also remove the beacon/beacon antennae part and only stick with one item, because they are on the same tech tier if you do this.

Edit about the solar panel - hight tier solar panel give 600w during the night so if you have some place around they are quite nice to get a safe source of energy. Mainly that's why they are so much hight tech (you could do them early and focus on research to get the upgrade while you currently don't have much stuff)


QuoteA single oil refinery gives 4500w and can support 5 generators with x3 oil tanks each (6000w) easily. So, if you stretched it, you could easily have 12 generators with only 1 tank each (14,400w). Compared to geothermal (3600w) and solar (lol) there's no competition - not only that, it only requires mid tier building materials as compared to geo & solar which currently require program modules + advanced modifier.

This is a balance issue, and could do with looking at - or at the very least, geothermal should give 12kish.
i am actually using oil and i took some time to really loot at it before. The Oil refinery give 4200w. A generator give 1200.
A generator need about ~1oil/50s and an Oil refinery give around ~20oils/335s.
this mean, that you can keep up 2 generator all the time and a third generator from time to time.
With some conveyor you end with :
4200+ 1200*2-130(cost of conveyor) = 6470w    with the additional oil in another generator from time to time that you could stick to a battery (50% effectiveness) so something between 500-800w more what, maybe.

Geothermal as you stated only give 3600 - and may break because of a special event.
What i think is that the 4200w could be lowered so people would try to use the oil in some generator instead of selling it. Also add some gameplay in someway, witch is always nice.


QuoteScience Fiction Weapons currently do same / less damage than modern era weapons

Not sure if there's an excel table listing the various weapons, but a lot of the modern era weapons do more damage than the SF weapons. e.g. that Russian Sniper rifle (35+) vrs the Plasma burst sniper (12x2). There's also a bunch of references (Aliens, W40k etc) that aren't really useful - for one thing, if the mod is ever bundled into the main build, you can't have TM stuff in there (legally).

It's from another mod included in the pack - you should talk of this in the right topic.
https://ludeon.com/forums/index.php?topic=1950.0
Minami have no responsibility for the use of other mod and only help people using it by adding into his tech tree.

QuoteUpdated AI = waste of resources
For the massive cost increase of an AI core (6k), you get +2 skills across the board, and that's it. Not worth it, by a long shot.
... what are you talking about ? The MAI ?
Again,
It's from another mod included in the pack - you should talk of this in the right topic.
https://ludeon.com/forums/index.php?topic=3612.0
Minami have no responsibility for the use of other mod and only help people using it by adding into his tech tree.

And btw adding a AI core allow you to have a MAI that can do anything but talk, artistic, better learn factor and base level. You just need to build it AFTER you done all the research.

Quote
Food production at fireplaces is vastly OP
Compared to making basic meals (highest tier stuff required, elec hob) with 12+ cooking, the fireplace churns out at least 20 meals in the same time. I'm currently feeding a colony of 15 just with 1 fireplace.

The speed needs reducing or the # of materials (food) needs upping. There's no reason to have any other food production unless you want the +morale effects.

The whole food production is ... well, pretty much bad, and you can easily  see that minami try to do some new thing and add some stuff but didn't yet really done it. Mainly a placeholder ? Yeah, it could be redone and rebalanced.
but because food don't give anything but ... food & morale there isn't much point to take a lot of time to change this for now.
If it could change ... I don't know, chance to increase immunity/ increase heal over time/ increase max heal or something like this yeah food could have some utility and would be worth to take time to make something nice !

btw paste dispenser is the next step after this - just need to haul and you'r done. (+morale boost from research and very low cost on food)


QuoteStill, mod is nice. 50% of the guns (and all those tables... no wonder I never found the stun gun, I wasn't going to build 6 tables all virtually the same) need pruning and the beacon stuff.
Stun gun is with the workbench tagged ORIGINAL/TTM because it's from TTM (tech tree minamy)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 10, 2014, 01:17:13 PM
Quote from: Oragepoilu on November 10, 2014, 12:47:52 PM

i am actually using oil and i took some time to really loot at it before. The Oil refinery give 4200w. A generator give 1200.
A generator need about ~1oil/50s and an Oil refinery give around ~20oils/335s.
this mean, that you can keep up 2 generator all the time and a third generator from time to time.

This is incorrect: I currently have 5 generators each with 3 storage tanks, 1 oil refinery and I'm gaining refined oil.

Refined oil.

So no, you need to look at your math again.

Quote from: Oragepoilu on November 10, 2014, 12:47:52 PMIt's from another mod included in the pack - you should talk of this in the right topic.
https://ludeon.com/forums/index.php?topic=1950.0
Minami have no responsibility for the use of other mod and only help people using it by adding into his tech tree.

Ok, will do, thanks.


Quote from: Oragepoilu on November 10, 2014, 12:47:52 PM... what are you talking about ? The MAI ?
Again,
It's from another mod included in the pack - you should talk of this in the right topic.
https://ludeon.com/forums/index.php?topic=3612.0
Minami have no responsibility for the use of other mod and only help people using it by adding into his tech tree.

Ok, will do.

Quote from: Oragepoilu on November 10, 2014, 12:47:52 PMAnd btw adding a AI core allow you to have a MAI that can do anything but talk, artistic, better learn factor and base level. You just need to build it AFTER you done all the research.

Yes, I'm talking about a fully upgraded / researched model. It's not worth the core, as at that point you will have 10+ experienced colonists anyhow.

Quote from: Oragepoilu on November 10, 2014, 12:47:52 PMThe whole food production is ... well, pretty much bad, and you can easily  see that minami try to do some new thing and add some stuff but didn't yet really done it. Mainly a placeholder ? Yeah, it could be redone and rebalanced.
but because food don't give anything but ... food & morale there isn't much point to take a lot of time to change this for now.
If it could change ... I don't know, chance to increase immunity/ increase heal over time/ increase max heal or something like this yeah food could have some utility and would be worth to take time to make something nice !

There's a thought for a mod...

Quote from: Oragepoilu on November 10, 2014, 12:47:52 PMbtw paste dispenser is the next step after this - just need to haul and you'r done. (+morale boost from research and very low cost on food)

I've never built one, I assumed it would be worse than cooking.

Quote from: Oragepoilu on November 10, 2014, 12:47:52 PM
Stun gun is with the workbench tagged ORIGINAL/TTM because it's from TTM (tech tree minamy)

Ye, I understand that now.

TBH, if you really need to split them, split them into ballistic (bullets / shells / missiles), energy (lasers, tasers) and plasma (...fire / plasma) - neat, and the player will instantly understand which one to use as they unlock. But that's probably advice for another thread in another person's mod ;)




Bug? You cannot make "compound paste" or buy it for recipes?

A couple of the rarer processes (upgrading the chef / doctor's hats) requires "compound paste". I can't make it, and I've never seen it for sale. Hmm?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Shinzy on November 10, 2014, 01:37:05 PM
Quote from: Cat123 on November 10, 2014, 01:17:13 PMA couple of the rarer processes (upgrading the chef / doctor's hats) requires "compound paste". I can't make it, and I've never seen it for sale. Hmm?
It should be very common with the tailor goods trader! but I don't know how often those fly by so ::) The basic chef hats and science goggles are rarer to get a hold on in my experience ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 10, 2014, 02:01:55 PM
QuoteThis is incorrect: I currently have 5 generators each with 3 storage tanks, 1 oil refinery and I'm gaining refined oil.

Refined oil.

So no, you need to look at your math again.

I am using the last version. I think you are doing the same. yes, we are talking about the refined oil, not the basic oil from the pump.
There is talk about math really because i could even screen my oil refinery -  witch ouput on conveyor leading on 4 generator, and only 2 of them is always working and a third work most of the time.
please, check you don't have any supply of oil/refined oil that your guys haul here. Also, could you check something for me ? When you select the oil refinery, look at the timer when it reset and report how many time he say (for me it's around 335s), and use this timer to check when the generator "eat" one refined oil (ex : it eat one oil at 274s and 224s, so every 50s)
Did you change some file also ? you written a bit before that you wanted to change to stuff my yourself.

it's weird - it shouldn't be different from an user to another.

Quote
I've never built one, I assumed it would be worse than cooking.

Actually you can have upgrade to decrease the cost in food per meal, delete the mood malus and give a mood bonus.
i have 9 citizens and ... nothing to grow food. I just butcher some animals that die into my entrance, because of my animal zapper. I also have a BUNCH of food around, because late game you will mostly eat survival food from raider anyway.

QuoteYes, I'm talking about a fully upgraded / researched model. It's not worth the core, as at that point you will have 10+ experienced colonists anyhow.

Well yeah it's not that much worth it at this point (I almost only have full bionic colonist witch are way way way faster than the robot so i can understand) but it's more reliable than most people you will find (no mood, no food, more health, better level, witch make a lot of even really easy - and no fear for power atm)
Keep in mind that you loose experience after lv10 so having a burning passion instead of nothing/normal one can lead to a much bigger yield every time you do something. And because higher level mean faster, you will earn even more experience ...
Thoose are beast, unless you want to go full bionic (but the author of the MAI don't made his mod with the bionic mod in mind), you really want to use a few when you lack some sort of colonist specialized, or when you loose one. Well unless you savescum if it happen ^^ (game allow it so why not)

The core cost around 6k. Add the time you spend here + the basic cost and compare with bionic : full bionic cost around 20k silver (can be lowered by crafting) not counting time for operation incapacity & medic. (Well i know you don't need everything)
So yeah, maybe it's a bit too hight. Was mainly a placeholder because core are pointless but for the ship (...) as far as remember when i read the topic about this mod.
lowering too much the cost could lead to quickly only use them because of all the bonus the have for survivability/efficiency inside a base (but not for hauling) also itst he cost of an item included in the base game so not sure how it would turn.

you may want to replace the recipe in the bill to use something else that is included in minami mod - like program module (for the cost, at last, but you will find some and mostly always have enough of them)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Xubrim on November 10, 2014, 09:21:03 PM
Am I the only one that thinks an AI core is more than worth it for MAI? A physically deft colonist with a burning passion for all skills but one, with rank 7 starting? No negative traits, no need for food, and constantly happy with anything I do? That sounds fine to me.

While it's true that most people usually have 10 or more skilled colonists by that point, I really wouldn't care if most of them ate a bullet. Annoying traits, inability to do certain tasks, and a lack of passion for the skills they can makes the vast majority of colonists, frankly, expendable. With Mai I can cull the ones that leave something to be desired and get a very, very solid colonist on demand. If I had to complain about anything, it'd be that the unenhanced ones are so weak in comparison that they're hardly worth their precious mechanoid parts.



edit: Some suggestions for TTM, so I don't have to make another post.

Tasers are awesome, but very expensive. Cutting their cost to maybe 1/4 could prevent mass producing them for easy silver from trading, which seems pretty cheaty. They currently bring in ~600 silver each and practically free to produce.

Thanks for the local traders, btw. I think that fixes the beacon eating hypertornado problem nicely.

Would you be willing to tweak C.H.E.S.T.s to include Utility Metal and Wood Planks?

I love the missile launcher with a passion, but can't help but feel the missiles are simply way too cheap. A well placed missile can easily break a siege, so these are potent things. Maybe make them require uranium and silver, or simply 5-10x the resources they do now?

Also, two bugs, both with Mia.

The textures for a drafted MAI aren't included in your patch. Just copy/pasting them from the main Mai mod fixes it.

The random event, where a colonist gets kidnapped? Mia are set to explode when they are no longer capable of walking. This means that, if selected, the robot will explode with nothing the player can do to stop it.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on November 10, 2014, 10:59:08 PM
Is it just me or Project Armory is missing in the .rar ?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 11, 2014, 05:35:22 AM
@Xubrim
QuoteAm I the only one that thinks an AI core is more than worth it for MAI? A physically deft colonist with a burning passion for all skills but one, with rank 7 starting? No negative traits, no need for food, and constantly happy with anything I do? That sounds fine to me.

While it's true that most people usually have 10 or more skilled colonists by that point, I really wouldn't care if most of them ate a bullet. Annoying traits, inability to do certain tasks, and a lack of passion for the skills they can makes the vast majority of colonists, frankly, expendable. With Mai I can cull the ones that leave something to be desired and get a very, very solid colonist on demand. If I had to complain about anything, it'd be that the unenhanced ones are so weak in comparison that they're hardly worth their precious mechanoid parts.

I'll try to explain :
Burning passion help growing the skill faster, you earn more experience. It help a lot because you loose experience after lvl 10.
So, the more xp you earn in a skill the less the losing experience will hurt you.
HOWEVER, you have a limited amount of time each day and a limited amount of task. A lot of them end game is hauling - witch don't need a skill.
Bionic are far superior for the speeds movement and crafting speed, and the hit factor. Because of this, a trained colonist with burning passion on one skill will be faster to do it, so earn more experience in the same time, so do task even faster, so earn even and even more experience !
It's way more easy to get lvl 20 with a colonist than a MAI. And lvl 20 give some insane boost not only in the speed, but in the crafting too;
you may end with some crafting with up to 10 time the normal yield because you have a few step. MAI, with they normal speed, and starting lv7 (you already have colonist with better skill at this point) will need a lot of time before you could have the same thing - and during this time it will be less efficient.
At this point, you can afford bionic anyway so why don't get a colonist instead ?

I usually use a few MAI for the front line during fighting and for all around task (I do a lot of building/hauling/cleaning/mining now) without the need to set them equipment or anything else, i just replace them if they die.




QuoteI love the missile launcher with a passion, but can't help but feel the missiles are simply way too cheap. A well placed missile can easily break a siege, so these are potent things. Maybe make them require uranium and silver, or simply 5-10x the resources they do now?
Well yes missile kinda broke end game raider but anyway it help against the lag,and you won't have as much loot as you do by using turret if you need money. No matter the cost, you will be able to take down any raid so...
however mechanical can deal with a missile so you will need some turret if you want to kill them without trouble.
Instead of a hight cost i would like to see a hight reload time, at last. like a day or so, to not spam them but instead use them more wisely if you need it.

Quote
Also, two bugs, both with Mia.

The textures for a drafted MAI aren't included in your patch. Just copy/pasting them from the main Mai mod fixes it.
thx for the help here.

QuoteThe random event, where a colonist gets kidnapped? Mia are set to explode when they are no longer capable of walking. This means that, if selected, the robot will explode with nothing the player can do to stop it.
You may want to talk about this with Haplo. Maybe he could get some idea to avoid this

Quote from: Grizzly on November 10, 2014, 10:59:08 PM
Is it just me or Project Armory is missing in the .rar ?
If you want project armory be sure you have downloaded the pack version - not the standalone. There is two link.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: LuisMH on November 11, 2014, 07:21:58 AM
Hello!

Amazing work on this mod/mod pack, congratulations!

Can you please upload the files on GoogleDrive or some other site?
I'm unable to download from Nexus, not sure why.

Thank you very much!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 11, 2014, 07:41:02 AM
Quote from: LuisMH on November 11, 2014, 07:21:58 AM
Hello!

Amazing work on this mod/mod pack, congratulations!

Can you please upload the files on GoogleDrive or some other site?
I'm unable to download from Nexus, not sure why.

Thank you very much!

In case it could help - there is also a link from mediafire. It doesn't work too for you ?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: LuisMH on November 11, 2014, 08:48:23 AM
Quote from: Oragepoilu on November 11, 2014, 07:41:02 AM
In case it could help - there is also a link from mediafire. It doesn't work too for you ?
The mediafire link is for the "TTM Main only", isn't it?
Anyway, you are right, it doesn't work for me neither...
I'm at work, behind a proxy, using an outdated browser.
GoogleDrive worked on a previous version (you can see it on the links)

Anyway, thanks in advance to the mod maker if he can upload there again
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 11, 2014, 11:52:23 AM
Quote from: LuisMH on November 11, 2014, 08:48:23 AM
The mediafire link is for the "TTM Main only", isn't it?
Anyway, you are right, it doesn't work for me neither...
I'm at work, behind a proxy, using an outdated browser.
GoogleDrive worked on a previous version (you can see it on the links)

Anyway, thanks in advance to the mod maker if he can upload there again

I can't help you here, I don't have any knowledge about proxy/browser. searching over the net to find the culprit could help you tough, even if well it would give you some trouble while it's not that much worth it - download it from your home and move it with a data drive.

The link with the other mod included is the same for the main TTM folder inside - it's just that he added patched version of other mod as well, i don't think he changed actually something in his mod itself.

Anyway I'll try to upload it for you. I don't know how it work but anyway give a try don't cost much.
https://drive.google.com/file/d/0B52-7cVO4qaBVmE0OXJGZGlVQVE/view?usp=sharing
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Imca on November 11, 2014, 08:36:34 PM
I hate to ask since I have not moded rimworld before but I have other games, but how would I go about adding the tactical AI from the MAI mod to this one?

I would just add the MAI Miscellaneous mod to rimworld, but since it includes features that this mod does I am worried it would be incompatible, is there a way to just strip out the tactical AI or is it fine to use as is? Also any chance you could include it in a future version? Sorry.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Darkfirephoenix on November 11, 2014, 11:10:22 PM
Quote from: Imca on November 11, 2014, 08:36:34 PM
I hate to ask since I have not moded rimworld before but I have other games, but how would I go about adding the tactical AI from the MAI mod to this one?

I would just add the MAI Miscellaneous mod to rimworld, but since it includes features that this mod does I am worried it would be incompatible, is there a way to just strip out the tactical AI or is it fine to use as is? Also any chance you could include it in a future version? Sorry.
Isn't MAI already included? There is a extra download on the first page for "patches" for other mods so they work with Techtree (more like: the complete mods tuned so they can work with Techtree)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Alheira on November 12, 2014, 06:18:50 AM
can anyone tell me how to trade with the 'local' traders? I have my silver on a stockpile and its just not recognized
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Igabod on November 12, 2014, 06:21:28 AM
Quote from: Alheira on November 12, 2014, 06:18:50 AM
can anyone tell me how to trade with the 'local' traders? I have my silver on a stockpile and its just not recognized

does that stockpile have an orbital trade beacon on it? If not they won't be able to transfer the goods to you or your money away because their orbital trade platform (I'm just making up the orbital platform thing but it's a feasible explanation for this mechanic) can't pinpoint the location without a signal.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Alheira on November 12, 2014, 06:32:53 AM
Quote from: Igabod on November 12, 2014, 06:21:28 AM
Quote from: Alheira on November 12, 2014, 06:18:50 AM
can anyone tell me how to trade with the 'local' traders? I have my silver on a stockpile and its just not recognized

does that stockpile have an orbital trade beacon on it? If not they won't be able to transfer the goods to you or your money away because their orbital trade platform (I'm just making up the orbital platform thing but it's a feasible explanation for this mechanic) can't pinpoint the location without a signal.

It does not, thanks for the quick reply! Your explanation does give it sense, because as it was...it just would feel more 'right' to not need beacons at all, i mean they just feel like they're plain traders, wandering about, doing business.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Igabod on November 12, 2014, 06:47:34 AM
Quote from: Alheira on November 12, 2014, 06:32:53 AM
Quote from: Igabod on November 12, 2014, 06:21:28 AM
Quote from: Alheira on November 12, 2014, 06:18:50 AM
can anyone tell me how to trade with the 'local' traders? I have my silver on a stockpile and its just not recognized

does that stockpile have an orbital trade beacon on it? If not they won't be able to transfer the goods to you or your money away because their orbital trade platform (I'm just making up the orbital platform thing but it's a feasible explanation for this mechanic) can't pinpoint the location without a signal.

It does not, thanks for the quick reply! Your explanation does give it sense, because as it was...it just would feel more 'right' to not need beacons at all, i mean they just feel like they're plain traders, wandering about, doing business.

Yeah, apparently it's too deeply rooted in the code to require that beacon to remove the need for it.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Alheira on November 12, 2014, 07:00:35 AM
Oh, I see how that can be a problem yea..
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: LuisMH on November 12, 2014, 08:16:15 AM
Quote from: Oragepoilu on November 11, 2014, 11:52:23 AM
Anyway I'll try to upload it for you. I don't know how it work but anyway give a try don't cost much.
https://drive.google.com/file/d/0B52-7cVO4qaBVmE0OXJGZGlVQVE/view?usp=sharing

Hey, thank you very much, it worked!
I have recently moved and internet services are unavailable at my present location due to interference by a bunch of trees (yeah... lol...radio/wireless connection).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 12, 2014, 09:29:06 AM
Quote from: LuisMH on November 12, 2014, 08:16:15 AM
Quote from: Oragepoilu on November 11, 2014, 11:52:23 AM
Anyway I'll try to upload it for you. I don't know how it work but anyway give a try don't cost much.
https://drive.google.com/file/d/0B52-7cVO4qaBVmE0OXJGZGlVQVE/view?usp=sharing

No problem. Feel free to ask again if you need it.
Hey, thank you very much, it worked!
I have recently moved and internet services are unavailable at my present location due to interference by a bunch of trees (yeah... lol...radio/wireless connection).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 12, 2014, 02:03:37 PM
Bug:

You cannot make the fertilizer pump part

I have 55 mechanical components, 200+ utility metal and it refuses to build. Everything else is 100% correct (workers, space, haulers etc).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 12, 2014, 03:10:32 PM
Quote from: Cat123 on November 12, 2014, 02:03:37 PM
Bug:

You cannot make the fertilizer pump part

I have 55 mechanical components, 200+ utility metal and it refuses to build. Everything else is 100% correct (workers, space, haulers etc).

I have already explained why it doesn't work.
https://ludeon.com/forums/index.php?topic=3464.msg73535#msg73535
In short recipe have changed but minami forget to change a part of the recipe. Look at my post.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 12, 2014, 05:29:01 PM
What's the best materials to craft armour and such from? It all uses the same resources. Kevlar? Aramid Fibre? Gelid Braid? Hyperweave? I know hyperweave is silly expensive stuff to buy but is that because it's the best? Or just a lore-y reasoning like it's rare or some such?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 12, 2014, 05:57:49 PM
Quote from: Goo Poni on November 12, 2014, 05:29:01 PM
What's the best materials to craft armour and such from? It all uses the same resources. Kevlar? Aramid Fibre? Gelid Braid? Hyperweave? I know hyperweave is silly expensive stuff to buy but is that because it's the best? Or just a lore-y reasoning like it's rare or some such?
most material are the same. Hyperweave give a bit more piercing protection so it slightly decrease more the chance to be hit by a bullet than other materials.
Devilstrand come just after, and the other come all far behind. If you can't afford Hyperweave just make some devilstrand instead. It's something like :
Polycalamarate (or something like this) - 3
all others - 5 to 6
Devil - 10
hyperweave - 12


I'v already asked that here, if you want to read the anwser from the dude that made the mod :
https://ludeon.com/forums/index.php?topic=5085.msg73422#msg73422
In case you didn't ye know all the modded armor/clothes come from the Apparello mod, made by Shinzy.
In case the mod is updated in the package of Minami you may want to read his change log or ask in her topic if you have question only related to his mod - here you won't have as much information as it you would ask over here.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 12, 2014, 06:03:32 PM
Mm, I didn't know which mod it came from, there is so much craftable stuff. Overall best to build armour out of hyperweave though, it seems. Should I be looking to slap as many layers on people as I can? Just throwing them in light infantry armour never seemed to quite cut the mustard in the last version, the silly raids would still tear them a new one anyway, but scyther armour crippled limbs from extended use IIRC, hive is impractically slow and the steamhull is still fairly slow, plus it all requires mechanoid kills for energy cores now.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 12, 2014, 07:25:33 PM
Quote from: Goo Poni on November 12, 2014, 05:29:01 PM
What's the best materials to craft armour and such from? It all uses the same resources. Kevlar? Aramid Fibre? Gelid Braid? Hyperweave? I know hyperweave is silly expensive stuff to buy but is that because it's the best? Or just a lore-y reasoning like it's rare or some such?


Hyperweave - make vests + light armor + helmets.
Aramid jumpsuits - +400% heat.


The mod (whichever it is) is REALLY unbalanced, as all materials cost the same to build. So far, most if not all of the mods available [tech tree, weapons, weaving] are so hilariously unbalanced it's like Santa Clause came to town. Has no-one even thought of balance formula to crunch the numbers?!?

Btw - currently the entire game balance is screwed: You get FAR more defense using shoulder pads + light combat armor + vest + jumpsuit than you do using total body armor.


Totally borked atm.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 12, 2014, 07:27:05 PM
Quote from: Oragepoilu on November 12, 2014, 03:10:32 PM
I have already explained why it doesn't work.
https://ludeon.com/forums/index.php?topic=3464.msg73535#msg73535
In short recipe have changed but minami forget to change a part of the recipe. Look at my post.


Ok, that's cute - it's just a bug report. Thanks for verifying it, but yeah - if I wanted to fix the XML, I'd end up changing most of these mods.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 12, 2014, 08:23:29 PM
Quote from: Cat123 on November 12, 2014, 07:25:33 PM

The mod (whichever it is) is REALLY unbalanced, as all materials cost the same to build. So far, most if not all of the mods available [tech tree, weapons, weaving] are so hilariously unbalanced it's like Santa Clause came to town. Has no-one even thought of balance formula to crunch the numbers?!?

Btw - currently the entire game balance is screwed: You get FAR more defense using shoulder pads + light combat armor + vest + jumpsuit than you do using total body armor.


Totally borked atm.

At this point, all my colonists are using sniper rifles with enough damage to instagib centipedes with 100% base accuracy at all ranges and I'm just looking to throw armour on everyone and basically let the colony run itself. Nothing short of the silly 50-man raids in previous alphas are likely gonna topple the colony short of sporadic lucky headshots.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: ToXeye on November 13, 2014, 05:38:04 AM
Quote from: Cat123 on November 12, 2014, 07:25:33 PMTotally borked atm.

http://en.wiktionary.org/wiki/bork
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 13, 2014, 06:02:58 AM
Quote from: Goo Poni on November 12, 2014, 08:23:29 PM
At this point, all my colonists are using sniper rifles with enough damage to instagib centipedes with 100% base accuracy at all ranges and I'm just looking to throw armour on everyone and basically let the colony run itself. Nothing short of the silly 50-man raids in previous alphas are likely gonna topple the colony short of sporadic lucky headshots.

Actually the % on armor is only a % of chance to protect from a source of damage so you may always end to be hit/Os by a sniper if you don't have 100% piercing on your full heal/torso with ONE armor.
So anyway you will want to avoid to be shoot in all case - so stick behind turret and use shoulder, coated light armor, scyther frame, socks, snow boot and an hive helmet. You could add a jumpsuit and some discharger & stabilizer gloves too. You end with a bit of move speed witch can help you to outrun bullet. Yes. IF you outrun them they won't hit you ! :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 13, 2014, 07:15:33 AM
Can't seem to build shoulderpads or at least I haven't built the correct crafting table for them yet. Do scyther frames still cause crippled legs? Hyperweave light armour helmets have 112% piercing resistance so I guess that's immunity to headshots, right? Regular armour vest gives like 60% and hyperweave light armour provides another 50% or so. If it's additive, then that's 110% resistance again for the chest.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Igabod on November 13, 2014, 07:19:02 AM
Quote from: Goo Poni on November 13, 2014, 07:15:33 AM
Can't seem to build shoulderpads or at least I haven't built the correct crafting table for them yet. Do scyther frames still cause crippled legs? Hyperweave light armour helmets have 112% piercing resistance so I guess that's immunity to headshots, right? Regular armour vest gives like 60% and hyperweave light armour provides another 50% or so. If it's additive, then that's 110% resistance again for the chest.

The armor never grants you immunity to damage. The 112% is the bonus to your chance to avoid damage. But there will always be a chance of being hit no matter how high your armor percentage is. It's just a smaller chance than you have with lower percentage. It would be a little too OP if you were completely immune to damage.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 13, 2014, 07:28:08 AM
Seeing as how most armours don't protect limbs, those can still be blown off by random stray sniper shots and cripple colonists. I don't find immunity to bullets OP at all. I don't have infinite bodies to throw around, the raiders do. It makes no difference to the raiders if they lose 10 guys and the rest flee. If I lose 10 guys, that's 2/3s of the colony gone.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 13, 2014, 08:14:57 AM
Quote from: Goo Poni on November 13, 2014, 07:28:08 AM
Seeing as how most armours don't protect limbs, those can still be blown off by random stray sniper shots and cripple colonists. I don't find immunity to bullets OP at all. I don't have infinite bodies to throw around, the raiders do. It makes no difference to the raiders if they lose 10 guys and the rest flee. If I lose 10 guys, that's 2/3s of the colony gone.

Well if you loose a limp you can always use bionic or a weaker version of them. A hit in the torso/head can fatal, so that's the worst problem here - even if a agree that the problem is the same if armor don't protect the damage but instead decrease the chance of being hit.
More armor will come in time so you may will be able to have a colonist with a full armor at some point. But the system need to change if you want a real protection. You may want to take a loot at some topic in the general discussion of Rimworld and maybe start a topic here about this because modding won't allow to change the basic mechanic of the game.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Igabod on November 13, 2014, 08:25:14 AM
It's certainly OP when the raiders wear the exact same armor as you have access to and are equally effected by it. So if armor made you immune to damage then it would make THEM immune to damage as well and then you'd just have a bunch of dudes standing there shooting each other in the heads and getting nowhere. The only way to win any battle would be for the enemies to get fed up and just leave.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 13, 2014, 09:02:16 AM
Quote from: Igabod on November 13, 2014, 08:25:14 AM
It's certainly OP when the raiders wear the exact same armor as you have access to and are equally effected by it. So if armor made you immune to damage then it would make THEM immune to damage as well and then you'd just have a bunch of dudes standing there shooting each other in the heads and getting nowhere. The only way to win any battle would be for the enemies to get fed up and just leave.

It doesn't happen with the Apparello mod. You won't find somebody with an Hive Helmet or something like this.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Igabod on November 13, 2014, 10:04:30 AM
Quote from: Oragepoilu on November 13, 2014, 09:02:16 AM
It doesn't happen with the Apparello mod. You won't find somebody with an Hive Helmet or something like this.

no but you do see them wearing Kevlar Fur Hat's and Shoulder pads and all of the other pieces of gear except for a select few. And I've seen a T-shirt with more protection than the vanilla armor vest has. So my point remains. If the equipment with 100% and more protection granted immunity to damage then the raiders would also be immune to damage and it would make fights pointless and boring. You are supposed to have the fear of losing your colonist so that you use actual good tactics instead of sending them in a full frontal attack. I would personally delete apparello if it made you immune to damage.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 13, 2014, 11:12:32 AM
Do Scyther frames cause limb damage as their lore tidbit suggests? Or is it just a lore tidbit?


Quote from: Igabod on November 13, 2014, 08:25:14 AM
It's certainly OP when the raiders wear the exact same armor as you have access to and are equally effected by it. So if armor made you immune to damage then it would make THEM immune to damage as well and then you'd just have a bunch of dudes standing there shooting each other in the heads and getting nowhere. The only way to win any battle would be for the enemies to get fed up and just leave.
Quite a few armour parts can only be crafted by colonists, like Scyther, Hive and Steamhulls, plus I wouldn't imagine everyone in the raid would be bulletproof. Cripple and kill the non-bulletproof raiders and the remainder will retreat. I've only ever killed like half of a raid before they flee.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Igabod on November 13, 2014, 11:27:32 AM
Quote from: Goo Poni on November 13, 2014, 11:12:32 AM
Do Scyther frames cause limb damage as their lore tidbit suggests? Or is it just a lore tidbit?


Quote from: Igabod on November 13, 2014, 08:25:14 AM
It's certainly OP when the raiders wear the exact same armor as you have access to and are equally effected by it. So if armor made you immune to damage then it would make THEM immune to damage as well and then you'd just have a bunch of dudes standing there shooting each other in the heads and getting nowhere. The only way to win any battle would be for the enemies to get fed up and just leave.
Quite a few armour parts can only be crafted by colonists, like Scyther, Hive and Steamhulls, plus I wouldn't imagine everyone in the raid would be bulletproof. Cripple and kill the non-bulletproof raiders and the remainder will retreat. I've only ever killed like half of a raid before they flee.

I've only ever used the scyther frame once and never noticed any damage done to the wearer. But I wasn't really looking for it so I can't say definitively whether or not it does. As for the fact that those particular pieces of armor can only be created by colonists, who cares? As someone above pointed out, you can find regular clothing items which ARE found on the raiders and protect you more than wearing the armors that only colonists can create. You are actually very likely to find raiders that are wearing normal clothes who are harder to kill than power armored dudes. And in the very late game your odds of finding unarmored raiders in the group are so low that killing all of those would do very little to the morale of the attackers. Damage immunity would only lead to long drawn out fights or to you having to resort to sending your guys in to melee the enemies to death which would just be so ridiculous it wouldn't be worth playing.

edit to add: it's a moot point anyway since the code for the game doesn't grant immunity to damage but simply adds a bonus to your saving throw chances. And I highly doubt Tynan would ever change it.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 13, 2014, 12:11:00 PM
Quote from: Igabod on November 13, 2014, 11:27:32 AM
edit to add: it's a moot point anyway since the code for the game doesn't grant immunity to damage but simply adds a bonus to your saving throw chances. And I highly doubt Tynan would ever change it.

That's were you are wrong, i tough you would already know that but now i understand why you say all this stuff.

QuoteSept 26

    Renamed metal to steel.
    Rock chunks now generate more and less at different parts of the map.
    Flammability is now a curve, not an on/off setting. More flammable things will grow fires faster, which creates a distinct disadvantage for otherwise-excellent wood structures.
    Added auto-close to float menu for stuff selection.
    Rebalanced plant growth.
    Reworked armor system to do both damage resistance and deflection chance.
    When siegers are starving, they switch to assault mode.

He already talked about this before if i remember correctly - but i can't find the topic.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Shinzy on November 13, 2014, 12:30:25 PM
The description of the scyther frame is just flavour text for the most part
As is about every description in every item! I try to have the stats reflect them as well as possible though

Anyhow! balancing the stuff is very long process (atleast for me! cause I find myself adding new things instead of finetuning the old, which is not the best way to go but that's just how I roll! and when you roll, you roll downhill! and you tend to crash alot tooo and.. oh I'm going too far with it now aren't I?) *ahem*

The goal is to have all the bits of clothing serve some role, So that you could customize your guys depending on what they do
Scyther frame was ofc intended for hauling duties and not so much for combat
although right at the moment it actually has -50% aiming delay ::) which should have been +50% noooot a biggie! (I doubt Minnie has touched any of the stats in the TTM version, I haven't really compared them)

I've done some changes in the latest version which isn't included in this one yet
The light power armors are very close to Dusters in bullet deflection (+move speed boost) And they can't be made from the fabric materials anymore so you won't be having the over 100% helmets =P *poke*

Anyway! I'm just trying to say I am trying to keep the armor and clothing balanced
as and when I notice they could use some! it takes time, trust me! =P

Also! the rare occasions I get any feedback from any- what's the word -"external sources" they're tucked away in someone elses thread! ;D *pointing fingers very accusingly at every direction*
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 13, 2014, 01:03:10 PM
Quote from: Shinzy on November 13, 2014, 12:30:25 PM
Also! the rare occasions I get any feedback from any- what's the word -"external sources" they're tucked away in someone elses thread! ;D *pointing fingers very accusingly at every direction*

Yeah. But as you can see it was already pointed out on your topic anyway. No no big deal !

About the balance you was talking, because it's likely to change at the next alpha I didn't talk about this yet but I am willing to take a closer loot at it.
I just don't know yet how you put the stats, like, if you use a formula to set the stats depending of the part of the armor/material used. It could help kick the crazy number and maybe add a flavor on the gear if you are able at this point to do material=>moral/movement/skill/reload/learning/etc
Well actually as you pointed out you are more adding stuff. And anyway it's your mod not mine so don't mind to much what I said. Keep it up !
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: PiCroft on November 13, 2014, 05:15:10 PM
I had a question regarding the TTM Full Pack. It includes a ton of weapons from other mods, but the equipment racks, and the food preservers have all their possible storage items disabled by default. This is a major pain, especially for the equipment racks since the list of weapons is huge. Is there any way to change it so these two items have everything enabled by default?

E: nevermind, should have searched the thread. For reference, here is the solution:

Quote from: LittleMikey on August 30, 2014, 04:49:56 AM
Quote from: SleepyFox on August 28, 2014, 05:15:29 PM
Oh hey, Minami, the equipment racks are /slightly/ borked in that there's no way to 'select all'. If you want to use them for everything you have to go down the list and click everything one by one. And that's a lot of guns.

(http://1.bp.blogspot.com/_Wh7YLpCt49Y/Sbgx1CWCGzI/AAAAAAAAAbw/8X16xhAq5FA/s400/guns+and+more+guns.png)

If you go to: \Mods\Tech Tree Minami A6\Defs\ThingDefs\TTM_Buildings_Furniture.xml
Find "<defName>EquipmentRack</defName>"

And delete the lines:
     <defaultStorageSettings>
  <priority>Important</priority>
  <allowances>
<exceptedCategories>
  <li>Weapons</li>
</exceptedCategories>
  </allowances>
      </defaultStorageSettings>


Your equipment racks will by default have everything selected (Although you'll need to rebuild any equipment racks you've already built)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Cat123 on November 13, 2014, 05:28:43 PM
I've noticed that a lot of the bundled mods are out of date versions.

Any chance you could add a list of "compatible mods" + links to their threads please: most seem to include their own tables that allow TTM compatibility, and there's no point to a bundle if it's outdated.

I also spotted in the armory mod thread a link to a neat bit of code that is a mod manager - could you add that to the front page splash?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: sidfu on November 14, 2014, 11:18:07 AM
when i enable the extended surgery im getting a traslation error on ton of things. its only with the extended surgery.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 14, 2014, 04:55:28 PM
Quote from: sidfu on November 14, 2014, 11:18:07 AM
when i enable the extended surgery im getting a traslation error on ton of things. its only with the extended surgery.

If you talk about red message that say spam when you load the game for each part of body - then it's not some error but informations messages. the first mod maker of this mod didn't fully understand what he has done at this stage and used the wrong ... stuff ? to send message in the console.
There is no problem with it.
However if you have another problem that doesn't allow you to play report it with more informations. Like a copy of the log or something like this.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: sidfu on November 14, 2014, 06:17:26 PM
the error says def-link translation error.found no verse.

its only when i enabled the surgery extended patch without it there is no error. was fine last update.

without surgery extended there no error. reding all them it has gives that error for everything from research,recipes, jobs and even turrent error. without surgery extended i dont get the error.

i only have the ttm mod and patches installed so its not a mod error and i started tem up right by starting witht eh main ttm before enabled the others. ive already downloaded it 3 times again to make sure wasnt a corrupt file and no luck
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 15, 2014, 04:04:06 AM
Quote from: sidfu on November 14, 2014, 06:17:26 PM
the error says def-link translation error.found no verse.

its only when i enabled the surgery extended patch without it there is no error. was fine last update.

without surgery extended there no error. reding all them it has gives that error for everything from research,recipes, jobs and even turrent error. without surgery extended i dont get the error.

i only have the ttm mod and patches installed so its not a mod error and i started tem up right by starting witht eh main ttm before enabled the others. ive already downloaded it 3 times again to make sure wasnt a corrupt file and no luck

Okay.

So if I recap :
-You downloaded the last packaged version of TTM ( Alpha 7 v3.3 Full Pack (Includes 15 TTM patched mods) )
-You started you game
-You activate all the mods included but extended surgery (called TTMPatch_Extendedsurgery & Bionics)
-Game work fine
-You enable Extended surgery
-You got an error ("def-link translation error.found no verse.")

At this point I want to be sure that you aren't using a version of the mod included in the package from the other topic dedicated to the mod itself and downloaded here instead of using the version TTmPatch included in the package ( = you didn't update by yourself the mod)
I think you didn't but anyway. Just in case, you know.
Then I would like to know if you are using other mods as well. (I'm talking about other mods that aren't included in the package)
Same here i don't think you are doing this but well !
If you do please remove them and try again.

If you end with an error you should go in you installation folder (.../Rimworld), open the "Data" folder inside (.../Rimworld/RimworldData) and either send us the output_log.txt or if you really really can't do this, from here copy it and send it us

From here someone could check this. I don't understand why you would have an error because other people (including me) don't, but I don't have much knowledge about coding so you best hope is that other people read your log and find something.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: sidfu on November 15, 2014, 07:41:02 AM
found what its comeing from its not comeing from the extended surgery its comeing from the main TTM main.

ive put the output_log up. ive already spent some time and its comeing from the Main mod not patches. this log is from no mods but TTM Main active.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: PaulBR on November 15, 2014, 11:26:56 AM
I'm trying to make a tailor's workstation but i can't create the toolbox, i've tried rebuilding the metalworks( which is the place that the game tells you to make the toolbox there) it still doens't work, can someone help me?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 15, 2014, 11:32:21 AM
@sidfu

Hu ... aren't you using an old save here with this mod ?

Can't tell much more. But in case of, you need a new save, if you want to play TTM. If you already made a new save while using this well i don't know, sorry.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: sidfu on November 15, 2014, 04:28:42 PM
not using a save yet that message comes up on start screen but ill try delteing the old saves and see if it clears
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Clibanarius on November 15, 2014, 04:41:50 PM
I'd been holding off on trying this major mod, given that I was previously working with having all the mods I could find that I wanted cobbled-together in my current game. After backing up my load order and the mod subfolder itself, I figured I'd give this a try. It is FANTASTIC! A really awesome amount of complexity, I salute you for putting together such a coherent experience!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Haplo on November 15, 2014, 05:08:55 PM
The errors you're seeing is because of some translations from the miscellaneous mod, where TTM doesn't use the parts.
I have already provided a solution for it here (https://ludeon.com/forums/index.php?topic=3464.msg73192#msg73192)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: sidfu on November 15, 2014, 05:40:29 PM
thanks haplo. once i get back home ill give it a try.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: PaulBR on November 15, 2014, 06:40:40 PM
Could someone please help me? I can't make the toolbox nor find it in traders, what i do?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 15, 2014, 07:53:52 PM
Toolbox is built at one of the metal working stations using one of each of the basic tools normally used in other constructions. Hammer, Tongs, Curtail Tools, Make Do Tools. Whichever one is the one that doesn't make the tools is the one that makes the box. It makes your bulbs and such things.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: PaulBR on November 15, 2014, 11:19:26 PM
Quote from: Goo Poni on November 15, 2014, 07:53:52 PM
Toolbox is built at one of the metal working stations using one of each of the basic tools normally used in other constructions. Hammer, Tongs, Curtail Tools, Make Do Tools. Whichever one is the one that doesn't make the tools is the one that makes the box. It makes your bulbs and such things.
It isn't appearing in any place to craft, and i can't find it in traders.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 16, 2014, 04:43:03 AM
Quote from: Canute on November 16, 2014, 04:06:36 AM
A Tailor's workbench don't need a toolbox.
Never saw a toolbox in the Techtree mod as build requirement. I think there are toolboxes as weapons to improve the construction skill.

Tailor's workbench need hammer and curtail tools both can be crafted at the Workstation.
When you Tailor's workbench realy need a toolbox you maybe use another mod.

I remember that in TTM one of the building need a toolbox, tough.

Tested : Tailor's workstation need a toolbox. If guys don't need it, it's because you are using an older version of TTM.
The toolbox is build work the Metalworks station, it's the last on the list of bills.
You will need an Hammer, a Tongs, Curtails tools, Make to do tools, and 10 Utility metal.
You build all the tool needed at the Workstation.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 16, 2014, 08:15:36 AM
As Orage said, Toolboxes are made at the Metalworks (http://puu.sh/cT3eX/29b274a39a.jpg) with one of each basic tool (http://puu.sh/cT3g8/7f47611249.jpg) plus some metal. This was the same as the last version except the Toolbox didn't provide any bonuses, it was just a barter item.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: PaulBR on November 16, 2014, 08:45:45 AM
Quote from: Oragepoilu on November 16, 2014, 04:43:03 AM
Quote from: Canute on November 16, 2014, 04:06:36 AM

I remember that in TTM one of the building need a toolbox, tough.

Tested : Tailor's workstation need a toolbox. If guys don't need it, it's because you are using an older version of TTM.
The toolbox is build work the Metalworks station, it's the last on the list of bills.
You will need an Hammer, a Tongs, Curtails tools, Make to do tools, and 10 Utility metal.
You build all the tool needed at the Workstation.
I think there's something wrong here, cause the toolbox isn't appearing in the metalworks station, i'll try to re-install the mod. But thanks Orange.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 16, 2014, 09:21:24 AM
Quote from: PaulBR on November 16, 2014, 08:45:45 AM
I think there's something wrong here, cause the toolbox isn't appearing in the metalworks station, i'll try to re-install the mod. But thanks OrangeOrage.
Be sure to enable first TTM, then enable patch. It may change something ? I always end doing so because i always try TTM alone and then apply the mod in case something go wrong so i can see what's the problem.
Also did you downloaded the last version ? May want to check, if you have the visitor bed so you have the last version.
I'm almost sure it won't help you but anyway it won't hurt either I think. :p
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: PaulBR on November 16, 2014, 09:15:02 PM
Quote from: Oragepoilu on November 16, 2014, 09:21:24 AM
Be sure to enable first TTM, then enable patch. It may change something ? I always end doing so because i always try TTM alone and then apply the mod in case something go wrong so i can see what's the problem.
Also did you downloaded the last version ? May want to check, if you have the visitor bed so you have the last version.
I'm almost sure it won't help you but anyway it won't hurt either I think. :p
OK Thanks Orage, i have the latest version i tried doing that but still it doesn't shows up, luckly one of my colonists "Donated" one to the Colony so... Win Win. Am i right?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Loki88 on November 17, 2014, 12:38:27 AM
I'm just wondering why the event where "half your human colonists go insane and start attacking one another" affects the MAIs. I'm not against the idea of them being able to go insane, say "enemy faction x has hacked your mobile AI protocols and taken over MAI x, or driven a number of them insane, etc" it just irks me that they're affected by an event that explicitly says HUMAN colonists...
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: skullywag on November 17, 2014, 04:22:59 AM
Hard to change any colonist/pawn targetting behaviour until that area of the core code becomes a little more modder friendly, its pretty static core code right now and understandably so, if it breaks, the game breaks. Maybe in the future.
For example that event im sure just states find all pawns in your colony faction and affect them as the core code states all colonists are human, as they are in the core game. If Tynan adds drones...thisll become a lot easier.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 17, 2014, 09:34:07 AM
I've not had that event thankfully as everyone is armed with 50cals, MAIs included and I use the super learning cheat in the dev console so everyone sits at 20 in whatever skills they've ever used because I don't trust RNG and the game's fighting mechanics to go in my favour.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Locusthorde300 on November 17, 2014, 05:11:01 PM
Can other mods work with this that add new things? Or do they have to be incorporated to use the new materials?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: NX2K on November 17, 2014, 06:30:02 PM
This has become my first in line must have mod, but im wondering what other mods will work with and compliment it. Regardless that any mods that add new tech wount be properly incorporated into the research line, what mods are other people using along with this?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 17, 2014, 07:34:08 PM
I've just started a new colony with the Purple Ivy and Zombie Apocalypse mod. I also use EdB's Interface and Prepare Carefully. So I have 5 colonists with three Lee Enfields, two T9s and a full suite of hyperweave clothing and armour for each of them. About 100k wealth right off the bat. Wups.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: KakerMix on November 18, 2014, 01:30:59 AM
This is an excellent modpack that's extended my enjoyment of long-play Rimworld a whole heck of a lot, thank you.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on November 18, 2014, 05:43:38 AM
You may be able to add whatever mod you want, and even update a mod in the modpack; But you loose the materials & tech tree fitting (and a few other things not really noticeable).

Some mod are free to add, like for EdB Interface or maybe prepare carefully (even if you use this one you may "kill" the starting by giving you hight tech weapons instead of upgrading them, but anyway weapon progression is already broken* so)

Just don't forget that some mod will do same stuff sometime. Like Apothecarius and other stuff that change bionics.


*by broken i mean that you won't use much crafted weapon because the main source of weapon is random event/raiders. Mainly raiders. there is nothing that force the game to think "you are only at the 6th month, so i won't trow at you a raider with a sniper rifle @46range + 3 burst" while in the same time they will die in the trap hole anyway whatever they have on them.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: NX2K on November 18, 2014, 01:14:29 PM
I do have to say I have never used the weapon crafting tables. It just seems easier to get weapons from events and buy them from traders, but its still nice to have the option if I was ever so enclined. Id like to see rarity levels added to both event spawns of weapons and avilability of weapons from traders. So maybe you would encounter a barret .50 cal on your first raid or trader. It would be highly unlikely and a hell of a fight with only an enfield and handguns, but damn if going through the risk to pick up that rare weapon when it comes along wouldnt be worth it. This also brings to mind the whole difficulty of the game. It seems right now that harder simply means more enemys. Id like to see harder mean that enemys spawn with better gear, implants, weapons, and better AI instead of just mass numbers. Sure theres a strategy to defeating the masses, but id prefer the strategy of really outsmarting your enemy.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: skullywag on November 18, 2014, 02:10:48 PM
The start to balancing in that exact way (better equipment over numbers) has been started in alpha 8 I believe.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on November 19, 2014, 06:12:06 PM
Yay got my pc back and its shiny. ::)

Now i can play rimworld TTM again and can enjoy v3.3, sadly i have to wait till tomorrow i need to sleep soon, soooo sleepy.*lay's down on the floor and sleeps*
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Thorin on November 20, 2014, 05:10:11 AM
Besides the EdB's mods (prepare carefully and advanced UI). I also tried out the Mod Order (https://ludeon.com/forums/index.php?topic=7454.0) and Xtra Trees (https://ludeon.com/forums/index.php?topic=7328.0). Both work with TTM without a glitch (so far).

The first one is a blast to have and second one really adds beauty to the game. Love those cherry blossom trees (the others too).

*Edit* made an error in "without ttm" -> "with ttm"
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Igabod on November 20, 2014, 05:32:15 AM
Quote from: Thorin on November 20, 2014, 05:10:11 AM
Besides the EdB's mods (prepare carefully and advanced UI). I also tried out the Mod Order (https://ludeon.com/forums/index.php?topic=7454.0) and Xtra Trees (https://ludeon.com/forums/index.php?topic=7328.0). Both work without TTM without a glitch (so far).

The first one is a blast to have and second one really adds beauty to the game. Love those cherry blossom trees (the others too).

The Cherry Blossom Trees are my favorites as well. I was really pleased with how they came out. Glad to know you are enjoying them. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: MaxtheINFINITE on November 21, 2014, 08:45:31 AM
So,
Is this an actual "tech tree" or a mod filled with a boatload of mods?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Rikiki on November 21, 2014, 08:54:25 AM
This is a sort of "customized" modpack.
It contains both the Minami's core mod (made by him) and several patched mods which fit with his techtree (and resources...).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on November 22, 2014, 04:50:14 AM
Quote from: MaxtheINFINITE on November 21, 2014, 08:45:31 AM
So,
Is this an actual "tech tree" or a mod filled with a boatload of mods?

Both, its an pack with a lot of mods and a nice tech tree with an research project that gives you fluffy pet animals. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 22, 2014, 07:12:03 AM
Is there a proper way to hold against this (http://puu.sh/d0PeQ/fa81b6b4f7.jpg) without resorting to barricading the colony inside a blast door and using the blast door's implementation of opening and closing to kite the zombies over? I have like 15 colonists and 10 crematoriums and we didn't manage to finish clearing up the last horde which were all cloth and bones by the time this lot turned up. I tried mortars (how can you miss a blob of enemies THAT large?) with 15 mortars going, they weren't accomplishing much, when 15 mortars would devastate siegers with counterbattery fire. I tried Tac-50s for the 3-shot instagibbing potential of killing a target and then the "missed" shots kill other targets. Not enough. These things usually take a couple days to mop up. It's insane. I think I might just build several missile launchers and keep a very healthy stock of missiles.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Darkfirephoenix on November 22, 2014, 08:41:38 AM
Quote from: Goo Poni on November 22, 2014, 07:12:03 AM
Is there a proper way to hold against this (http://puu.sh/d0PeQ/fa81b6b4f7.jpg) without resorting to barricading the colony inside a blast door and using the blast door's implementation of opening and closing to kite the zombies over? I have like 15 colonists and 10 crematoriums and we didn't manage to finish clearing up the last horde which were all cloth and bones by the time this lot turned up. I tried mortars (how can you miss a blob of enemies THAT large?) with 15 mortars going, they weren't accomplishing much, when 15 mortars would devastate siegers with counterbattery fire. I tried Tac-50s for the 3-shot instagibbing potential of killing a target and then the "missed" shots kill other targets. Not enough. These things usually take a couple days to mop up. It's insane. I think I might just build several missile launchers and keep a very healthy stock of missiles.
The problem with the "dead" zombies (can the dead die again? ???) can be solved via corpse-stockpile + molotov cocktail (or flamethrower, something that causes fires), but that amount of zombies can only be solved by superior firepower, which means MOAR DAKA (as many turrets and high dmg + firerate weapons as possible)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 22, 2014, 09:46:17 AM
The only problem is Rimworld is a numbers game like D&D. Whether your guys are plebs with guns or dead eye masters of their trade, this event throws SO MANY zombies that shit will stick. It's like if you threw a horde of low damage ranged monsters at a party in D&D. With enough numbers, you can and will nickle & dime the party to death.
I modified the Lee Enfield to have 50 range, 20 damage, perfect accuracy at range and a horrific 1s aimtime so my colonists can cycle those bolts like this is a FPS sniper rifle montage with the infinite ammo cheat turned on. It can wreck regular raiders pretty well though those are also getting large enough that they are capable of attacking and causing some pretty major damage at times. I thought I had made the Lee completely imba (Fallout 3 and NV told me that in vidya games, hunting rifles > all) but the zombie horde just doesn't care. I also edited one of the LMGs, making it's time-between-bursts into the aimtime and cooldown, creating a monster that endlessly spews bullets for as long as targets are within range. A colony's worth of those was less effective than the Lees.
To be able to handle numbers of this size, I would have to overhaul the front door and give myself like 30 extra colonists all with Lees to create a firing squad the size of a small army. But then the game would only throw more at me.
During the particular wave that I screenshot in the earlier post, I spawned about 30 mechanoids consisting of Scythers and Centipedes, and gave them the initiative by way of range advantage, especially for the Scythers. All but one Centipede was smashed to within an inch of their mechanical lives, the other one destroyed outright while no Scythers survived.

And to your comment about do the dead stay dead, I had the zombie outbreak event (which I think would usually start the zombie apocalypse on a colony in progress but this one had the mod enabled from colony inception) and ended up with about half of the myriad of skeletons strewn around the map, that my colony had not yet burned, reanimating and attacking. Skeletons. Just turned into fleshy zombies and attacked.  ::)

Don't get me wrong, I do enjoy being the dam that the zombie flood breaks upon, but this is getting crazy and my crappy laptop siezes up for a couple seconds whenever a zombie horde attacks and doesn't quite recover until they're mostly all dead because of the literally hundreds of pawns being rendered and pathing around. The game runs like a slideshow when they first spawn in and all pathfind to the nearest colonist.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Halinder on November 22, 2014, 08:25:54 PM
Hey uh, is there any way you could collaborate with the Mechanical Defense 2 mod maker to make it so the animal genocide event doesn't entirely wipe out every single droid?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Takamiki on November 23, 2014, 10:49:04 PM
i got a question and a problem with the mod, first the question do you need the original mods for the patches to work for this? and the problem i am having is that with the Mai robots when they go into drafted mode they become magenta colored boxes, i wonder if this problem is due to not having the original Mai mod installed?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: litlbear on November 23, 2014, 11:16:42 PM
What do the traps do?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 24, 2014, 12:20:45 AM
Caltrops cause light damage each time an enemy walks over them at some cost to the health of the caltrops. Because of the self-damage each time an enemy walks into a pile of caltrops, the vanguard of large raids end up minesweeping their way through the caltrops, leaving everyone else in the raid unharmed.
The punji stick trap holes will gib a hostile that walks into them. Not sure if it works on animals or mechanoids but it certainly works on raiders. It's an outright free kill. Trap must be manually reset by selecting a colonist and telling them to fix the traphole the same way you would tell them to interact with the comms console.
Nets just slow people down.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: sidfu on November 24, 2014, 12:21:51 AM
Quote from: Takamiki on November 23, 2014, 10:49:04 PM
i got a question and a problem with the mod, first the question do you need the original mods for the patches to work for this? and the problem i am having is that with the Mai robots when they go into drafted mode they become magenta colored boxes, i wonder if this problem is due to not having the original Mai mod installed?

dont need the orginal mod for this. the patches are in reality the enither mods. also dont use the regular mod to update the pathces.
normaly a restart of the game fixes the missing textures. if its still here go to a save right before that then see if that fixed it with a restart.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Haplo on November 24, 2014, 12:51:55 AM
The new drafted textures are missing.
To correct that problem download Mai and copy the Textures folder from there into the Mai patch folder.
You can also copy the assembler folder if you want part of the new self healing of Mai.
But don't copy the Def folder or you loose the tech tree integration.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Takamiki on November 24, 2014, 02:54:21 AM
Quote from: Haplo on November 24, 2014, 12:51:55 AM
The new drafted textures are missing.
To correct that problem download Mai and copy the Textures folder from there into the Mai patch folder.
You can also copy the assembler folder if you want part of the new self healing of Mai.
But don't copy the Def folder or you loose the tech tree integration.
oh wow wish that kind of info was mentioned at the first page (or i am just blind) cause if it isn't be great if it was cause i doubt i am the only one meeting this problem... but if i am... fml xD
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on November 24, 2014, 03:33:10 AM
Quote from: Halinder on November 22, 2014, 08:25:54 PM
Hey uh, is there any way you could collaborate with the Mechanical Defense 2 mod maker to make it so the animal genocide event doesn't entirely wipe out every single droid?

As far i know its because they are handled like animals? If the game would allow more races it's possible. It's the same problem with the event where some "human"-colonists get hurt or die and the event effekts "mai" as well, thats wrong because mai is an robot too. :)

So sadly at the moment its impossible i think.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goldberger on November 25, 2014, 06:18:43 PM
I was playing this mod and it worked like a charm until i got alien ship landing and i lost 3-4 guys because they went mental and well the remaining colonists that i had from the start could not do any crafting things. First i thought the buildings were bugged but when i noticed they don't even haul potatoes to food dispenser there is something wrong. I did save and closed the game and restarted it and still the same thing.

Something broke the game all of sudden just when i had almost everything researched :(

Question, is that damn oil extraction manually done only? i tried to put conveyor belts and still no oil. Same with the damn water well, so frustrating to manually click it every time because i got hands full always and doing micro managing is not really what i'm up to :D

Going to make new map, find a good location and roll good guys again and test again. But damn i love this mod. could use some minor improvements but overall very nice work on all of these mods :D

Just hope that the wall lamps will be added to vanilla too.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on November 26, 2014, 04:54:29 AM
Quote from: Goldberger on November 25, 2014, 06:18:43 PM
I was playing this mod and it worked like a charm until i got alien ship landing and i lost 3-4 guys because they went mental and well the remaining colonists that i had from the start could not do any crafting things. First i thought the buildings were bugged but when i noticed they don't even haul potatoes to food dispenser there is something wrong. I did save and closed the game and restarted it and still the same thing.

Yep the AI-Ship can ruin the day sometimes. ^^ But the mod is not to blame for that, its a vanilla event. For the crafting, are the remaining colonists in the crafting skill high enough? Have they crafting enabled? The same go's for the hauling, is there hauling enabled? And trie to set the hauling higher in priority and maybe they are some colonists they because of background story simply can not haul anything?  :)

Quote from: Goldberger on November 25, 2014, 06:18:43 PMSomething broke the game all of sudden just when i had almost everything researched :(

Broke the game? in what way? With the hauling problem or another problem?

Quote from: Goldberger on November 25, 2014, 06:18:43 PMQuestion, is that damn oil extraction manually done only? i tried to put conveyor belts and still no oil. Same with the damn water well, so frustrating to manually click it every time because i got hands full always and doing micro managing is not really what i'm up to :D

Yep its manually only, dont know exactly but in my memory's their is maybe an automatic oil extractor? Dont 100% exactly know if its right. With the water well, try the moistor umbrella or how the name is. xD They are automatet.

Quote from: Goldberger on November 25, 2014, 06:18:43 PMGoing to make new map, find a good location and roll good guys again and test again. But damn i love this mod. could use some minor improvements but overall very nice work on all of these mods :D

Just hope that the wall lamps will be added to vanilla too.

Good luck with the search for a good map. ^.^ Yep i'm also in love with this mod one reason why i put work in the old compatibility patches for other mods i have done for the mod. I agree with you the wall lamps are really cute. ;D But i think its not from TTM, its from the Clutter-Mod and they take a bit to mutch energy... but thats i think my taste. ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on November 26, 2014, 05:50:30 AM
After, I think, the Biotechnology research, you'll unlock the Oil Refinery which can replace a pump. This provides you power AND refined oil which is produced at regular intervals and spat out automatically by the Refinery. Put three or four oil generators in a + shape with an oil drum in the middle and have some people dedicated to hauling to keep on top of the Refinery's production and you can produce a hefty amount of power. If you can't be arsed with moving the oil around so much, build the little oil generators right in front of the refinery and then you can set an oil drum right on top of the spot that the Refinery would spit out oil. This fuels the generators pretty much infinitely.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goldberger on November 26, 2014, 07:01:45 AM
Thanks for the answers. Yeah i had crafting enabled, it was the first thing i checked and one of the guys was my main crafter with skill of 18 or 19 so it should have enough skill, i think others had pretty high too so they should have crafted the lower end stuff that i put on bills to test out if the high crafter had just personal issues or something :D

And what i mean by broke the game is that hauling stopped to hoppers for my dispenser. Hauling was enabled and i had 5k food in stock. So i had 3 guys with lots of things they should have been doing but they were just idle. I think growing still worked out of the few things and they moved bodies to graves too but that was about it. Did not test much because i was irritated with not working because i had just mined a whole mountain full of rooms i was going to move my base in.

Damn Oil Refinery replaces pump, i tought it just refined the oil that i manually had to get. I really need to test out that.

Well now off to test the moisture thing and oil refinery and hopefully things work out. Love the game and really these mods that are out here for this game are just so fun.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on November 26, 2014, 07:34:59 AM
@Goldberger: Hm maybe something blocks the way that the hauler dont can reach it? or you have disable the food in the hoppers? This are the two things that i think about. :) And they where idle and have nothing they do? Thats strange. ???
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goldberger on November 26, 2014, 07:52:10 AM
Quote from: Kitsune on November 26, 2014, 07:34:59 AM
@Goldberger: Hm maybe something blocks the way that the hauler dont can reach it? or you have disable the food in the hoppers? This are the two things that i think about. :) And they where idle and have nothing they do? Thats strange. ???

Well i deleted the game so can't test it out anylonger. There was a free path from stockpile to hoppers and hoppers were disabled on medical stuff only because its enabled on default. They did bring food to hoppers at start and everything was working good until the ship came and psychic stuff affected my guys. Everything just was a mess at then but when i got the ship destroyed then i noticed that game was not working anylonger. I made stockpile bigger too because it was full and still did not help at all.

Well i just hope this was a single time thing because the game has been working really good and this is first time i ever had any problems. Well i'm off to make new seed and find perfect base location. Damn found one spot but can't find out the seed of that map and the spot has a colony now even without savegames etc.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on November 26, 2014, 08:30:02 AM
Ah ok. ^.^ So i hope for you its only single time problem and never show up again. :3
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goldberger on November 28, 2014, 07:28:01 AM
Quote from: Kitsune on November 26, 2014, 08:30:02 AM
Ah ok. ^.^ So i hope for you its only single time problem and never show up again. :3

Yeah it seems to be a single time problem. This time i had a larger base with more buildings and everything worked like a charm. Colony was tough destroyed with a pirate attack, had too little men against so many and of course the solar flare came at the same time so turrets did not work at all.

I really was enjoying now that oil refinery automaticly pumps the oil and i could use teleporter to transport into my mountain base. Too bad the electricity can't be teleported inside a mountain base the same way :D Really the power was starting to be an issue and for some strange reason there was no geothermal spots, could be just they all were inside mountains.

Just hope alpha 8 comes out soon and then people do amazing mods for this game. I just hope tynan adds some stuff from mods what people made for that game. Adding just too much stuff gets the game confusing and could add too much micro managing what is not really good in this game when you got large base.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Darkfirephoenix on November 28, 2014, 07:54:56 AM
Quote from: Goldberger on November 28, 2014, 07:28:01 AM
Just hope alpha 8 comes out soon
SoonTM. Trust me it may come earlier than you think. ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on November 28, 2014, 08:55:30 AM
Quote from: Goldberger on November 28, 2014, 07:28:01 AM
Quote from: Kitsune on November 26, 2014, 08:30:02 AM
Ah ok. ^.^ So i hope for you its only single time problem and never show up again. :3

Yeah it seems to be a single time problem. This time i had a larger base with more buildings and everything worked like a charm. Colony was tough destroyed with a pirate attack, had too little men against so many and of course the solar flare came at the same time so turrets did not work at all.

Happy to hear thats a one time problem and me sady for your lost colonists. :'(

@alpha8: I dont read that much in the news blog but my interesst is growing. :3 With the last updates it feels more or less i play a new game. And with more and more options for modders the game grows more to an game that i cant miss, i already cant miss it because its one of my favorit games in my collection.

For sure i'm interesstet what minami do with the new update and if our fluffy sensei can make the mod even fluffyer. ;D If not i would be veryyyyy disappointed and minami have to live with the fakt he makes me crying.*giggle*
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: sidfu on November 30, 2014, 03:05:24 PM
Quote from: Haplo on November 07, 2014, 12:59:15 PM
To be honest, the non-medical bed for visitors is much harder to do, as you effectively have to change the AI code of the pawns, so that they really USE the bed. And as I have a principle to not change vanilla parts where I can, and here is a change of the vanilla pawn thinktree needed, I won't make them, sorry.
Maybe if I have an idea how to do that without changes to the pawn.. but not anytime soon..

And now to something completely different:
I've looked through the TTM and found the error culprints.
Here is a corrected version of the language files: TTM Language Corrections for Trader+Mai (http://www.mediafire.com/download/rso3in8eo9s3rzk/TechTreeMinamiA7_33_LanguageCorrections.zip)
Just delete the language folder of both of the mod parts and copy the attached version of the Language folder inside.
Note: You need to delete the Language folder. Overwrite isn't enough to get rid of all the warnings.
Note2: Afterwards there are some debug messages from RecipeNurse showing. These can be ignored, I think.

this needs to be on main page till next update
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kron on November 30, 2014, 09:12:23 PM
Fixed problem. Ty Haplo
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Chaplain on December 02, 2014, 03:51:33 PM
I'm noticing this mod likes to crash on the big maps which is kinda sad since I rather like the buffer zone between me and the more terrifying events.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: sidfu on December 03, 2014, 11:47:14 PM
Quote from: Chaplain on December 02, 2014, 03:51:33 PM
I'm noticing this mod likes to crash on the big maps which is kinda sad since I rather like the buffer zone between me and the more terrifying events.

the last 2 large map selections are not best to use for any mod like this cause the map is already unstable. adding this mod will just ask for trouble. just play on the normal large maps and u be fine
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Oragepoilu on December 05, 2014, 03:50:59 AM
Quote from: Chaplain on December 02, 2014, 03:51:33 PM
I'm noticing this mod likes to crash on the big maps which is kinda sad since I rather like the buffer zone between me and the more terrifying events.
If you want to play the two biggest map try to play with the rules :

-Do not build near around +-40 block from the edge (for the last). Try to build near the middle if possible.
-If there some mountain that force raider to do a big walk to your base, make a tunnel.
-Don't harvest, mine, or any order on both side of the map at the same time.
-If you see some fire regularly, that burn a lot of thing, try make some path of concrete or something else so it won't spread as much (don't forget to remove the home area :)

Basically don't give any order that could lead the pathfinding of of any creature in your map to be really long. It's the main issue for me, because eve if it doesn't crash my game (and it does for me if i ask side from side task) it really slow down the game witch is already slowed down by the size itself.
The second biggest for me is the readers or tribe, they tend to broke the game when they spawn near a side and move right away to the other side (flee/ just pass in the map).

Anyway you shouldn't play it with mod as it ask even more things.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: WarlordToby on December 07, 2014, 02:45:47 PM
God i love this one! It is like from stone age to future era, and the best thing is that this mod is not short!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Torrentula on December 07, 2014, 05:12:05 PM
First I will say love this game and this mod but I'm having issues surviving fights. Not directly a mod issue but it seems much more prevalent while using this mod vs without yet I refuse to uninstall it is that good. The issue is some playthroughs the second group to attack me has such massive firepower I don't make it 15 minutes into the game. I have pistols and they come in with guns that have almost twice the range, base damage, and shoots 7 times!

Anyone have tips on how to better my odds? I don't want to know about ways to cheat the ai or an op tactic that gets over used. I wonder if it's a me problem rather this mod or the game in general. For example hiding behind walls is there a way to tell how much is improves survivability? The dps difference isn't even close so I must be missing some way to stay alive here. Any help I would appreciate that can be applied to the first 20 minutes of gameplay. Thanks.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: art281996 on December 07, 2014, 05:12:41 PM
I am new at playing with mods.  How do you load the main mod first? A tutorial would be great
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Tearlach on December 07, 2014, 07:25:31 PM
Anyone else having issues creating certain components? Everything else works fine, but I cannot seem to make fertilizer pump engines for the fertilizer pumps. I got all the materials needed crafted, got a citizen with 15 crafting and he still refuses to make it. The only weird thing I see is that the recipee allows for mechanical engines to be added, but only requires mechanical components. Hopefully there is something obvious I missed.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Johnny Masters on December 09, 2014, 05:46:59 PM
Howdy there, that's one sweet mod pack you got there, I've been playing it for a while and i have to say I'll probably never go back to vanilla.

Just a few issues and notes:

a) This is the one real issue: I got shelled pretty hard at some point and lost my comm console and the compact research terminal with it. Is there a way to craft or get it via traveler trading?

Is this a weakness in the mod (and will be fixed in the future) or a feature? If it is a feature, what makes the CRT so unique that you can't craft, nor anyone else in the 'verse seem willing to trade? How more advanced is a CRT over self-sustaining oil refineries, plasma weaponry and bionic parts? What kind of lore can possibly explain this?

I can understand the intention of the mod and i appreciate it, but making irreplaceable parts (CRT, beacons?, etc) is not only bad from a design standpoint but also doesn't make sense from an immersion POV, first because there's a ton of advanced and evidently more complex stuff you can build, second because you can still build a research table. What gives?

(forgive me if there is a way, for i have found nor read nothing on it)

b) Isn't the oil refinery a bit OP? It's a 3 in 1 little building that pumps oil, refines it and provides (nice) power, plus the fast pumping rate means it's one huge cash cow. By simply placing an stockpile + beacon you've pretty much won economically.  Wouldn't making it less bountiful go in tone with the intent of the mod? Perhaps inserting a pump + refinery + powerplant chain, or requiring a pawn to run it?

c) Turrets? Nah! Now, a trap hole... This 6-log trap is the single most useful security item from day 1 till take off. It almost feel like cheating. Easy to make, construct and replace. The only downside is that it instakills, so you can't get prisoners, but then again, insta-killing something isn't really a downside from a security standpoint right?  Would it be feasible to just injure the pawns? Or make the terrain impassable? (because, you know, there's a hole there).

Well, that's all i can think for now. Again, great mod +pack.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Tearlach on December 09, 2014, 08:11:44 PM
Beacons can be made in the advanced modifier workstation, the compact research terminal can be traded for, but not built afaik. Which is somewhat agravating seeing as trading becomes a lot harder when your comm console burns down.

I do think the oil refinery produces a lot of power while also producing a trade goods only useable to produce more power (atleast what I've discovered so far).

For the trap hole, I just don't play with it. If it made terrain impassable though, it would not really work as a trap anymore as enemy pawns wouldn't trigger it anymore.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Hannibal25 on December 10, 2014, 08:26:55 AM
Hi all,

I just started with this nice mode but I have some questions:

1- How works the oil extraction? I cannot place the extractor on the oil field, it says that the place is already occupied. I am not sure about the correct error message.

2- How to trade with the itinerant (on land) traders? I have arround 2000 silvers but I cannot buy someting from them... The error message is : not enough sylver... Do you have a solution for that? Because I cannot purchase CPU module and etc... This annoys me a lot...

Thanks for your help :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Haplo on December 10, 2014, 11:39:07 AM
For the traders: You don't need a Com console, but you need a trade beacon to mark the tradable resources..
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on December 10, 2014, 01:13:51 PM
Minami-senpai, new alpha! Go to work! ;D

The new alpha looks really interessting but as alway's i wait until TTM & the other mod's are updatet. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Manly on December 10, 2014, 01:17:54 PM
Why isnt this out yet?!?!?  It has been a few hours now!!!!!

Oh...wait....it would be impossible to have it done this fast...

/ungrateful mode OFF

Looking forward to seeing this when you can get to it :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on December 10, 2014, 04:26:02 PM
I'm interested to see if weapon production will become an "unfinished thing" thing. So that weapons can be built over a period of a couple days for each one.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on December 10, 2014, 04:56:09 PM
And now... the long wait for TTM... ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Johnny Masters on December 10, 2014, 07:38:27 PM
Quote from: Tearlach on December 09, 2014, 08:11:44 PM
Beacons can be made in the advanced modifier workstation, the compact research terminal can be traded for, but not built afaik. Which is somewhat agravating seeing as trading becomes a lot harder when your comm console burns down.

Yeah i figured about the beacon, i just had enough of them. But the compact terminal... It's been 2 to 3 years and i've checked every single trade and none brings one, actually their selection is pretty much the same every time.

Quote from: Tearlach on December 09, 2014, 08:11:44 PM
For the trap hole, I just don't play with it. If it made terrain impassable though, it would not really work as a trap anymore as enemy pawns wouldn't trigger it anymore.

I meant impassable for your own people, because they know of the trap, but no such behavior for the enemy. Perhaps think more of an avoid behavior instead of a block. These traps are kind of a cheat mode, you don't even need a killbox after using those.


Well, anyway, let's wait for the 8 :D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Hannibal25 on December 11, 2014, 01:56:38 AM
Quote from: Haplo on December 10, 2014, 11:39:07 AM
For the traders: You don't need a Com console, but you need a trade beacon to mark the tradable resources..

Thank you it works!

Any idea for my issue with the oil extraction?

How does work the oil extraction? I cannot place the extractor on the oil field, it says that the place is already occupied :(
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Xubrim on December 11, 2014, 02:29:58 AM
Oil fields are covered with a block that must be fully removed by mining. Is this your issue? If not, can you be a little more descriptive of what's going on?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on December 12, 2014, 04:49:10 AM
Quote from: Hannibal25 on December 11, 2014, 01:56:38 AM
Quote from: Haplo on December 10, 2014, 11:39:07 AM
For the traders: You don't need a Com console, but you need a trade beacon to mark the tradable resources..

Thank you it works!

Any idea for my issue with the oil extraction?

How does work the oil extraction? I cannot place the extractor on the oil field, it says that the place is already occupied :(

Oil Deposits are covered by a chunk of rock that must be mined away (or "claimed" and then deconstructed, but ssh, it's meant to be mined). This can be done simply to allow the Deposit to produce oil on regular occasion. You can then build a pump over them which will cap the Deposit like the Oil Block before it, but you can send someone over to it to pump oil. This can usually be done a couple times a day or two days, a timer on the building when you click on it will inform you if it's ready to be pumped. As to whether the pump is useful over simply letting the Deposit spurt, bearing in mind that you must remember to manually select someone and send them over to use it at regular intervals, I don't know. Later down the line, you can build an Oil Refinery which will produce both Refined Oil (which is worth more and more efficient in gas generators) and a hefty amount of power by simply burning off excess. Refineries are maybe a little OP, you probably won't know what to do with all the oil and very soon, you won't know what to do with all the silver from selling said oil. Building enough gas generators to use all of the oil will generate an extreme amount of power, perfect for those mods like eatKenny's Turret Defence mod where nearly all the turrets consume 1-2k generic units of power each. It WILL drive your colony wealth steadily higher if you cannot use it or sell it. And that's about all I know about exploiting natural crude oil.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Hannibal25 on December 12, 2014, 12:04:22 PM
Quote from: Goo Poni on December 12, 2014, 04:49:10 AM
Quote from: Hannibal25 on December 11, 2014, 01:56:38 AM
Quote from: Haplo on December 10, 2014, 11:39:07 AM
For the traders: You don't need a Com console, but you need a trade beacon to mark the tradable resources..

Thank you it works!

Any idea for my issue with the oil extraction?

How does work the oil extraction? I cannot place the extractor on the oil field, it says that the place is already occupied :(

Oil Deposits are covered by a chunk of rock that must be mined away (or "claimed" and then deconstructed, but ssh, it's meant to be mined). This can be done simply to allow the Deposit to produce oil on regular occasion. You can then build a pump over them which will cap the Deposit like the Oil Block before it, but you can send someone over to it to pump oil. This can usually be done a couple times a day or two days, a timer on the building when you click on it will inform you if it's ready to be pumped. As to whether the pump is useful over simply letting the Deposit spurt, bearing in mind that you must remember to manually select someone and send them over to use it at regular intervals, I don't know. Later down the line, you can build an Oil Refinery which will produce both Refined Oil (which is worth more and more efficient in gas generators) and a hefty amount of power by simply burning off excess. Refineries are maybe a little OP, you probably won't know what to do with all the oil and very soon, you won't know what to do with all the silver from selling said oil. Building enough gas generators to use all of the oil will generate an extreme amount of power, perfect for those mods like eatKenny's Turret Defence mod where nearly all the turrets consume 1-2k generic units of power each. It WILL drive your colony wealth steadily higher if you cannot use it or sell it. And that's about all I know about exploiting natural crude oil.

Thanks for you both, it works well now ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on December 12, 2014, 11:53:41 PM
Quote from: Hannibal25 on December 11, 2014, 01:56:38 AM
Quote from: Haplo on December 10, 2014, 11:39:07 AM
For the traders: You don't need a Com console, but you need a trade beacon to mark the tradable resources..

Thank you it works!

Any idea for my issue with the oil extraction?

How does work the oil extraction? I cannot place the extractor on the oil field, it says that the place is already occupied :(

Do NOT floor around the oil spot - the oil refinery won't go on it after you do.

Place the refinery, then floor around it.

(Hard lesson learned on that one).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Archaryon on December 13, 2014, 07:22:57 AM
Hi, following an earthquake and fire event, my compact researcher has disappered (may be destroyed) so, i can't anymore research anything, it's not neither in my storage area, need some help please.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on December 13, 2014, 08:55:59 AM
Well... unless you already got the research that gives you the comms console you're screwed...

You could - if you did get that research - grab a computer terminal from a trade caravan possibly and then throw down one of the large research tables instead.

See if we could get TTM updated to A8 it'd fix your problem too.




(http://i158.photobucket.com/albums/t106/magar_bucket/troll_zps97b13361.png)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: ( Tchey ) on December 14, 2014, 06:54:46 AM
I've skiped Alpha 7 to enjoy more content (i play 1/2 or 1/3 of the releases in most indi "alpha" games).
Only TTM is missing now, before i come back to Rimworld !

Thanks for continuously updating your mods, Minami.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Ramsis on December 14, 2014, 07:05:53 AM
Minami is being a bit of a jerkwad right now while playing Dota.... but he's working on it folks.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: testerke on December 14, 2014, 03:19:50 PM
The only thing I don't like is some texture like, metalworks, workstation, metal synthesizer, fireplace etc, but I really like static discharger, animal zapper, missile launcher etc.
I don't know if there is a way to restore some original textures.

Just an idea:
This thing i really miss from the game is the thirsty. They eat but what about water?
We have water in the game but would be good to use the water for something.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Johnny Masters on December 15, 2014, 09:11:02 AM
hmm i liked the stations textures. The barrel water collector and soup cauldron are kinda bad tho, dunno which of the mods they're from. The fireplace could profit from internal fuel (it gets kinda crowded with a griller and deposit on its sides).

On how to deal with passing traders and losing the CRT: perhaps changing the orbital beacon to something less..orbital and advanced. Change the texture and the name to something simple like just a depot designation, so you could trade from the get go, and eventually you can get back some vital items so you don't have to give up on your colony.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on December 15, 2014, 09:16:42 AM
I believe all water related food things in the mod are from Minami.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on December 16, 2014, 05:33:14 AM
I just came to ask if you were considering any new mods for the pack ?

But I guess you're busy playing dota :\
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Xerberus86 on December 16, 2014, 06:09:49 PM
holy moly, i can't wait to see the alpha 8 TTM version...its gonna be epic :D.

plös minami, multitasking :D.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Iwillbenicetou on December 16, 2014, 06:14:28 PM
I'd glady take the Blast door and the Machinarium w/o everything else. Is that possible?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: caesius on December 17, 2014, 03:19:53 AM
dota is highly addictive game....i think it is over....sadly...
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: BandOfDog on December 17, 2014, 02:01:14 PM
Switched to Minami after Superior Crafting went off the grid. Is the same happening with this? Anyone have any other suggestions for alternatives?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Ramsis on December 17, 2014, 02:08:39 PM
Yeah band it's called wait. It's both the holiday weeks and a time for finals all wrapped up in one.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on December 17, 2014, 02:45:45 PM
Jep sadly sayd, give the modders time. ^.^ They even dont get paid for it. I would do the work for minami but i'm only able to edit the mod slightly, so its beyond my ability to make it alpha 8 ready. :'(

And as ramsis say, its holidays and maybe he has more to do thats more important and alpha 8 is only 7 day's old, take a cup of tee and enjoy the wait. xD
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: BandOfDog on December 17, 2014, 08:16:58 PM
Quote from: Ramsis on December 17, 2014, 02:08:39 PM
Yeah band it's called wait. It's both the holiday weeks and a time for finals all wrapped up in one.

Alright, no need to get bent out of shape. I was simply asking if this was still alive.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on December 18, 2014, 08:32:57 AM
Been a while since he's even posted, so I think it's a reasonable question to wonder if A8 is going to be a thing or not for TTM.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: BandOfDog on December 18, 2014, 01:40:33 PM
Quote from: thefinn on December 18, 2014, 08:32:57 AM
Been a while since he's even posted, so I think it's a reasonable question to wonder if A8 is going to be a thing or not for TTM.

Glad someone agrees. I appreciate the amount of time and effort put into mods like this and fully understand the concept of having other stuff to do, so there was no need to be rude when I was simply asking a question.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on December 18, 2014, 02:27:37 PM
It's been like a week since the release of A8. If you're itching so badly to play TTM in A8, compile it yourself. Otherwise, play Skill Queue Simulator Online EVE Online and learn some patience. Or play it on A7, which is what I'm doing. Messed around with A8 for a bit and went back to A7.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: BandOfDog on December 18, 2014, 05:12:41 PM
Quote from: Goo Poni on December 18, 2014, 02:27:37 PM
It's been like a week since the release of A8. If you're itching so badly to play TTM in A8, compile it yourself. Otherwise, play Skill Queue Simulator Online EVE Online and learn some patience. Or play it on A7, which is what I'm doing. Messed around with A8 for a bit and went back to A7.

Wow. That sounded like a response a 16 year old would make. Learn some social skills.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on December 19, 2014, 09:45:12 AM
Dont be so serius BandofDog. ^.^ No one was rude to you, except Goo Poni and that was only a little tiny bit but i think only you sayd we where rude to you. ;)

And IF minami dont work more for the mod, its always possible that he come back in... say for the beta or the release. Look at it in that direction, the game is still in alpha. Take a cup of tee and enjoy the wait. :3
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: caesius on December 19, 2014, 09:51:35 AM
TTM was great, cool mod. that is why many guys are reply this dead (in my opinion) thread and view countings have been increasing still.
like the superior craft mod.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Ramsis on December 19, 2014, 01:16:23 PM
He's still working on it people, relax already.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Shinzy on December 19, 2014, 01:49:20 PM
Quote from: Ramsis on December 19, 2014, 01:16:23 PM
He's still working on it people, relax already.

https://www.youtube.com/watch?v=RVmG_d3HKBA
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on December 19, 2014, 02:25:48 PM
Quote from: BandOfDog on December 18, 2014, 05:12:41 PM
Quote from: Goo Poni on December 18, 2014, 02:27:37 PM
It's been like a week since the release of A8. If you're itching so badly to play TTM in A8, compile it yourself. Otherwise, play Skill Queue Simulator Online EVE Online and learn some patience. Or play it on A7, which is what I'm doing. Messed around with A8 for a bit and went back to A7.
Wow. That sounded like a response a 16 year old would make. Learn some social skills.
22, thanks. Get some patience, play A7, play other games, go outside, interact with family and friends. Any one of those will pass the time until this modpack is updated. "It's been a week, it's not updated, are they dead?" is not very patient at all. Waiting for the zombie apocalypse mod to update but I've more than enough games to fiddle with that I just check the forums once in a while to see what's updated and what's not.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on December 19, 2014, 07:41:06 PM
Last Active:
    December 03, 2014, 10:30:32 PM

Has been a lot more than a week. Hey though, no use just asking a question of a bunch of white knights right ?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: stjerneklar on December 20, 2014, 09:47:41 AM
tried A8, got bored, went back to A7 and TTM and finaly got a colony far enough to get ahold of the advanced modifier when i ran into the problem of Program Modules. only avalible from mechannoids and id only ever seen one of those, so no hope of getting the hydrophonics going or replacing my constantly self-destructing geothermal generator.

i did some digging around and found the file that specifies requirements to made things on the advanced modifier, thought id share it here.

it just removes program module from the materials required to make modules.
some of the machines still require them.

replace the contents of this file:
\Mods\Tech Tree Minami A7\Defs\RecipeDefs\Recipe_AdvancedModifier.xml

with this pastebin:
http://pastebin.com/xzwGqqB9

Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on December 20, 2014, 10:04:58 AM
Dont played it for some time so spare me but are the program moduls not aviable from merchants? ???
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Ramsis on December 20, 2014, 10:06:52 AM
Quote from: thefinn on December 19, 2014, 07:41:06 PM
Last Active:
    December 03, 2014, 10:30:32 PM

Has been a lot more than a week. Hey though, no use just asking a question of a bunch of white knights right ?

Not just a white knight lol... I actually talk to him on a daily basis. He's doing fine, just been really busy with the holidays.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: minami26 on December 20, 2014, 10:31:59 AM
hey guys! uhmmm,, first of all im on my parents house on vacation and its the holidays soo, im getting all lazy. I'll try to get back next month, its so much fun here at my hometown nooo... when I get back to work ill be sure to spend much of my free time on TTM!

I'm really trying to update but im like doing 1% work everyday.. also there's no more MapGeneratorDef in the core folder for adding the CRT and DropPods at the start of a game so the update is gonna have to do some serious coding. I'm like *i cant concentrate at this house! :(

Ramsis speaks teh truth! D:
Hope you guys understand! Thanks!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on December 20, 2014, 12:15:42 PM
I always understand such lazy moments minami sensai. ;D

But i suggest, if you have so much fun, maybe do nothing for TTM and enjoy the time. Yur fans have to understand that your a real person and not uhm a modding god what we think you are. xD

No really enjoy your time and come back next year with new strenght! ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: stjerneklar on December 20, 2014, 12:53:45 PM
Quote from: Kitsune on December 20, 2014, 10:04:58 AM
Dont played it for some time so spare me but are the program moduls not aviable from merchants? ???

not in my expirience, never seen a trader with one.

actually i tried to make traders have them by modding the xml too but that only made energy cores avalible, or maybe i just dident get them yet.

iirc both were set to tradable=false
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Goo Poni on December 26, 2014, 05:58:19 AM
Quote from: stjerneklar on December 20, 2014, 09:47:41 AM
tried A8, got bored, went back to A7 and TTM and finaly got a colony far enough to get ahold of the advanced modifier when i ran into the problem of Program Modules. only avalible from mechannoids and id only ever seen one of those, so no hope of getting the hydrophonics going or replacing my constantly self-destructing geothermal generator.


Did you try using the Signal Beacon to hail a Call Order Vessel? They stock pretty much everything. 500 silver to hail one. If it doesn't carry program modules or you need more of them, hail another for another 500. That's what I do when I need specific items. You can also sell pretty much everything to a call order vessel as well, though you won't get good prices.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: MostlyMortal on December 28, 2014, 01:55:06 PM
I would just like to report and say that I check this page literally twice a day to see if this mod has been updated. I love it. Love everything about it. 
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: mattb150 on December 28, 2014, 02:42:36 PM
Quote from: MostlyMortal on December 28, 2014, 01:55:06 PM
I would just like to report and say that I check this page literally twice a day to see if this mod has been updated. I love it. Love everything about it.

Hahaha you're not alone!!  I dream about ttm... ut oh.

Anywho, @Minami, take your time!  Enjoy the season!!  You've far beyond earned this community's patience and respect, in my book.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: The13thRonin on December 28, 2014, 09:32:04 PM
As someone who has recently purchased RimWorld and therefore has no copy of Alpha 7 I would just like to say that I am eagerly awaiting for this mod to be updated. It looks like exactly the kind of mod that would appeal to me. I also check the page twice, sometimes three times a day.

I registered just to post this.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on December 29, 2014, 01:57:02 AM
Quote from: MostlyMortal on December 28, 2014, 01:55:06 PM
I would just like to report and say that I check this page literally twice a day to see if this mod has been updated. I love it. Love everything about it.

Yeah confirmed, game sux without TTM.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: dzuari on December 29, 2014, 06:42:53 AM
Quote from: thefinn on December 29, 2014, 01:57:02 AM
Quote from: MostlyMortal on December 28, 2014, 01:55:06 PM
I would just like to report and say that I check this page literally twice a day to see if this mod has been updated. I love it. Love everything about it.

Yeah confirmed, game sux without TTM.

I'm also in the same boat... please fix my boat.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Ex0du5_2169 on December 29, 2014, 08:13:06 AM
Looking forward to TTM for A8. Sorry to hear that it's hard for you to concentrate while back with the family, I know the feeling, I just got back to my place.

Keep up the great work and don't worry about taking your time, the wait will be more than worth it!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: wolfboycw on December 29, 2014, 06:18:51 PM
Hi I want to play this mod but I bought rim world after the alpha 8 came out. So is there someplace I can download alpha 7 so I can play this mod?
thank you wolfboycw
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: MostlyMortal on December 29, 2014, 07:58:16 PM
Is anyone else playing with hodgepodge mod packs in a halfhearted attempt to recreate the experiance?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: MostlyMortal on December 29, 2014, 08:00:27 PM
Quote from: MostlyMortal on December 29, 2014, 07:58:16 PM
Is anyone else playing with hodgepodge mod packs in a halfhearted attempt to recreate the experience?

That being said, is there any place I can get the whole wood economy portion individually? I really like the extra level of having to cut down trees, mill them into planks, and then using planks for construction. Rather put out that it was taken out of the base game.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on December 30, 2014, 05:02:05 AM
Quote from: MostlyMortal on December 29, 2014, 07:58:16 PM
Is anyone else playing with hodgepodge mod packs in a halfhearted attempt to recreate the experiance?

I don't want to talk about it ...  :(
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on December 30, 2014, 03:12:44 PM
Because i think the most of you are not here tomorrow, so i like to wish all of you fun and a good new year. ;D Let us all hope minami dont look to much in the bottle, that he can faster come back and work. ;)

And for all, dont play with dangerous firework. :) Wee all know how it can end also in Rimworld. "look we have grenades! Here catch!" + friendly fire = a new grave. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Shinzy on December 30, 2014, 03:48:00 PM
AW thanks kitty! happy new year to you too!
don't aim the rockets at anyone and wear overhead layer items with blunt deflection for eyes, okay?
same goes for everyone else!

And to minnie! no shooting rockits or drinking until the mod is updated! chop chop!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Ex0du5_2169 on December 30, 2014, 04:18:20 PM
Quote from: MostlyMortal on December 29, 2014, 07:58:16 PM
Is anyone else playing with hodgepodge mod packs in a halfhearted attempt to recreate the experiance?

Don't I know it, bodged a bunch together and modified them a little but I still feel overpowered compared to TTM.

In other news, if you must play with explosives this New Year then make sure you only aim them at raiders and and silly tribals to avoid friendly fire incidents! ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on December 31, 2014, 05:00:29 AM
Quote from: Shinzy on December 30, 2014, 03:48:00 PM
AW thanks kitty! happy new year to you too!
don't aim the rockets at anyone and wear overhead layer items with blunt deflection for eyes, okay?
same goes for everyone else!

And to minnie! no shooting rockits or drinking until the mod is updated! chop chop!

Thank you shin-shin. :3 Dont worry, if it's later as cold as yet i'm a scarf-wool ball if i go out. Its soooooooo freezing cold, it kills little fluffy things like me. :'( So i have plenty of blunt damage resistens but... i see, now i have -100% fire resistanse... uh... i think a rocket is deadly to me in either way. ;D

@Ex0du5_2169: The only problem i have with your sentence is that most teenager may think their parents are raider, you know... they come in your room if you like it or not and if you lock the door they get mad, exactly raiders-like. xD
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: mattb150 on January 01, 2015, 12:01:22 AM
The13thRonin, dzuari, wolfboycw - Please check your messages if you see this (click "My Messages" above).....

Happy New year everyone!!!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: MaxtheINFINITE on January 02, 2015, 04:32:11 PM
Get A8 on mate,we be waiting!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kolljak on January 03, 2015, 10:46:20 AM
:D cant wait.... exploding.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Avtomatik on January 04, 2015, 10:09:02 AM
Any rough ETA?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: daevilb on January 04, 2015, 02:11:26 PM
Just a quick probably stupid question :)
my rimworld gets stuck at main start screen,  is that because this mod is not "up to date" ? .
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 04, 2015, 02:21:55 PM
Quote from: Avtomatik on January 04, 2015, 10:09:02 AM
Any rough ETA?

Minami said he is back next month, so its possible that he come back any day from now and throw a new update on our heads. ;D Or not and it takes longer with the worst scenario that he needs years or is not able to do an update and kill us all. :O Except me because i'm fluffy. ;)

Quote from: daevilb on January 04, 2015, 02:11:26 PM
Just a quick probably stupid question :)
my rimworld gets stuck at main start screen,  is that because this mod is not "up to date" ? .

If you play with alpha 8 yes my dear your rimworld have to cry because it's not working with the awesome nice TTM-Mod. ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on January 07, 2015, 09:05:54 PM
I wonder what he will do instead of the mining drill !?

All the extra equipment/crafting in TTM kinda needs a better income for metal etc..

Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 08, 2015, 05:40:41 AM
Can't really play the game without this mod. :(
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Asero on January 08, 2015, 06:32:13 AM
(http://i.imgur.com/C2GdYFY.png)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 08, 2015, 07:17:42 AM
Quote from: Asero on January 08, 2015, 06:32:13 AM
(http://i.imgur.com/C2GdYFY.png)

*droll... and die from cuteness overload*

@Grizzly: Feeling with you, rimworld without TTM is a bit to thin for me. I really love it but the other stuff from the other mods and a nice techtree what is really deeper than the vanilla game, adds to much to the game that i hurtly miss it if i play without it. ::)

@thefinn: Huh? Have i missed something? will he drop the mining drill? If not and its only your issue that you cant get enough metal, there are other way's to get it. ^.^ Melt down things(weapons or metal chunk) or what i do and most of the time not need a mining drill, trade it. Sure you need a trader that sells metal to you but if you have enough, you can buy a huge amount of metal. :)

@All: I hope all of you had a good new year without injuries, if no dont forget to order brand new limbs and eyes at your favorite trader, 50% only today. xD
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 09, 2015, 12:15:02 AM
Quote from: Kitsune on January 08, 2015, 07:17:42 AM
Quote from: Asero on January 08, 2015, 06:32:13 AM
(http://i.imgur.com/C2GdYFY.png)

*droll... and die from cuteness overload*

@Grizzly: Feeling with you, rimworld without TTM is a bit to thin for me. I really love it but the other stuff from the other mods and a nice techtree what is really deeper than the vanilla game, adds to much to the game that i hurtly miss it if i play without it. ::)

@thefinn: Huh? Have i missed something? will he drop the mining drill? If not and its only your issue that you cant get enough metal, there are other way's to get it. ^.^ Melt down things(weapons or metal chunk) or what i do and most of the time not need a mining drill, trade it. Sure you need a trader that sells metal to you but if you have enough, you can buy a huge amount of metal. :)

@All: I hope all of you had a good new year without injuries, if no dont forget to order brand new limbs and eyes at your favorite trader, 50% only today. xD


Bashed my head against the wall at new year while waiting for this mod ^^ joke ofc but still...
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Rikiki on January 09, 2015, 03:16:16 AM
@Kitsune: Yep, you have missed something! ;)
The M&Co. Deepdriller is no more maintained (you can read the reasons in the Alpha 7 thread).
EatKenny provided another version of mine in this mod (https://ludeon.com/forums/index.php?topic=8902.0).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 09, 2015, 04:02:47 AM
@Grizzly: I hope your wall is still intact. ;) Patience my young, patience is the essence of happyness. ;D

@Rikiki: Uh... there i missed it. :'( But i think, i looked a bit on the industrialisation mod and so far its mostly xml code. Maybe if enough people from TTM want this mod as alternativ, i think minami will add it to TTM, maybe he already think of it.^^ And i think its not that big problem to grad the old mine and simply keep it in TTM(i think you allow it or? xD) and update it himself. And if he is not doing anything of this i look into the industrialisation mod and do an compatibility patch as long until minami add it to the main mod. ;D Of course if i can work with it, i'm not a good modder and i dont know if something changed with A8 because i not played it yet. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Rikiki on January 09, 2015, 05:46:02 AM
As with any new Alpha, there are a lot of changes.
As stated in the thread, the Deepdriller mod sources are available to anyone willing to maintain it. :)
Please feel free to get your hands dirty! ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 09, 2015, 06:18:08 AM
Hmm i dont want to be dirty, i'm to fluffy to be dirty. ;D But if minami dont do it i think i have a look on it. I wait until minami comes back and after he updated TTM for new alpha, i play a bit and decide after that what i do. I dont hurry with... getting my hands dirty. ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Stannis on January 09, 2015, 08:50:59 PM
It would be nice if this mod had a team dedicated to keeping it updated, or if that isn't possible, then a new "depth of play" mod is needed.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on January 09, 2015, 11:28:53 PM
Quote from: Kitsune on January 09, 2015, 12:15:02 AM
@thefinn: Huh? Have i missed something? will he drop the mining drill? If not and its only your issue that you cant get enough metal, there are other way's to get it. ^.^ Melt down things(weapons or metal chunk) or what i do and most of the time not need a mining drill, trade it. Sure you need a trader that sells metal to you but if you have enough, you can buy a huge amount of metal. :)

The author of the mod that added the drill has dropped it. He was kinda uninterested in the drill for whatever reason.

Trade is ok, if it's available but the drill just added a reasonable way to add certain resources to the map without messing around too much. I don't think you should have to wait for a trader for a basic resource - especially if you've already mined all there is on the map.

TTM adds a lot of necessity for more metal than the map gives sometimes - especially if you add even more mods on top.

Enhanced Defence has Omni Gel, perhaps that's a possibility.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Sir on January 10, 2015, 12:24:11 AM
Minami  :'(

I literally cannot play this game without you. As Tynan continues to add functionality and fix bugs, you're my go-to source for content and depth. I love what you do and I know that this is close to the bottom of your priorities, but just know that we all hold your work in the highest esteem.

Anyways, thank you, I guess I'll continue on A7 till you get done with A8  :P
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: ventriu on January 10, 2015, 05:36:34 AM
yeah i played the Alpha 8 after having some nice time with Alpha 7 with TTM, and it's kindda feel strange. so i 'll stick around with A7 with TTM now. but Now i'm taking some time off from playing it after a crazy TURTLE beat my 7-skillled shooting man to death. Duh... :'(
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kolljak on January 11, 2015, 07:08:14 PM
Q.Q.... my life is Minami...
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 11, 2015, 10:07:58 PM
Does anyone know if TTM is going to be updated to alpha 8 at all? or can i just hang my self ? jk

If it is could we get at least an approximate date of that?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Shinzy on January 12, 2015, 05:18:20 AM
Quote from: Grizzly on January 11, 2015, 10:07:58 PM
Does anyone know if TTM is going to be updated to alpha 8 at all? or can i just hang my self ? jk

If it is could we get at least an approximate date of that?

I'm pretty sure Minami is fighting dragons somewhere right now and unable to update the mod at the moment and just the sheer scale of the mod I don't know if it's gna be out in a while yet
But Minnie's a Sentinent-four-headed-neko-hydra-andy-warhol-painting  and has a fluffy fox sidekick so there's always hope!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 12, 2015, 01:07:04 PM
Quote from: Shinzy on January 12, 2015, 05:18:20 AMand has a fluffy fox sidekick so there's always hope

Someone called me? ;)

@Grizzly: As Shin-Shin sayd, our beloved minami is somewhere out there and fighting for freedom for the world and saves little kittens and helping little froggy's crossing roads. ;D

But as i sayd earlier, minami sayd he is back next month, so its this month and its only half off. Have a bit patience, drink a nice tee or cuddle fluffy kittens they deserved it for... whatever they do. :3

With indie games and mods its for the most time "its done when its done". :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Patrykbono20 on January 12, 2015, 05:47:30 PM
Quote from: Kitsune on January 12, 2015, 01:07:04 PM
"its done when its done". :)

Its like in Feng shui :D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 13, 2015, 04:31:49 AM
Yes exactly and if you dont use this wisdome you ruine your chi and slowly makes you unhappy and kills you. :o
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: caesius on January 17, 2015, 05:39:00 AM
Quote from: caesius on December 19, 2014, 09:51:35 AM
TTM was great, cool mod. that is why many guys are reply this dead (in my opinion) thread and view countings have been increasing still.
like the superior craft mod.

i was completly right. where are all the guys who said that "don't be childish, just wait. he will be back"

about 80% of mods which were not updated in 2 weeks from release of new version of rimworld can be considered "dead" mod. in my observation.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 17, 2015, 07:34:19 AM
Quote from: caesius on January 17, 2015, 05:39:00 AM
Quote from: caesius on December 19, 2014, 09:51:35 AM
TTM was great, cool mod. that is why many guys are reply this dead (in my opinion) thread and view countings have been increasing still.
like the superior craft mod.

i was completly right. where are all the guys who said that "don't be childish, just wait. he will be back"

about 80% of mods which were not updated in 2 weeks from release of new version of rimworld can be considered "dead" mod. in my observation.

Yes well while it is easy to assume that and i do agree with your statement but where i'm from we have a saying ''hope dies last'' so i will still be waiting for the glorious master of TTM to return and make this mod for Alpha 8.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Ironvos on January 17, 2015, 08:11:15 AM
Don't write off TTM yet.
If it's not updated for Alpha 8, then maybe for Alpha 9.
Updating modpacks like this takes quite a bit of work, and it just so seems like alpha 8 was released on a bad moment for Minami.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 17, 2015, 10:10:37 AM
Quote from: Ironvos on January 17, 2015, 08:11:15 AM
Don't write off TTM yet.
If it's not updated for Alpha 8, then maybe for Alpha 9.
Updating modpacks like this takes quite a bit of work, and it just so seems like alpha 8 was released on a bad moment for Minami.

Don't get me wrong i want this mod to come back to life but get real for a moment even if he doesn't have time to work on the mod it self i'm sure he would find some time to at least check into this forum... his last ''activity'' here was on December 20, 2014... really bummed me out when i looked this up.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 17, 2015, 11:49:47 AM
Minami's last activity was 20 december because he left to visit his family over cristmas and new year. He also sayd he is back "next" month, this "next" month is now and he dont have sayd an exact day so it can be tomorrow or the 31. 23:59.=(^.^)=

And maybe he have real life problems and have no time to work on the mod? So dont only look on his last activity date and look actually what he sayd on his post. ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 17, 2015, 12:17:48 PM
Quote from: Kitsune on January 17, 2015, 11:49:47 AM
Minami's last activity was 20 december because he left to visit his family over cristmas and new year. He also sayd he is back "next" month, this "next" month is now and he dont have sayd an exact day so it can be tomorrow or the 31. 23:59.=(^.^)=

And maybe he have real life problems and have no time to work on the mod? So dont only look on his last activity date and look actually what he sayd on his post. ;)


I told not to get me wrong ... does having a life means you don't have a spare 5 minutes to log in to this forum ?

EDIT: Actually never mind me i'm in a bad mood :c

Have a nice day.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on January 17, 2015, 12:46:31 PM
Quote from: Grizzly on January 17, 2015, 12:17:48 PM
I told not to get me wrong ... does having a life means you don't have a spare 5 minutes to log in to this forum ?

There's probably an argument to be made... if you're logging in here, you're probably life-deficient in some manner. ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: BandOfDog on January 17, 2015, 03:15:53 PM
Quote from: Grizzly on January 17, 2015, 10:10:37 AM
Quote from: Ironvos on January 17, 2015, 08:11:15 AM
Don't write off TTM yet.
If it's not updated for Alpha 8, then maybe for Alpha 9.
Updating modpacks like this takes quite a bit of work, and it just so seems like alpha 8 was released on a bad moment for Minami.

Don't get me wrong i want this mod to come back to life but get real for a moment even if he doesn't have time to work on the mod it self i'm sure he would find some time to at least check into this forum... his last ''activity'' here was on December 20, 2014... really bummed me out when i looked this up.

Yeah when I asked about this in December the response was to basically wait. Then wait some more. It's all well and good to surmise on whether or not Minami will actually update the mod but a quick response from him on here would perhaps be a better way to clear things up. Either way being honest and saying "Hey look guys I don't have time for this anymore" would be far better than just leaving an awesome piece of work to just die off.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 17, 2015, 05:32:46 PM
Quote from: Grizzly on January 17, 2015, 12:17:48 PM
I told not to get me wrong ... does having a life means you don't have a spare 5 minutes to log in to this forum ?

EDIT: Actually never mind me i'm in a bad mood :c

Have a nice day.

Uhm sorry i dont wanted that you think i got that wrong because it was not my intention to be rude or something in your eyes. xD I hope your mood lights a bit up, its not funny to have a bad mood. ._.

@BandofDog: Yep maybe its only me but i think waiting is better than post a wall of text or worse, flame someone.^^ If he come back, its great but if he dont come back we cant change it. Its only bad for yourself if you worrie about it and stress you. Yes its somewhat easy to say "i'm done" but we dont know anything beside he sayd he is back this month. Give him at least time for the time he sayd he come back. For myself, i start to worrie after the 1. of the next month. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 17, 2015, 07:23:34 PM
i wonder how hard it would be to update this mod myself. i don't have much C# experience tho so that might make it harder, but if they don't come back by 1st of next month, i might go and learn the code of this mod to try to update it myself. this mod is awesome and i would really hate to see it die like this.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 18, 2015, 06:18:46 AM
The XML coding is not really hard, even i a non-learnd-pc-newb-girl have done compatibility patches in the past. What i cant do is the coding for scripts like the initial spawning of the items like the research thingy. If i have time and motivation after the first february i take the xml files and look if i can at least do a patch for these. So we can play with the research tree but without shiny things like the research-start-thingy or in depth coding things. But with a big warning, its possible that the most of the mod needs the scripting and if so, i cant do it. :-[ If xml-only work we get a TTM-light. :-\

No promises.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 18, 2015, 12:03:59 PM
the only thing i dont know at the moment is the dll files. i might take a look at few of these files for this mod and try to learn how to do it. but other then that, im not sure what all has changed (code wise) to update this mod from A7 to A8. if anyone has any ideas or some forum post that helps with this, that would be awesome! but ima download this mod pack and start looking through things. but if i get anything done towards updating this to A8, ill post a diff forum. but now, time to go do some researching and learning!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 18, 2015, 02:30:40 PM
If you post it somewhere else please dont forget to say and link to this thread because its the source. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 18, 2015, 05:43:45 PM
Quote from: Kitsune on January 18, 2015, 02:30:40 PM
If you post it somewhere else please dont forget to say and link to this thread because its the source. :)

already know that. i dont want to take the credit from the OP of this mod. but i got some learning to do before i can get working on the dll files first. but i think thats all that really needs updated for it to work with A8 not sure but ill be looking into it here soon.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 19, 2015, 06:10:58 AM
The License in this mod says You are free to:

Share, copy and redistribute the material in any medium or format
Adapt, remix, transform, and build upon the material
for any purpose, even commercially.

When i get a chance i'm going to ask a friend who is into modding to update it just for me at first and if it turns out fine with no problems or bugs i might upload it somewhere and share a link on this post. That is only if minami does not show up and does not update the mod him self.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 19, 2015, 07:43:40 AM
I not mentioned about the license stuff, i more talk about not to rip apart the mod and post it somewhere else and DONT say that the source is from minami so the people think you did all the work. Thats because i sayd, link the thread here and say the source is from here. Because if you dont do it its not very friendly? Its only my opinion. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 19, 2015, 12:23:21 PM
Quote from: Kitsune on January 19, 2015, 07:43:40 AM
I not mentioned about the license stuff, i more talk about not to rip apart the mod and post it somewhere else and DONT say that the source is from minami so the people think you did all the work. Thats because i sayd, link the thread here and say the source is from here. Because if you dont do it its not very friendly? Its only my opinion. :)

Did i just suddenly stop understanding english or are you just not making any sense?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Jeoshua on January 19, 2015, 01:19:09 PM
According to the license, derivative works are by attribution. That means that as long as credit is given, that is okay. Literally, whatever you want to do is perfectly fine as long as you give Minami credit in a readme (and on the post would be nice), and you use the exact same license in your own work. You do not even need to ask him, permission has already been given. A link to the original mod would be helpful and nice, but is not strictly required by the license. Although, one would wonder if "Based on a mod by Minami" is truly enough to qualify as "attribution")

https://creativecommons.org/licenses/by-sa/4.0/
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 19, 2015, 03:03:09 PM
@Grizzly: Sorry maybe my english is to bad for you. :P ;)

@Jeoshua: Thank's maybe he understand what you sayd.^^ But i think its ok and enough to only mention that its made by minami but a link is never to mutch work but its only my opinion. ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Rikiki on January 19, 2015, 05:37:05 PM
I am not here to bother you about licences but don't forget that a part of TTM is also an (deeply) adapted modpack, so permissions from those mods' authors may also be required... (You already have mine ;))
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Jeoshua on January 19, 2015, 05:51:16 PM
You may not be here to argue about licenses, but that's what it comes down to, Rikki.

If you have contributed to Minami's mod, and do not wish its contents to be shared by the license he has placed on it, then that is a quarrel with Minami. The license grants explicit permissions which cannot be revoked by original contributors.

Don't want to be a lawyer here, but the text of the CC license is very clear (and binding).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 19, 2015, 06:35:51 PM
well just so everyone knows, i started to work on updating this mod (and/or modpack)

the updating could take a couple days due to little time after work i have but it should be updated by next week. I will test it out first before i post anything about it and a link for the download.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 20, 2015, 04:44:13 AM
Then good luck with the work want_some. ^.^ I hope if minami comes back in february you are not dissapointed that you done the work for the mod. :)

I think we can end the discussion about the license, people do what they want, explicit if minami comes not back. ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 20, 2015, 05:17:43 PM
Quote from: minami26 on May 05, 2014, 11:49:17 AM
-snip-

License:
Please ask for permission to use for integration, dissection, and whatnot. Please do not redistribute individual parts as your own. Give credits please, thankyou!
(http://i.creativecommons.org/l/by-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-sa/4.0/)

well looks like i will have to ask minami26 before i post the updated version (for those arguing about the license part.) I'll message them after this post and if i get no response by feb 1st, then i'll post it but will link to this topic and all that jazz.



Quote from: Kitsune on January 20, 2015, 04:44:13 AM
Then good luck with the work want_some. ^.^ I hope if minami comes back in february you are not dissapointed that you done the work for the mod. :)

I think we can end the discussion about the license, people do what they want, explicit if minami comes not back. ;)

Thanks kitsune, ill try to get the mod updated and working before feb 1st.


As for the updating goes, i got the mod loading but having a few issues with the patched mods atm. trying to fix them and do some debugging before it will be ready.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Klldarkness on January 20, 2015, 05:36:49 PM
I completely agree with want_some. If he can't get ahold of Minami, what can he do? Better to have a current version that works with alpha 8, than no version at all.

Want_some....please update TTM Events as well?! :D

I, and many others, are waiting for TTM events more than anything else. That, and visitor medbed.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: HBKRKO619 on January 20, 2015, 06:51:57 PM
I never played with the TTM mod but the TTM event was a must have in all of my game so I give a +1 (ok it's more a +13216485) for the "please, update the TTM event as well" xD
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 21, 2015, 03:06:59 AM
Quote from: want_some on January 20, 2015, 06:57:45 PM
Quote from: Kitsune on January 18, 2015, 02:30:40 PM
If you post it somewhere else please dont forget to say and link to this thread because its the source. :)

>_> dude, I know that i will NEED to do that. stop telling me it. i just need the links for the other mods to give proper credits and such. so stop mentioning this >_>

Uh? I already stoped after you answerd it once. o.o No need that you answer it twice. ;D

If you like help in the xml files, i can offer to work on some of the files. :3
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 21, 2015, 07:37:09 PM
sorry, that was my bad for not looking at the date. and my computer said that you posted it right after my last comment. Apologies.

Also, the only issue im running into is the dll files. Don't know anything about C# and the game is throwing errors of the dll not being loaded (might be from few code changes from the core dll files?)

Not sure where to look for any info on that but as for the xml files, they are all fixed, just need to get the dll files fixed or looked at so i can do a final test and fixes if need be.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 22, 2015, 02:55:39 AM
Dont worrie, no problem. ;)

Yes i have the same problem, dont know anything about C#, maybe you like to ask in the modding section, the other modder are most of really friendly.^.^ Or you can look for help from the dev as i think somewhere he has postet a thread about starting modding but not 100% sure. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: skullywag on January 22, 2015, 03:10:03 AM
Post snippets of code here and which bit is erroring and ill check every now and now and then and see if i cant give you the updated method name.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 22, 2015, 06:34:40 PM
Quote from: skullywag on January 22, 2015, 03:10:03 AM
Post snippets of code here and which bit is erroring and ill check every now and now and then and see if i cant give you the updated method name.

Ok i will when i run into other issues. i already posted in the mod help section about one issue and got a fix for it. its just mainly the renaming of class names used in the dll that i need to change/update. not sure if there's a list of them from A7 to A8. that would help speed up the updating process of this mod. My goal is to have everything updated and working by Feb 1st.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kolljak on January 22, 2015, 06:39:56 PM
Started a fun little mod inspired by this :D cant wait i loved how this mod was Hardcore
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 22, 2015, 07:21:24 PM
Quote from: Kolljak on January 22, 2015, 06:39:56 PM
Started a fun little mod inspired by this :D cant wait i loved how this mod was Hardcore

What mod is that?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Sofcik007 on January 23, 2015, 05:47:46 AM
If you are working on updating this mod, You shoud think about delete some stuff for food preservation, becouse in Alpha8 there is way to do it by lowering temperature in food stockpile. Just an idea.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 23, 2015, 06:47:52 PM
Quote from: Sofcik007 on January 23, 2015, 05:47:46 AM
If you are working on updating this mod, You shoud think about delete some stuff for food preservation, becouse in Alpha8 there is way to do it by lowering temperature in food stockpile. Just an idea.

If the mods adds diff ways to preserver food, i will leave it alone. but if its a copy of what has been added to A8 then i will remove them.

Edit:
Info for everyone thats waiting for the mod to be updated. Heres some update on the process so far.

75% of the XML files have been updated. Few still needs updated but might need to change a few things and i might tweek them as well.

the Main Mod dll is about 40% completed, just lots of going through codes to update the small variable changes from A7 to A8 which then turns out that more errors are being thrown. but at least they are all being fixed!

As for the patch mods, i have yet to start with them. The first of the patch mods that will be worked on is the CustomEvent as i have been requested by many to do that as soon as i can.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Igabod on January 24, 2015, 01:46:54 AM
Quote from: want_some on January 23, 2015, 06:47:52 PM
Quote from: Sofcik007 on January 23, 2015, 05:47:46 AM
If you are working on updating this mod, You shoud think about delete some stuff for food preservation, becouse in Alpha8 there is way to do it by lowering temperature in food stockpile. Just an idea.

If the mods adds diff ways to preserver food, i will leave it alone. but if its a copy of what has been added to A8 then i will remove them.

Edit:
Info for everyone thats waiting for the mod to be updated. Heres some update on the process so far.

75% of the XML files have been updated. Few still needs updated but might need to change a few things and i might tweek them as well.

the Main Mod dll is about 40% completed, just lots of going through codes to update the small variable changes from A7 to A8 which then turns out that more errors are being thrown. but at least they are all being fixed!

As for the patch mods, i have yet to start with them. The first of the patch mods that will be worked on is the CustomEvent as i have been requested by many to do that as soon as i can.

I'm hoping the Animal Husbandry mod gets updated. It's definitely my favorite TTM thing. No rush though. I'm well aware of how much work there is to be done to update this mod. I already looked into updating it myself for my own personal use but decided it was too much work.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 24, 2015, 02:50:58 AM
Quote from: Igabod on January 24, 2015, 01:46:54 AM
Quote from: want_some on January 23, 2015, 06:47:52 PM
Quote from: Sofcik007 on January 23, 2015, 05:47:46 AM
-Snip-
I'm hoping the Animal Husbandry mod gets updated. It's definitely my favorite TTM thing. No rush though. I'm well aware of how much work there is to be done to update this mod. I already looked into updating it myself for my own personal use but decided it was too much work.

Yea, i seen the amount of code just for the main but figured i was up for the challenge. What makes it worst, i have no C# experiance but now im picking up ways to update the code by comparing the code from A7 to A8. right now, just a few things have been renamed to something completely diff. but i usually find them.

One issue is the old way of tracking food decay/rotting. took me 30-45 mins to find the new method for it. but now, i have to rewrite some code that used the old method and update the xml to use the new method. It's al a learning experiance, but at least im learning as i go xD

I will eventually update all the patch mods thats included i the zip here. I do have a small todo list right now already.

Todo List:
1. Update TTM Main
2. Update CustomEvent
3. Update Animal Husbandry
4. Help KollJak with his EONS project

I'll be posting a Thread for all these mods when i get Main done. (credits will be given to the respective creator of course.)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: popster99 on January 24, 2015, 05:30:12 AM
dude i think your taking on a big challenge trying to update this all and learn code on the way i'm impressed at how much you've done 
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kolljak on January 24, 2015, 09:30:56 AM
i would focus on your stuff first want_some. we still got to redo our tech tree and start getting artwork LONG before we are ready to piece them together. focus on tech tree :D i love minami
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Stannis on January 24, 2015, 02:42:41 PM
This is good, it needed to be done.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 24, 2015, 10:06:22 PM
Quote from: popster99 on January 24, 2015, 05:30:12 AM
dude i think your taking on a big challenge trying to update this all and learn code on the way i'm impressed at how much you've done 
Thank you! and even with the little time i have to do this, most of the code still works just minor things like method name changes that need to be corrected, xml tags updated and small code tweeks. these were the ones i tackled first and were the easiest. Now im at the part where some code is not needed anymore due to changes in A8 like food preservation and such. There are some code changes from A7 to A8 that no longer allows modders to use due to methods being changed from public (in A7) to private (in A8) so i will ned to remove these codes (i will comment them out for now) until i can code them to work in the mod's dll instead of the game core dll file.


Quote from: Kolljak on January 24, 2015, 09:30:56 AM
i would focus on your stuff first want_some. we still got to redo our tech tree and start getting artwork LONG before we are ready to piece them together. focus on tech tree :D i love minami

I know but i still like to do some other coding when i get stumped on a few of the code problems im running into. Im asking for some help in forums to fix these but i cant do much until i get a reply. so i can hep you with your mod in the meantime of waiting for a solution.

Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Sengira_nanaki on January 25, 2015, 10:06:08 PM
Want_some great job buddy cant wait to see the final product. Kudos to you for taking on such a huge project!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 26, 2015, 12:02:40 AM
Quote from: Sengira_nanaki on January 25, 2015, 10:06:08 PM
Want_some great job buddy cant wait to see the final product. Kudos to you for taking on such a huge project!

don't forget, Machine has done the most work. but we are working on fixing a few more things and the mod will be released on Feb 1st.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: popster99 on January 27, 2015, 11:28:15 AM
how's it going so far
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Sengira_nanaki on January 27, 2015, 11:43:52 AM
Want to see it in action? Check out my stream today 9am to 2pm pst and 6pm to 2am pst at www.twitch.tv/Sengira_nanaki

Special thanks to Want_some and Machine for letting me help test it live on stream.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 27, 2015, 02:42:34 PM
Uh sad. :( I want to test it too. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Sengira_nanaki on January 27, 2015, 05:02:56 PM
Yes yes cant forget Machine! thank you too buddy!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 27, 2015, 10:32:08 PM
Quote from: Kitsune on January 27, 2015, 02:42:34 PM
Uh sad. :( I want to test it too. ;D

I'm sorry, but its closed beta testing. me and machine needed someone to test it for us. someone that we knew that would be able to test it quickly. That;s why i chosen sengira. Plus, i atch his stream almost every day so i can see what is bugs that come up and can look into them while he streams. So far, we have 8 bugs, and 3 of them are fixed. the other 5 will need machine to look into the dll to fix since hes way better at C# then i am.

Also, don't worry, Feb 1st is just around the corner. We will try to have a stable version up for everyone by then. Just keep an eye open for a forum topic about this mod!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 28, 2015, 02:55:14 AM
Dont worry, its only the normal "awww i waaaaaaaant it toooo"-feeling. Nothing bad. ;)

Maybe its good that i'm not testing it, less testing more fun playing after the testing. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: SilverDragon on January 28, 2015, 03:56:35 AM
Quote from: Kitsune on January 28, 2015, 02:55:14 AM
Dont worry, its only the normal "awww i waaaaaaaant it toooo"-feeling. Nothing bad. ;)

Maybe its good that i'm not testing it, less testing more fun playing after the testing. ;D

I usually have way more fun breaking the mod and crushing bugs rather than having a fully working error-free mod. ;D
It's more about the journey than the finish line for me.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 28, 2015, 09:40:57 AM
@SilverDragon: Yes i most of the time enjoy no testing but after i have done the first compatiblity patches for TTM i alway's look on the things if i can find something buggy and if i found something i look and try to fix it and... in the time i worked for the patches i thing i have done no second of "really" playing the game. :'( So i'm a bit happy about other testing it. ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: popster99 on January 28, 2015, 11:38:32 AM
dude i think you should wait a bit longer than feb the first and add the other addon mods that might help alot
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: want_some on January 28, 2015, 07:48:58 PM
Quote from: popster99 on January 28, 2015, 11:38:32 AM
dude i think you should wait a bit longer than feb the first and add the other addon mods that might help alot

Yes, we noticed that a few patched mods are needed and im starting to work on those. right now i will be working on the MAI patch but not sure how long it will take to update the patches. But if things don't look like they will be stable by Feb 1st, we will announce it and will just say the mod will be available when ever we can get everything working correctly.

Thanks to Sengira, we have a few more bugs that he found for us to work on. But we are trying to fix everything tho!

Will keep all updated on what gets fixed and such!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 29, 2015, 04:52:13 AM
I'm glad someone is reviving the mod i'll wait as long as it takes no need to rush.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 29, 2015, 07:21:57 AM
Its only two months(for exact date 1 month and 8 day's since minami logged out^^) i think talking about reviving is a bit to "hard". ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 30, 2015, 05:31:12 AM
Quote from: Kitsune on January 29, 2015, 07:21:57 AM
Its only two months(for exact date 1 month and 8 day's since minami logged out^^) i think talking about reviving is a bit to "hard". ;D

Hey don't say that :c i haven't played rimworld since the alpha 8 came out. I'm still waiting on TTM to actually play the game and the fact that someone actually decided to update it means a lot to me.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on January 30, 2015, 11:19:30 AM
You are not alone.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: drakulux on January 30, 2015, 04:42:05 PM
You are definitely not alone...
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Patrykbono20 on January 30, 2015, 05:30:34 PM
maybe you wait for A9 ?? :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 31, 2015, 05:51:51 AM
@Patrykbono20: I think not many of the guy's here like to wait any longer, its the reason of the "takeover" from "want_some". ;D

I wait patiently for the outcome, whatever it is. If minami comes back or A8 or A9, i cuddle in the time with my beloved muffalos and the other fluffy things. ::)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 31, 2015, 07:23:55 AM
I wonder why minami abandoned this mod without giving us any notice...
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: skullywag on January 31, 2015, 09:28:13 AM
Guys lets not speculate or turn this into a witch hunt, Minami stated he was going to be away for a while and is entitled to do as he pleases.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Patrykbono20 on January 31, 2015, 09:43:07 AM
Quote from: Kitsune on January 31, 2015, 05:51:51 AM
@Patrykbono20: I think not many of the guy's here like to wait any longer, its the reason of the "takeover" from "want_some". ;D

I wait patiently for the outcome, whatever it is. If minami comes back or A8 or A9, i cuddle in the time with my beloved muffalos and the other fluffy things. ::)

I wait many longer to update Superior Crafting :D
Think A9 are no much longer of 2 weeks.
I dont know how many works is with updates mod like TTM
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on January 31, 2015, 10:30:16 AM
Quote from: skullywag on January 31, 2015, 09:28:13 AM
Guys lets not speculate or turn this into a witch hunt, Minami stated he was going to be away for a while and is entitled to do as he pleases.

I guess but witch hunt sounds a lot of fun. ^^
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on January 31, 2015, 10:53:27 AM
Quote from: Grizzly on January 31, 2015, 07:23:55 AM
I wonder why minami abandoned this mod without giving us any notice...

Uhm you know minami sayd in december he is gone till next month(this month), thats because i alway's sayd wait for february and after that you can call this mod somewhat "dead". ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Machine on February 01, 2015, 01:13:04 AM
Here is the unofficial TTM A8 core (https://drive.google.com/file/d/0B3eKYijLPljYUEZZbGhBQmNCalU/view?usp=sharing). It doesn't have all the goodies that the 3.3 Full-package had. We will work on the addons and post them here when complete.

Edit: Fixed Ship Building Bugs
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: popster99 on February 01, 2015, 01:54:56 AM
so whats in the game so far then?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: SilverDragon on February 01, 2015, 02:59:23 AM
It smells like Stuff in this thread, I like Stuff... :) I'll grab that over there thank you very much! ;D
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: R0NIN on February 01, 2015, 10:18:13 AM
Man i missed this mod. but my people don't want to plant in the growing zone.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Emma7441 on February 02, 2015, 10:30:15 AM
Hi, I want to try this Mod out but wanted to know, is the Animal Husbandry Mod fully updataed in this Mod? And when Rimworld updates how long do you think it would take for this Mod to become compatible? Because I like my games Mod free, because the game always updates and the Mod sometimes doesn't >.< I just want to know, because if I really like this Mod I can wait awahile for it to update to the version of the game. c: But I'll try it now.

Have a good year.  ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on February 02, 2015, 10:57:36 AM
Quote from: Emma7441 on February 02, 2015, 10:30:15 AM
Hi, I want to try this Mod out but wanted to know, is the Animal Husbandry Mod fully updataed in this Mod?

As far i know its only core, so no fluffy pets atm. :'(

Quote from: Emma7441 on February 02, 2015, 10:30:15 AMAnd when Rimworld updates how long do you think it would take for this Mod to become compatible? Because I like my games Mod free, because the game always updates and the Mod sometimes doesn't >.< I just want to know, because if I really like this Mod I can wait awahile for it to update to the version of the game. c: But I'll try it now.

If you can wait more as a couple of months, mods are for you, if not, you should better stay with only vanilla game. ^.^ Sometimes its huge parts of hard work and can burn a lot of time.

Quote from: Emma7441 on February 02, 2015, 10:30:15 AMHave a good year.  ;)

You too. :3
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: TheSilencedScream on February 02, 2015, 10:10:22 PM
Quote from: Machine on February 01, 2015, 01:13:04 AM
Here is the unofficial TTM A8 core (https://drive.google.com/file/d/0B3eKYijLPljYdGVZTnRpYXZlM2M/view?usp=sharing). It doesn't have all the goodies that the 3.3 Full-package had. We will work on the addons and post them here when complete.

While I know this is Minami's mod, I believe you should make a new thread of it. Take a book for instance - when it's revised, it keeps credit for the author, but it's a new entity to itself and gives recognition to the revisers.

That would give the mod more popularity AND would make it much easier for us to know 1.) what's in the mod thus far and 2.) when it's been updated.

As of right now, I honestly have no idea what the core mod entails, and I'm not sure if I should install it and, if I do, I have no idea what it will conflict with (if anything).
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: tuver on February 02, 2015, 11:02:12 PM
Quote from: TheSilencedScream on February 02, 2015, 10:10:22 PM
Quote from: Machine on February 01, 2015, 01:13:04 AM
Here is the unofficial TTM A8 core (https://drive.google.com/file/d/0B3eKYijLPljYdGVZTnRpYXZlM2M/view?usp=sharing). It doesn't have all the goodies that the 3.3 Full-package had. We will work on the addons and post them here when complete.

While I know this is Minami's mod, I believe you should make a new thread of it. Take a book for instance - when it's revised, it keeps credit for the author, but it's a new entity to itself and gives recognition to the revisers.

That would give the mod more popularity AND would make it much easier for us to know 1.) what's in the mod thus far and 2.) when it's been updated.

As of right now, I honestly have no idea what the core mod entails, and I'm not sure if I should install it and, if I do, I have no idea what it will conflict with (if anything).

I second this idea.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Grizzly on February 02, 2015, 11:26:22 PM
Quote from: TheSilencedScream on February 02, 2015, 10:10:22 PM
Quote from: Machine on February 01, 2015, 01:13:04 AM
Here is the unofficial TTM A8 core (https://drive.google.com/file/d/0B3eKYijLPljYdGVZTnRpYXZlM2M/view?usp=sharing). It doesn't have all the goodies that the 3.3 Full-package had. We will work on the addons and post them here when complete.

While I know this is Minami's mod, I believe you should make a new thread of it. Take a book for instance - when it's revised, it keeps credit for the author, but it's a new entity to itself and gives recognition to the revisers.

That would give the mod more popularity AND would make it much easier for us to know 1.) what's in the mod thus far and 2.) when it's been updated.

As of right now, I honestly have no idea what the core mod entails, and I'm not sure if I should install it and, if I do, I have no idea what it will conflict with (if anything).

Well if that happens don't forget to post here that it happened :D i'm keeping my eyes on this one ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on February 03, 2015, 04:43:56 AM
Quote from: TheSilencedScream on February 02, 2015, 10:10:22 PM
Quote from: Machine on February 01, 2015, 01:13:04 AM
Here is the unofficial TTM A8 core (https://drive.google.com/file/d/0B3eKYijLPljYdGVZTnRpYXZlM2M/view?usp=sharing). It doesn't have all the goodies that the 3.3 Full-package had. We will work on the addons and post them here when complete.

While I know this is Minami's mod, I believe you should make a new thread of it. Take a book for instance - when it's revised, it keeps credit for the author, but it's a new entity to itself and gives recognition to the revisers.

That would give the mod more popularity AND would make it much easier for us to know 1.) what's in the mod thus far and 2.) when it's been updated.

As of right now, I honestly have no idea what the core mod entails, and I'm not sure if I should install it and, if I do, I have no idea what it will conflict with (if anything).

Dont know if its because i worked on the mod but for me its a bit easy. Core means techtree and a few buildings from it but its without the events from ttm events and all additional stuff like clutter, armory, machine gun nests, ect. Like 1/2 of the mod that we are used to.

But for the overview i think its better to make a new thread yes. ^.^
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: SeamusCameron on February 06, 2015, 09:17:03 PM
Has anyone heard anything from Minami? I'm actually a bit worried for them, they've been gone for a while now. I hope it's just a matter of being super busy IRL and nothing horrible. I think they were supposed to be back by February.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: popster99 on February 07, 2015, 03:08:51 AM
the ship can't launch with this mod and animal husbandy
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on February 07, 2015, 03:25:18 AM
Quote from: SeamusCameron on February 06, 2015, 09:17:03 PM
Has anyone heard anything from Minami? I'm actually a bit worried for them, they've been gone for a while now. I hope it's just a matter of being super busy IRL and nothing horrible. I think they were supposed to be back by February.

I'm worried too, i hope poor little minami is healthy and dont lay somewhere in the dirt. :'(
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: minami26 on February 07, 2015, 12:48:16 PM
Shedding some light, as you all know i was supposed to make an update last month. turns out, I couldn't go back to my place in the city yet. I'm still here in the suburbs, i'm waiting for my graduation practise dates so that I can finally get out of here.

think of these past months as a rest period, I've been sorting out where to live after I graduate gotta work on those first.

all thats in my head right now is "im gonna become an official adult now."
Its so scary.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Kitsune on February 07, 2015, 01:56:14 PM
Yes yes... the fear to grow. ;D

I'm really happy that you are fine and dont died somewhere alone in the dirty dirt. :'(

For me as alway's take the time you need. And i hope you can solve all your problems and worries that you right now have. ^.^
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Coenmcj on February 09, 2015, 04:34:20 AM
No rush Minami, I'm sure you've noticed how close the next alpha is, so take your time and relax. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Hayhorse on February 12, 2015, 09:51:30 PM
1-2 weeks till alpha 9? Might as well wait for alpha 9 to update.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: StorymasterQ on February 12, 2015, 10:22:12 PM
I used to worry like that too. But I've passed so many so-called 'grown up points' without so much of a hassle, I'm used to it. That is to say, I've gone past:
- turning 17
- turning 21
- graduating college
- entering the workforce
- graduating masters
- getting married
- having a child
...and I'm still here playing games and generally cocking about. So don't worry about the future. It's only scary because we can't see it, just like darkness. So put on some sun lamps and be brave!

To the future!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: thefinn on February 18, 2015, 06:40:20 PM
So... Alpha 9!

I wonder if we can expect this mod to return ?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: SeamusCameron on February 19, 2015, 01:28:19 AM
Hooray Minami is alive! Don't stress too much about the future. It's big, dark, and scary at points but there's a lot to see and do on this pale blue dot.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: SmallEquine on March 04, 2015, 10:13:04 PM
So this mod is dead? Right?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: magei on May 13, 2015, 12:17:15 AM
Dead? I've been watching out for this mod to come back, Has no one thought of covering til author gets back (If he gets back) Otherwise I think this mod may have had a tragic death :/
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: «Temple» on August 24, 2015, 03:56:43 PM
I loved this mod, but the mod came from the modder and I hope he or she is alright and not having big problems in life.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: somot on December 25, 2015, 03:10:12 PM
Reasons why it isn't compatible with A12(Why author doesn't update it)(speculations):
A12 introduced animals taming, so animal husbandry is unneccesary;
You can build walk-in frezeer since A09-A10 IIRC;
A11 introduced Joy mechanic;
Some mods have part of its functionality and are compatible with A12 too.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Coenmcj on December 27, 2015, 12:11:17 PM
Minami was integrated into adult society and turned into a synth, not that he'd admit that of course.

Minami only pops in from time to time anyway, presumably to check whether Ludeon's burned down, whether there's new updates to Rimworld or to check messages and catch up with old aquaintances, I wouldn't place any bets on his return to the modding scene, but if he were, I'm sure Minami would provide some fierce competition to Gent and Sky's own efforts. ;)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: minami26 on April 03, 2016, 10:23:43 AM
Coenmcj knows who would do that. A synth. I bet you're one of them.
lol.

Hi guys, whats one thing you really like about this mod?
because I can only do one thing at a time and not this whole overhaul anymore. :(
or would you rather let me update custom events? which is which?
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Shinzy on April 03, 2016, 12:39:58 PM
There's never too many custom events minnie
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: skullywag on April 03, 2016, 01:25:09 PM
Make a really solid vault door/large gate, animated. Go. (that was in your pack wasnt it?)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: minami26 on April 04, 2016, 03:58:14 AM
Quote from: Shinzy on April 03, 2016, 12:39:58 PM
There's never too many custom events minnie

:) yahs.

Quote from: skullywag on April 03, 2016, 01:25:09 PM
Make a really solid vault door/large gate, animated. Go. (that was in your pack wasnt it?)

Animated, now that would be a challenge. Gonna be setting up libraries. All ahead full!
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Coenmcj on April 04, 2016, 05:43:27 AM
Synth? what sy-.. // ERR404 : RESPONSE NOT FOUND //
Those gates were cool as all hell, loved having them side by side with those glitterworld Railguns, made a real sweet fortress.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: minami26 on April 04, 2016, 07:00:42 AM
Quote from: Coenmcj on April 04, 2016, 05:43:27 AM
Those gates were cool as all hell

Sweeeeeeeet. can't wait till release. :)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Ironvos on April 16, 2016, 11:15:05 AM
Too bad the mod never got updated to alpha 9, which imho was the last great alpha.
Still glad i kept all my old alpha files and plenty of old alpha mods.
There's so much good stuff here in this outdated forum.
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: iareBirdie on January 09, 2017, 09:13:08 AM
hey m8
if enyone still reading me(hopfully the mod maker)
please update this mod to alpha 16
it looks great so far :D


you should add a stun gut that will stun people for some time(maby like 10 seconds)
Title: Re: [MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE
Post by: Shinzy on January 09, 2017, 11:55:19 AM
Quote from: iareBirdie on January 09, 2017, 09:13:08 AM
-snip-


(http://i5.photobucket.com/albums/y168/Teppana/Bump_zpse976eebc.gif)


From what I know Minami's super busy with life at the moment so this won't be a thing for a16
Not to worry about it but please for the future! do pm the mod creator directly first, instead of bumping up a very very very old thread! thankyouuuse!