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RimWorld => Releases => Mods => Outdated => Topic started by: ItchyFlea on July 04, 2014, 06:43:11 PM

Title: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: ItchyFlea on July 04, 2014, 06:43:11 PM
Base Mod v1.0



Description:
This mod is intended to improve compatibility between large mods that add common ores to the game, (Copper, Iron, Coal). It also adds a few other things, such as extending the thing category list for mod items/resources/etc and adding an ore trader for buying & selling the added ores. It also overrides the default map generator making the game add Copper, Iron and Coal to the generation.
There's no documentation yet. That will come later on.

List of XML additions:
List of .DLL additions:
Mod Team:
Downloads:
Notes:
Changelog:
v1.0:
New everything.

(http://i.creativecommons.org/l/by-sa/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-sa/4.0/)

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Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: ItchyFlea on July 04, 2014, 06:44:28 PM
Reserved for documentation.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: JKTD1919 on July 05, 2014, 11:55:11 PM
NOW to see if people actually use it. Hopefully.

If you're including map generation, does this mean BetterPower+ is incompatible with the Base Mod?
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Jerethi50 on July 05, 2014, 11:56:48 PM
Better power doesnt have mapgen files. it uses the default ones.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: ItchyFlea on July 06, 2014, 02:23:35 AM
Quote from: JKTD1919 on July 05, 2014, 11:55:11 PM
NOW to see if people actually use it. Hopefully.

If you're including map generation, does this mean BetterPower+ is incompatible with the Base Mod?
My hope is that large mods, like BetterPower+, IndustrialRIM, etc, use this framework, so that they are all compatible with each other.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Celthric Aysen on July 06, 2014, 02:27:29 AM
i'l try to start using this on RimTECH :)
hopefully this mod will be used alot :)
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Cala13er on July 06, 2014, 06:03:31 AM
Quote from: ItchyFlea on July 06, 2014, 02:23:35 AM
My hope is that large mods, like BetterPower+, IndustrialRIM, etc, use this framework, so that they are all compatible with each other.

I do like the idea of this framework, however my mod now adds stuff to map gen that this base mod simply doesn't add, meaning my mod still alters map generation even if I tried to base it around this mod, so that probably eliminates the chances of Industrial Rim using this framework.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: ItchyFlea on July 06, 2014, 07:24:57 AM
I'm trying to find a way to override the way the game currently reads the BaseMapGenerators.XML file, as that file really needs to be broken apart to improve compatibility. (If anybody already knows of a way to do this, please let me know.)

In the meantime, what does Industrial RIM add that this framework doesn't? If it's something that'll most likely be a common item I'll add it to the framework's map generator.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Jerethi50 on July 06, 2014, 08:41:57 AM
Am I incorrect in noting that mapgen just makes a bunch of genstep calls from the assembley ? Couldent a custom assembly be written to fire off a script at the beginning of each game, that makes those same exact calls, as in couldent those big mods that add lots of things to the map at the start of the game just bypass using the mapgen def file all together and do it directly with a custom script in an assembly file ?
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Cala13er on July 06, 2014, 09:34:17 AM
Quote from: ItchyFlea on July 06, 2014, 07:24:57 AM
I'm trying to find a way to override the way the game currently reads the BaseMapGenerators.XML file, as that file really needs to be broken apart to improve compatibility. (If anybody already knows of a way to do this, please let me know.)

In the meantime, what does Industrial RIM add that this framework doesn't? If it's something that'll most likely be a common item I'll add it to the framework's map generator.

(http://i1084.photobucket.com/albums/j408/calumrules/Untitled-6.png)

It functions like Factorio coal, minable. So am not sure if you would still be interested in including it, it would mean mods that use base mods coal system would need some major balance updating, even I took a while to get a nice economy working around factorio like coal deposits
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Evul on July 06, 2014, 01:41:18 PM
Awesome idea!
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: mrofa on July 06, 2014, 01:47:00 PM
Wonder if we could do a custom trader class with ability to just add items from few xmls and merge them together in one list
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: ItchyFlea on July 06, 2014, 05:31:31 PM
Quote from: Cala13er on July 06, 2014, 09:34:17 AM
(http://i1084.photobucket.com/albums/j408/calumrules/Untitled-6.png)
Is that coal for mining or collecting? If mining Base has coal deposits generating in the mountains. If collecting, that would be a better way than what the next update was going to include. (Would you be ok with having your code added to Base?)
Next update will have raw ore spawning randomly around the map, similar to how metal spawns.

Quote from: mrofa on July 06, 2014, 01:47:00 PM
Wonder if we could do a custom trader class with ability to just add items from few xmls and merge them together in one list
Will look into it.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Cala13er on July 06, 2014, 06:24:06 PM
I designed the coal deposits like the one in the picture to work like factorio's, obviously they don't contain thousands of coal, just 5.  But minable and spawn similar to it, so whether or not you want it un base mod is up to you.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: superpirson on July 07, 2014, 11:33:18 AM
This is a fantastic and long overdue mod! Would you be ok with modders redistributing this with their mods, or would you rather have this as a separated  downoad?
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Cala13er on July 07, 2014, 02:00:47 PM
Quote from: superpirson on July 07, 2014, 11:33:18 AM
This is a fantastic and long overdue mod! Would you be ok with modders redistributing this with their mods, or would you rather have this as a separated  downoad?

I'd stick to keeping it as a separate mod.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: JKTD1919 on July 07, 2014, 02:23:14 PM
Compromise would be adding it as a prerequisite in your description.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: ItchyFlea on July 07, 2014, 05:49:24 PM
I'd recommend keeping it as a separate download. My intention is to make sure that new versions of Base don't break compatibility with mods that use older versions of the mod.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Kirid on July 08, 2014, 04:58:42 PM
I was thinking glass and wire.. I'd use them in my mod if others didnt add them already.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: JKTD1919 on July 09, 2014, 09:52:28 PM
I don't think that necessarily counts, Kirid. Glass and wire can only do so many things. The craftability just isn't there. That's why it's not a compatibility problem per se, more than it is a someone-else-coded-this-into-their-mod-first problem.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Kirid on July 10, 2014, 12:30:50 AM
"someone-else-coded-this-into-their-mod-first" is kind of ridiculous..
Is this mod only intended to support making Industrial and BetterPower+ working together?
I thought it was a base of resources for all mods to use... Otherwise is should have another name.
I could make my own glass and wire resources so that creates a compatibily issue then you can add them.
I'm sure they could be used in alot more constructions if they weren't restricted to one mod.

Neither Industrial or BetterPower+ are updated so the mod is currently useless, other than to sell the ores to traders.

The vanilla mineral ore and this copper are very hard to tell apart for colorblind peoples just fyi.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Cala13er on July 10, 2014, 01:57:00 AM
Quote from: Kirid on July 10, 2014, 12:30:50 AM
"someone-else-coded-this-into-their-mod-first" is kind of ridiculous..
Is this mod only intended to support making Industrial and BetterPower+ working together?
I thought it was a base of resources for all mods to use... Otherwise is should have another name.
I could make my own glass and wire resources so that creates a compatibily issue then you can add them.
I'm sure they could be used in alot more constructions if they weren't restricted to one mod.

Neither Industrial or BetterPower+ are updated so the mod is currently useless, other than to sell the ores to traders.

The vanilla mineral ore and this copper are very hard to tell apart for colorblind peoples just fyi.

I won't be making my mod around this.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: ItchyFlea on July 10, 2014, 03:07:03 AM
This is intended for all mods to use to help improve compatibility. Mainly by adding commonly added ores to map generation.
At this stage of RimWorld's development, the BaseMapGenerators.xml file is one of several points of conflict for mods. One of my goals with this was to find a way to break apart that file and get the game to piece together the map generation using several files, preferably one for each step. That way mod A could add copper, mod B could add coal, and when used together, the game would generate both on the map.

Unfortunately it looks like it's not going to be possible to do this. At least I haven't found a way to do it yet.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Puch22 on July 10, 2014, 04:31:53 AM
Any chance you could edit a trader so we can sell apparel/clothing? I would try but I don't understand modding :P
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: superpirson on July 10, 2014, 08:39:52 AM
It's probably highly likely that with all the changes ty is makeing to the map gen, he may solve your ores problem for you.
Consequently, it may be wise to focus on other compatibility issues first.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: JKTD1919 on July 10, 2014, 09:08:42 PM
Why not, Cala13r?
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: ItchyFlea on July 10, 2014, 11:31:07 PM
Quote from: JKTD1919 on July 10, 2014, 09:08:42 PM
Why not, Cala13r?
Industrial RIM has features that simply aren't compatible with Base Mod. Cala13er would have to sacrifice those features for compatibility.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: murlocdummy on July 11, 2014, 12:45:16 AM
Quote from: ItchyFlea on July 10, 2014, 11:31:07 PM
Quote from: JKTD1919 on July 10, 2014, 09:08:42 PM
Why not, Cala13r?
Industrial RIM has features that simply aren't compatible with Base Mod. Cala13er would have to sacrifice those features for compatibility.

You made a mod that's intended to make other mods compatible, and you want it to be something that people can use as a base to make things compatible?

That generally only works once, and you'll have to make a new mod every time others don't use your mod.  The only realistic option for making an all-use compatibility for the map gen is to make a .bat that runs a search for certain mineral terms and places them in the map gen file.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: ItchyFlea on July 12, 2014, 01:30:28 AM
If you are making a mod and basing it off this, I want to let you know that I am not going to update this. I don't believe that this is going to be capable of doing what I had intended it to do, without limiting mod authors. :(

If anybody wishes to take over making and developing this, feel free to do so. :)

I am working on an application that will (hopefully) be capable of achieving what I wanted to achieve with this and more. I make no promises that this will see the light of day, as it's going to take a while before I made a thread about. I will show you this image (http://i.imgur.com/8r5P96t.jpg) though, to give you an idea of what I'm doing.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: Kirid on July 12, 2014, 06:42:22 AM
Sorry if I kicked the hornet's nest >_< I enjoy seeing the modding projects that come out like this, even if they are just experiments and temp fixes.

Quote from: ItchyFlea on July 12, 2014, 01:30:28 AM
I am working on an application that will (hopefully) be capable of achieving what I wanted to achieve with this and more.
That looks so awesome!! I was just thinking about this the other day. Could make new modded stuff in seconds if you had the textures.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: TenSaidYes on July 18, 2014, 02:25:06 AM


I'm sad to see that this idea has reached the end of its road, because for me it was definitely one of the more exciting things to happen to Rimworld recently. I've already gone back to playing without it, just because I know that soon enough it'll be too outdated for use with any of more recent mods to come after... but it just doesn't feel the same.

My game has lost something very tangible... and I keep thinking 'maybe I'll just go back to older versions of things' to get that feeling back.

It certainly wasn't perfect, given that it split mods into 'mods built to be compatible with Base Mod' and 'mods not compatible with anything using Base Mod'... but it was definitely more enjoyable than what I'm experiencing now without it.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: P_anders on July 29, 2014, 05:46:59 PM
hi guys

uhm, just one, maybe stupid question:
what exactly can i do with the ores, my crew is mining? the copper, the iron and the coal?

i have noticed, that for some buildings i need steel ... and i have noticed for crafting steel i need to put metal and coal ( i guess?) in the furnace. that confused me a little bit, because i thought, i can smelt iron and coal for steel ... or iron and copper for making steel.
i not figured out, what i can do with the copper, the iron and the coal, except for selling it to a ore trader vessel
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: ItchyFlea on July 29, 2014, 07:40:40 PM
Quote from: P_anders on July 29, 2014, 05:46:59 PM
hi guys

uhm, just one, maybe stupid question:
what exactly can i do with the ores, my crew is mining? the copper, the iron and the coal?

i have noticed, that for some buildings i need steel ... and i have noticed for crafting steel i need to put metal and coal ( i guess?) in the furnace. that confused me a little bit, because i thought, i can smelt iron and coal for steel ... or iron and copper for making steel.
i not figured out, what i can do with the copper, the iron and the coal, except for selling it to a ore trader vessel
By itself this mod is pointless. I made it with the intention that other modders would also use it as a way of providing compatibility for otherwise incompatible mods.
It you're running this by itself, or running it with other mods that don't use it, then the excess ore is completely useless, and the only use for it is to sell it to the ore trader.
Title: Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
Post by: P_anders on July 29, 2014, 08:07:41 PM
Quote from: ItchyFlea on July 29, 2014, 07:40:40 PM

I made it with the intention that other modders would also use it as a way of providing compatibility for otherwise incompatible mods.

yeah i know this. pretty bad that this won't work. the idea was awesome to create a foundation for all the other mods.
i'll keep the base mod, because some other mods will not work with out it. i know, if i turn the base mod down, some other mods will not work, and i dn't want to wait again until the people here will help me wil the problems ^^

well ... thanks for the info