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RimWorld => Mods => Releases => Topic started by: WolfgangPolska on December 07, 2018, 02:05:38 PM

Poll
Question: Which of mine ideas  should I add next?
Option 1: No need for crafters, ores are now smelted in similar fashion as beer ferments, in primitive smelters or industrial blast furnances
Option 2: New metals and their alloys
Option 3: Industrial auto-miners - getting rid of need for manpower
Option 4: Facilities enhancing mining speed, yield etc.
Title: [1.0]Rimworld Ore Processing[No Longer supported, check out my new ore mod]
Post by: WolfgangPolska on December 07, 2018, 02:05:38 PM
RIMWORLD ORE PROCESSING MOD

Introduction
This mod aims to make mining more tedious, by forcing player to smelt ores in order to make use of mined stuff on the map. It also adds quarries mining wells, where said ores can be mined, so you won't run out of metal ever again.
Features
Mineables yield ores instead of processed metals in brand new fueled smelters.  I have added adobe bricks, if you dont have metal source and 50 stone blocks for first smelter. Now u can make adobe bricks with diggable stuff and some sun.
Mod also adds mining platform where you can mine those ore chunks if none of ores are present on the map, they need to be put on mining holes though, and mining single chunk still takes up quite a lot of time. Experienced miners can even dig gold or uranium! I may increase work thereshold even further to nerf getting metals and resources out of thin air.(Now places suitable for mining are generated randomly on the map.)

(https://i.imgur.com/odAJyD9.png)

Known Issues
As I am begginer in modding, some problems may occur during your playthrough, if they do so, report them in this topic, so I can take a look at them.
Download
My GitHub, yay
https://github.com/WolfgangPolska/Rimworld_OreProcessing
And release:
https://github.com/WolfgangPolska/Rimworld_OreProcessing/releases/tag/v1.96
Future plans

  • Add Hediffs to pawns working at quarries to further nerf the metal mining
  • More smelting facilities, and extensive tech chain required to smelt ores
  • I hope to devise more features in future
Help
I would much appreciate any feedback regarding rimworld modding, and if someone was to retexture the whole thing, he(or she) should feel free to do so, and I will include graphics in this mod, as well as credits for their author.
Credits
-sma342 for better textures (check out his work!).
-Vovik for fixing dumb mistakes of mine.
Title: Re: [1.0]Rimworld Ore Processing
Post by: ClickedDaisy on December 07, 2018, 03:06:10 PM
Seems interesting, I will try it out.

Although by reading the description it kinda seems like doing a ice sheet tribe challenge might now work with this
Title: Re: [1.0]Rimworld Ore Processing
Post by: ClickedDaisy on December 07, 2018, 03:10:11 PM
Immediate issue. When launching the game with the mod it says it is not made for this version, I have the latest version of the game.
Title: Re: [1.0]Rimworld Ore Processing
Post by: WolfgangPolska on December 07, 2018, 03:37:53 PM
Quote from: ClickedDaisy on December 07, 2018, 03:10:11 PM
Immediate issue. When launching the game with the mod it says it is not made for this version, I have the latest version of the game.

It was made for 1.0, should work without problems, it is matter of version I have put in about.xml, and really doesnt matter much.
Title: Re: [1.0]Rimworld Ore Processing
Post by: Naji on December 07, 2018, 04:33:42 PM
Would you add some photos please
Title: Re: [1.0]Rimworld Ore Processing
Post by: temple_wing on December 07, 2018, 08:52:49 PM
Please provide other download, google drive is banned by chinese gov.
Mediafire and github is the best.
Title: Re: [1.0]Rimworld Ore Processing
Post by: Codexehow on December 08, 2018, 06:05:18 AM
Thanks for the effort :) New mods are always appreciated!

That said, please tell us a bit more about what the mod actually does. I have a lot of mods and even with a beefy computer, the game takes like 15-20 min to load.

Testing mods takes a lot of time.
Title: Re: [1.0]Rimworld Ore Processing
Post by: WolfgangPolska on December 08, 2018, 07:19:49 AM
More detailed description and picture with facilities and ore chunks added.
Title: Re: [1.0]Rimworld Ore Processing
Post by: Codexehow on December 08, 2018, 07:46:39 AM
Thanks!

Looks really useful for slowing down the game a bit. I'm about to test it.
Title: Re: [1.0]Rimworld Ore Processing
Post by: ClickedDaisy on December 09, 2018, 10:53:55 AM
Found an issue. To make uranium it uses iron chunks instead of uranium chunks.
Title: Re: [1.0]Rimworld Ore Processing
Post by: WolfgangPolska on December 09, 2018, 04:27:47 PM
Quote from: ClickedDaisy on December 09, 2018, 10:53:55 AM
Found an issue. To make uranium it uses iron chunks instead of uranium chunks.

Yeah sorry, I have overlooked that.
Please download again and reinstall.
I have also ajusted few values so mining operation gives more xp for miners, but node building and mining takes much more time, so you might want to employ only the experienced miners.
Title: Re: [1.0]Rimworld Ore Processing
Post by: temple_wing on December 11, 2018, 01:43:51 AM
Would you please provide mediafire download? Google drive is not accessiable from China.
Title: Re: [1.0]Rimworld Ore Processing
Post by: vovik on December 24, 2018, 03:26:03 PM

  • To smelt metal you need research, to research you need metal - loophole.
  • So, to get some iron need to build the primitive refinery, to build that you need stone blocks, to get stone blocks you need stonectutter table, to build it you need steel... endless loop that is unresolvable without steel input.. and neolithic times and no research if you dont find steel (research table needs steel) - well, actually you will fing it anyway, but thats a biig loophole - solution is allow digging smelter from dirt (first smelters were made of clay).
  • Gold and silver react poorly to electromagnetic fields, so it may require more  power and/or time to heat it up, or just cannot be properly smelted at electric smelter
  • Neolitic smelter smelts only steel is not true - long before iron or bronzer was discovered people knew about gold and silver - they were smelted easially, so not allowing to smelt that at neolitic smelter is bit illogical.
  • Using coal on electromagnetic ore extraction is so illogical... you use raw electric power, you need no coal.
  • Building extraction nodes is not only illogical but defies common sense as you cannot know where resource is and its not 100% there every time when you build harvest node, also requiring extration node to bu built on smoothable is pretty logical - forces to extract metals where they are generated - in stone, but stone can be smoothed and you can no longer buikd node there. Solution is to incorporate harvest nodes into world generation - solves both problems.
  • Harvest nodes and !stone!-made smelter has 100% flammability... Wat?

Need more consistency and logic.
Overall mod is nice.

About features - this mod is small as it should be, no more features needed, there is a mod fo that!

Here is attachment - i fixed most of that for you, also added balance - smelting at different smelters is progressively better.
I will add nodes into world gen later.. or think of other solution.

[attachment deleted due to age]
Title: Re: [1.0]Rimworld Ore Processing
Post by: vovik on December 24, 2018, 04:55:33 PM
i didnt find the ability to modify map gen with pure xml, i didnt try to mod that, so id propose to build mining node out of few chunks and some resources, and name it mining well + hediffs for crampled space mood debuff (which is negated by undergrounder).
Title: Re: [1.0]Rimworld Ore Processing
Post by: Canute on December 25, 2018, 04:37:48 AM
QuoteNeolitic smelter smelts only steel is not true - long before iron or bronzer was discovered people knew about gold and silver - they were smelted easially, so not allowing to smelt that at neolitic smelter is bit illogical.
Need to notice, gold and silver got a lower smelt point then iron.
Title: Re: [1.0]Rimworld Ore Processing
Post by: WolfgangPolska on December 29, 2018, 07:32:56 AM
Quote from: vovik on December 24, 2018, 04:55:33 PM
i didnt find the ability to modify map gen with pure xml, i didnt try to mod that, so id propose to build mining node out of few chunks and some resources, and name it mining well + hediffs for crampled space mood debuff (which is negated by undergrounder).

Wow, I'm thankful for feedback vovik. I was thinking abput adding custom hediff, such as "miners hunger" which would boost hunger by 200%, reflecting the increased calories dependecy.
I thought about further balancing mining wells, by adding mining vents(something like steam geysers, which would apear randomly on map), and you could build only one extraction type well on it, for example steel weel, for plasttel and steel, precious metals well for gold silver etc. na so on. Unfortunately I'm not much into C# coding, but I'm trying to figure out ways to incorporate that ideas to game.
Title: Re: [1.0]Rimworld Ore Processing
Post by: AmS on December 30, 2018, 03:27:22 AM
Quote from: vovik on December 24, 2018, 03:26:03 PM
Here is attachment - i fixed most of that for you, also added balance - smelting at different smelters is progressively better.

one thing that bothers me with your version:
you can research "efficient smelting" but build the "fueld smelter" only when
you have "smithing" too, wouldnt it be better to link this researchpath too?
first i thought it might be a bug ...
Title: Re: [1.0]Rimworld Ore Processing
Post by: vovik on December 30, 2018, 10:47:19 AM
Quote from: AmS on December 30, 2018, 03:27:22 AM
Quote from: vovik on December 24, 2018, 03:26:03 PM
Here is attachment - i fixed most of that for you, also added balance - smelting at different smelters is progressively better.

one thing that bothers me with your version:
you can research "efficient smelting" but build the "fueld smelter" only when
you have "smithing" too, wouldnt it be better to link this researchpath too?
first i thought it might be a bug ...
well, yea, great overlook, tho i thought it woulbd be logical to get that smithy-like building when you get smithing researched so you get efficient smelting used right when you need extensive metal usage, not before, thats fixable, just remove <li>Smithing</li> in <researchPrerequisites> in Ore processing mod\Defs\ThingDefs_Buildings\workshopsore save it and launch or restart a game

Quote from: WolfgangPolska on December 29, 2018, 07:32:56 AM
Wow, I'm thankful for feedback vovik. I was thinking abput adding custom hediff, such as "miners hunger" which would boost hunger by 200%, reflecting the increased calories dependecy.
I thought about further balancing mining wells, by adding mining vents(something like steam geysers, which would apear randomly on map), and you could build only one extraction type well on it, for example steel weel, for plasttel and steel, precious metals well for gold silver etc. na so on. Unfortunately I'm not much into C# coding, but I'm trying to figure out ways to incorporate that ideas to game.

yea, i thought of adding gen step that may do following:
a) scattered mining nodes in map at diffeent places with terrin requirement
b) scattered few clusters of mining nodes in different places (with player-friendly placement logic) and terrain requirement
c) created terrain that allows for building of mining nodes (least favorite variant, because mining nodes are built of air and cost money, bad for metagaming - least favorite variant)

Also, i somehow wanna incorporate explosives mod into this https://ludeon.com/forums/index.php?topic=17285.285 (https://ludeon.com/forums/index.php?topic=17285.285), so players can use tnt charges to get some ore

Plus i would also add some textures for ore and change chunks into raw ore - naturally its rarely to find that amount of ore on place - 25 kg chunk containing some few kilograms of iron/silver/gold, really? Maybe some amount of raw ore instead?

About uranium - i would suggest changing recipe as uranium is not smelted its cured out with chemicals and [lots of useful scientific data on uranium processing] resulting in raw uranium, so its recipe is logically to be moved to chemical or fabrication bench.

About balancing - i would suggest adding hediff for crampled space for underground, not double/triple food usage - balancing out food usage is a pain in backside.

I may do most of said stuff after i get to lay my hands again on the mod (currently updating dissection mod further), something is doable by you while i am not at it.
Im open for additional suggestions while not at it.
Title: Re: [1.0]Rimworld Ore Processing
Post by: Canute on December 30, 2018, 05:12:30 PM
QuoteAbout uranium - i would suggest changing recipe as uranium is not smelted its cured out with chemicals and [lots of useful scientific data on uranium processing] resulting in raw uranium, so its recipe is logically to be moved to chemical or fabrication bench.
You must differentiate between uranium ore into ingots -> smelting
And turn uranium into seperated isotope's -> different process.
Title: Re: [1.0]Rimworld Ore Processing
Post by: vovik on January 05, 2019, 09:19:29 AM
So i will do stuff mentioned earlier and do following:

im going to integrate Fishing (https://ludeon.com/forums/index.php?topic=46165.msg439108#msg439108), Ore processing (https://ludeon.com/forums/index.php?topic=47313.15), Explosives mod (https://ludeon.com/forums/index.php?topic=17285.0),Garden tools (https://ludeon.com/forums/index.php?topic=36926.msg378137#msg378137) and terraforming (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107)
So, what im going to do:
1. allow use of tnt for fisihing, mining at mining nodes. Feature.
2. use fertilizer, crushed coal (made from coal), and spawkweed to make tnt charges - coal, nitrogen and sulfur somthing is used to make powder(i dont remember actual ingridient names, tho sparkweed seems to generate something like sulfur and product is high-reactive). Recipe change.
3. add stations that allow terraforming ground in 3x3 area around them(require fertilizer to make garen and fertile soil; lots of work and fertilizer to terraform marshsy type of soil, mud, gravel, sand; cannot terraform stone - its a bit unrealistic, also there are planter boxes and hydroponics for that, also one cannot simply place soil on a rock and grow something there - it does not work that way). Because metagamng that counts for terrain cost and cost of terrain that counts in amount of work and ingridients. Balance change.
4. fishing node will allow for bill giving - its annoying that i cannot control how much fish i catch and when to stop, also will solve "carry fish after catch" as recipes have that option with more customization + integration with recipe changing mods. Major annoyance removal.
5. will turn most fish meat types into simple fish meat - its really annoying to have lots of different fish meat lying around taking space and since lobsters, crayfishes and snail can be used raw into food production and take time and effort for butchering these yielding less products - this is better option. Minor annoyance removal.
6. add fish`n`chips recipe - its annoying to butcher lots of little fishes that pile up and give not much of yield, just cook it with potatoes instead. Major annoyance removal.
7. will remove most terraforming recipes for terrain - really, developers made it that terran that has price is counted in raid generation, will stop that and use custom terrain transformation via code instead! Major annoyance removal. Game disbalance removal.
8. will remove most upgrades - game is simple as it is and bringing more complexity with home-brewn mechanics that work mostly in your mod is a bit strange. I understand that this is more realistic but its like a paid dlc, wanna get full version? pay! - how about full version from the start? Major annoyance removal.
9. will remove pile of dirt and lots of other things like different fish meat - its just a resource that again gets into home-brewn mechanic - vanilla pots dont need dirt, assuming that time that pawn goes around to take some dirt or sand for crafting is accounted into crafting time - its a simplification that game allows for. Minor annoyance removal.
10. will give all things and minified buildings their respective place in stockpile tree, if not done already

This is what i am going to do, i post this to ask for your opinion, permission i will do it anyway and open for suggestions.

Sorry for any inconviniences while reading.
Title: Re: [1.0]Rimworld Ore Processing
Post by: WolfgangPolska on January 05, 2019, 12:41:10 PM
Quote from: vovik on January 05, 2019, 09:19:29 AM
So i will do stuff mentioned earlier and do following:

im going to integrate Fishing (https://ludeon.com/forums/index.php?topic=46165.msg439108#msg439108), Ore processing (https://ludeon.com/forums/index.php?topic=47313.15), Explosives mod (https://ludeon.com/forums/index.php?topic=17285.0),Garden tools (https://ludeon.com/forums/index.php?topic=36926.msg378137#msg378137) and terraforming (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107)
So, what im going to do:
1. allow use of tnt for fisihing, mining at mining nodes. Feature.
2. use fertilizer, crushed coal (made from coal), and spawkweed to make tnt charges - coal, nitrogen and sulfur somthing is used to make powder(i dont remember actual ingridient names, tho sparkweed seems to generate something like sulfur and product is high-reactive). Recipe change.
3. add stations that allow terraforming ground in 3x3 area around them(require fertilizer to make garen and fertile soil; lots of work and fertilizer to terraform marshsy type of soil, mud, gravel, sand; cannot terraform stone - its a bit unrealistic, also there are planter boxes and hydroponics for that, also one cannot simply place soil on a rock and grow something there - it does not work that way). Because metagamng that counts for terrain cost and cost of terrain that counts in amount of work and ingridients. Balance change.
4. fishing node will allow for bill giving - its annoying that i cannot control how much fish i catch and when to stop, also will solve "carry fish after catch" as recipes have that option with more customization + integration with recipe changing mods. Major annoyance removal.
5. will turn most fish meat types into simple fish meat - its really annoying to have lots of different fish meat lying around taking space and since lobsters, crayfishes and snail can be used raw into food production and take time and effort for butchering these yielding less products - this is better option. Minor annoyance removal.
6. add fish`n`chips recipe - its annoying to butcher lots of little fishes that pile up and give not much of yield, just cook it with potatoes instead. Major annoyance removal.
7. will remove most terraforming recipes for terrain - really, developers made it that terran that has price is counted in raid generation, will stop that and use custom terrain transformation via code instead! Major annoyance removal. Game disbalance removal.
8. will remove most upgrades - game is simple as it is and bringing more complexity with home-brewn mechanics that work mostly in your mod is a bit strange. I understand that this is more realistic but its like a paid dlc, wanna get full version? pay! - how about full version from the start? Major annoyance removal.
9. will remove pile of dirt and lots of other things like different fish meat - its just a resource that again gets into home-brewn mechanic - vanilla pots dont need dirt, assuming that time that pawn goes around to take some dirt or sand for crafting is accounted into crafting time - its a simplification that game allows for. Minor annoyance removal.
10. will give all things and minified buildings their respective place in stockpile tree, if not done already

This is what i am going to do, i post this to ask for your opinion, permission i will do it anyway and open for suggestions.

Sorry for any inconviniences while reading.
Still, you should ask other authors about their permission, I wont really mind if you modify my mod, just credit this post.
Title: Re: [1.0]Rimworld Ore Processing
Post by: vovik on January 05, 2019, 01:45:17 PM
Already done, waiting up forresponses and doing stuff
Title: Re: [1.0]Rimworld Ore Processing v 1.2 (NEW UPDATE CHECK IT OUT!)
Post by: WolfgangPolska on February 11, 2019, 01:36:40 PM
Version v1.2 changelog
-Added  mining platform, placed on resource hole in place of mining nodes
-Rebalanced few recipes
-Added way to make adobe  bricks
-Uranium smelting now require chemfuel to purify the ore instead of silver.
-Added Vovivk's fixes to few not-well-thought out issues.
-removed mining nodes
-added new textures made by sma342(smelter and mining well)
Title: Re: [1.0]Rimworld Ore Processing v 1.2 (NEW UPDATE CHECK IT OUT!)
Post by: temple_wing on February 11, 2019, 03:19:37 PM
Would you please re-structure your github repo, put the content outside the folder?
So that, people can just update your mod by simply fetching the hub.
Title: Re: [1.0]Rimworld Ore Processing v 1.2 (NEW UPDATE CHECK IT OUT!)
Post by: WolfgangPolska on February 11, 2019, 05:08:52 PM
@temple_wing Sure!
Title: Re: [1.0]Rimworld Ore Processing v 1.2 (NEW UPDATE CHECK IT OUT!)
Post by: temple_wing on February 12, 2019, 01:01:11 AM

Failed to find Verse.ThingDef named AdobeBlocks. There are 1063 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.ThingDef:Named(String)
oreprocessing.DryingSpot:PlaceProduct()
oreprocessing.DryingSpot:TickRare()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking DryingSpot23492 (at (73, 0, 115)): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at oreprocessing.DryingSpot.PlaceProduct () [0x00000] in <filename unknown>:0
  at oreprocessing.DryingSpot.TickRare () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Failed to find Verse.ThingDef named AdobeBlocks. There are 1063 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.ThingDef:Named(String)
oreprocessing.DryingSpot:PlaceProduct()
oreprocessing.DryingSpot:TickRare()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking DryingSpot23492 (at (73, 0, 115)): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at oreprocessing.DryingSpot.PlaceProduct () [0x00000] in <filename unknown>:0
  at oreprocessing.DryingSpot.TickRare () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Failed to find Verse.ThingDef named AdobeBlocks. There are 1063 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.ThingDef:Named(String)
oreprocessing.DryingSpot:PlaceProduct()
oreprocessing.DryingSpot:TickRare()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking DryingSpot23492 (at (73, 0, 115)): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at oreprocessing.DryingSpot.PlaceProduct () [0x00000] in <filename unknown>:0
  at oreprocessing.DryingSpot.TickRare () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Failed to find Verse.ThingDef named AdobeBlocks. There are 1063 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.ThingDef:Named(String)
oreprocessing.DryingSpot:PlaceProduct()
oreprocessing.DryingSpot:TickRare()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking DryingSpot23492 (at (73, 0, 115)): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at oreprocessing.DryingSpot.PlaceProduct () [0x00000] in <filename unknown>:0
  at oreprocessing.DryingSpot.TickRare () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I founded a Def named "BlocksAdobe" in the items_resources_Defs.xml
Title: Re: [1.0]Rimworld Ore Processing v 1.2 (NEW UPDATE CHECK IT OUT!)
Post by: temple_wing on February 12, 2019, 01:14:55 AM
Coal has market value of 2, and it cost 40 coal to get 10 steel, and steel has market value of 1.9. Looks like that it need some balancing.
Introducing coal is a trouble thing, it should be able to be used as a fuel. To fuel eg: fueled stove.
---------------------------------------------------------------------------
And I suggest compact steel deposit drop metal slug instead of iron ore.
And increase commonality of steel deposit and metal slug. Metal items should be very common million years age :p. Smelt metal slug should be much easier than smelt iron ore, so player can get steel at early game without coal.
---------------------------------------------------------------------------
Adobe is too powerful.
As far as I know, adobe brick is a kind of brick that does not has a roasting process. How can it be even harder than marble ( 15% harder ).
-------------------------------------------------------------------------
When I try to build a drill machine, there is no longer deposit area.
What about keep vanilla drill system, don't remove it, but make mining platform a "low tech version of driller"?
Title: Re: [1.0]Rimworld Ore Processing v 1.2 (NEW UPDATE CHECK IT OUT!)
Post by: WolfgangPolska on February 12, 2019, 04:09:28 AM
Quote from: temple_wing on February 12, 2019, 01:14:55 AM
Coal has market value of 2, and it cost 40 coal to get 10 steel, and steel has market value of 1.9. Looks like that it need some balancing.
Introducing coal is a trouble thing, it should be able to be used as a fuel. To fuel eg: fueled stove.
---------------------------------------------------------------------------
And I suggest compact steel deposit drop metal slug instead of iron ore.
And increase commonality of steel deposit and metal slug. Metal items should be very common million years age :p. Smelt metal slug should be much easier than smelt iron ore, so player can get steel at early game without coal.
---------------------------------------------------------------------------
Adobe is too powerful.
As far as I know, adobe brick is a kind of brick that does not has a roasting process. How can it be even harder than marble ( 15% harder ).
-------------------------------------------------------------------------
When I try to build a drill machine, there is no longer deposit area.
What about keep vanilla drill system, don't remove it, but make mining platform a "low tech version of driller"?
Yeah, sure I should patch that today.
--------------------------------------------------------------------------------------------------------------------------------------------------------
I think ore will become raw resource, rather than a chunk, that way you will be able to purchase it cheap, and sell it afterwards for a  better price, as smelted metal.
----------------------------------------------------------------------------------------------------------------------------------------------------------
Yeah I'm aware mod needs a lot of balancing as it concerns  the difficulty in particular.
--------------------------------------------------------------------------------------------------------------------------------------------------
I didn't touch the vanilla system, I guess I've accidentally created issues with map generation by adding nodes. I will look into that.
-------------------------------------------------------------------------------------------------------------------------------------------------------
Well I should have conducted more intensive testing in future, sorry about that!.
Title: Re: [1.0]Rimworld Ore Processing v 1.2 (NEW UPDATE CHECK IT OUT!)
Post by: Canute on February 12, 2019, 07:17:17 AM
Quote from: WolfgangPolska on February 12, 2019, 04:09:28 AM
Quote from: temple_wing on February 12, 2019, 01:14:55 AM
Coal has market value of 2, and it cost 40 coal to get 10 steel, and steel has market value of 1.9. Looks like that it need some balancing.
Introducing coal is a trouble thing, it should be able to be used as a fuel. To fuel eg: fueled stove.
Yeah, sure I should patch that today.
Coal are a more effective fuel then wood log, so i think it is a bad idea to use it as fuel for other workbenches like stove. It would be a waste of coal when it get burned down like wood logs.

Coal as fuel for the FueledSmelter, maybe for the Primitive smelter (same problem with the fuel eff.) and remove the wood logs from the FueledSmelter and add a recipe to made coal(charcoal) from wood logs. Or if you want made it realistic use universal fermenter to create a charcoal kiln to turn wood logs into charcoal/coal over time.
Then the recipes from the FueledSmelter don't need coal anymore but keep it at the electric smelter with less amount, since at last steel need carbon to be steel. Not sure about plasteel/uranium.

Title: Re: [1.0]Rimworld Ore Processing v 1.2 (NEW UPDATE CHECK IT OUT!)
Post by: vovik on February 12, 2019, 12:05:37 PM
Quote from: WolfgangPolska on February 11, 2019, 01:36:40 PM
Version v1.2 changelog
Cool!
Title: Re: [1.0]Rimworld Ore Processing v 1.2 (NEW UPDATE CHECK IT OUT!)
Post by: WolfgangPolska on February 12, 2019, 02:26:44 PM
Quote from: Canute on February 12, 2019, 07:17:17 AM
Quote from: WolfgangPolska on February 12, 2019, 04:09:28 AM
Quote from: temple_wing on February 12, 2019, 01:14:55 AM
Coal has market value of 2, and it cost 40 coal to get 10 steel, and steel has market value of 1.9. Looks like that it need some balancing.
Introducing coal is a trouble thing, it should be able to be used as a fuel. To fuel eg: fueled stove.
Yeah, sure I should patch that today.
Coal are a more effective fuel then wood log, so i think it is a bad idea to use it as fuel for other workbenches like stove. It would be a waste of coal when it get burned down like wood logs.

Coal as fuel for the FueledSmelter, maybe for the Primitive smelter (same problem with the fuel eff.) and remove the wood logs from the FueledSmelter and add a recipe to made coal(charcoal) from wood logs. Or if you want made it realistic use universal fermenter to create a charcoal kiln to turn wood logs into charcoal/coal over time.
Then the recipes from the FueledSmelter don't need coal anymore but keep it at the electric smelter with less amount, since at last steel need carbon to be steel. Not sure about plasteel/uranium.

I tried to modify universal fermenter code to use two resources (ex. steel and coal), and smelt ore that way (like in blast furnace) but I'm concerned about two issues:
1.Coal to steel ratio - How should I determine when smelting begins? Maybe allow to smelt (ferment) only when blast furnace is filled to max with both resources?
2.Refuelable comp - How can I link fuel level from said comp to smelting process? Will ticker stop by itself when facility runs out of fuel?
The charcoal klin might be easier to write tho.
Title: Re: [1.0]Rimworld Ore Processing v 1.2 (NEW UPDATE CHECK IT OUT!)
Post by: WolfgangPolska on February 12, 2019, 03:57:23 PM
HOTFIX IS OUT!


Patch 1.3

-ores are now resources
-reblanced whole mod for that reason
-fixed drying rack spawining no thing due to mistake
-some new textures
-coal can now fuel every Vanilla fuelable(except for campfire and torch duh)
Title: Re: [1.0]Rimworld Ore Processing v 1.3 (NEW UPDATE CHECK IT OUT!)
Post by: Canute on February 12, 2019, 04:25:10 PM
I didn't suggest to use the universal fermenter to smelt ore, but that an interesting idea for primitive smelting. :-)
Sorry i am not a modder and don't know much how it works.
Fertile Field (i think)  got the mechanic you look for. You build some compost box out of wood logs and raw compost, and this building turn into Fertilizer after some time.
I think the author used the universal fermenter code too, maybe you ask him.

Title: Re: [1.0]Rimworld Ore Processing v 1.3 (NEW UPDATE CHECK IT OUT!)
Post by: temple_wing on February 12, 2019, 09:16:12 PM
What about introduce coal ore deposit and chunk? Just like iron ore and chunk.
------------------------------------------------------------------------------
Ores should have "deepCommonality" So vanilla drill system can drill ores from underground.
And if ores have "deepCommonality", then I again suggest to make "mining platform" a low tech version of drill system.

"deepCommonality" of vanilla resources should be removed.
-------------------------------------------------------------------------------------
And I suggest to add a recipe to allow smelters to smelt metal slug without coal.
And also other "steel made things"
They're made by steel, so they should be much easier to smelt than ores.
----------------------------------------------------------------------------------------
Should we crush ores before smelting?
Maybe unnecessarily made it "over implemented", I don't know.
Maybe just rename "smelting" to "processing".
For me myself, I like a crush step, but I don't know whether to have such a step is a good thing or not. Very unlikely.

This mod implemented a ore processing system.
Why people need it? I think it make steel more precious.
So player will think "wow, I have steel now, it's a so excellent material".
Title: Re: [1.0]Rimworld Ore Processing v 1.3 (NEW UPDATE CHECK IT OUT!)
Post by: WolfgangPolska on February 13, 2019, 04:37:53 AM
Yeah I plan to do that I just need a break from computer for a while.
--------------------------------------------------------------------------------------
Should be easy to implement then.
--------------------------------------------------------------------------------------
Orginally I was planning on adding that feature. But I remebered how turning wood logs into planks, to become usable turned off many players, so powdering ores would be unnesecesary step, as it adds nothing but more work to be done, simpliy increascing work needed to process ores will do the same.
My goal when starting this mod was to reimplement Settlers-like economy to rimworld. In case you haven't played this amazing series I will explain shortly. Whole economy (especially in early issues of game )  is focused to produce soldiers. But it is not simple matter. First, colony needs steady supplies of raw materials like wood and stone(for building ofc), then mines have to be placed on  scarce mineral reserves to provide ore, which needs to be smelted using a lot of coal, and then process it further into things like tools for ever-growing settlement. But miners need a lot of food, so you have to provide efficient food production if you want mines to keep operating. I was enticed in this system from the very begining. So I thought: "What if I introduced more complex, yet more rewarding economic challenge in rimworld?",
Introducing ore refining is what I want to start from and expand in other directions of rimworld resource industry.
Title: Re: [1.0]Rimworld Ore Processing v 1.3 (NEW UPDATE CHECK IT OUT!)
Post by: Canute on February 13, 2019, 06:21:16 AM
did you ever hear/notice Superior Crafting mod ?
Latest retry is at
https://ludeon.com/forums/index.php?topic=40934.0
or the Hardcore SK modpack based on an early version on it.
Superior crafting intruce a very complex crafting system, not onlymetal's like yours or wood like Expanded woodworking (https://ludeon.com/forums/index.php?topic=37650.0)
Title: Re: [1.0]Rimworld Ore Processing v 1.3 (NEW UPDATE CHECK IT OUT!)
Post by: AmS on February 18, 2019, 03:29:57 AM
Hi, i have a little question:

since im also using Expanding Woodworking, i was wondering,
what it takes to make your mod a littly "stuffy" ;)

at the moment i dont mind about diffferent looks, but its a little inconvenient to transfere logs to mixed logs first, before i can build your things,

so i was wondering if it is enough to replace your
<costList>
   <WoodLog>15</WoodLog>
</costList>


with

<stuffCategories>
   <li>Woody</li>
   </stuffCategories>
      <costStuffCount>15</costStuffCount>
</stuffCategories>


or is this thought to simple?

im asking out of couriosity ...
Title: Re: [1.0]Rimworld Ore Processing v 1.3 (NEW UPDATE CHECK IT OUT!)
Post by: WolfgangPolska on February 18, 2019, 10:56:26 AM
Quote from: AmS on February 18, 2019, 03:29:57 AM
Hi, i have a little question:

since im also using Expanding Woodworking, i was wondering,
what it takes to make your mod a littly "stuffy" ;)

at the moment i dont mind about diffferent looks, but its a little inconvenient to transfere logs to mixed logs first, before i can build your things,

so i was wondering if it is enough to replace your
<costList>
   <WoodLog>15</WoodLog>
</costList>


with

<stuffCategories>
   <li>Woody</li>
   </stuffCategories>
      <costStuffCount>15</costStuffCount>
</stuffCategories>


or is this thought to simple?

im asking out of couriosity ...
yeah, I belive it would work  fine codewise, but the textures may look quite bad, since they were not designed to be stuffed in the first place, but sure, u can go for it. I might consider making them stuffed anyway.
Title: Re: [1.0]Rimworld Ore Processing v 1.3 (NEW UPDATE CHECK IT OUT!)
Post by: Plasmasloth on February 20, 2019, 05:37:34 PM
Hey, I've just started using mods, including this one, and I'm unsure how to make or get coal? Do you find it on the map or can you like burn trees?

edit: I am getting coal from a mining platform now but If anyone can let me know if there are other ways of getting coal I'd appreciate it.
Title: Re: [1.0]Rimworld Ore Processing v 1.3 (NEW UPDATE CHECK IT OUT!)
Post by: WolfgangPolska on February 21, 2019, 05:11:18 AM
Quote from: Plasmasloth on February 20, 2019, 05:37:34 PM
Hey, I've just started using mods, including this one, and I'm unsure how to make or get coal? Do you find it on the map or can you like burn trees?

edit: I am getting coal from a mining platform now but If anyone can let me know if there are other ways of getting coal I'd appreciate it.

I plan on adding charcoal, and mineable coal just like in vanilla, but those features are not yet present, currently u can only mine it at mining platform.
Title: Re: [1.0]Rimworld Ore Processing v 1.3 (NEW UPDATE CHECK IT OUT!)
Post by: WolfgangPolska on February 23, 2019, 07:49:12 AM
New update 1.5v contains major reworks, It is not compatible with savegames with older versions of mod.
Changelog:

Changelog:
-Silver, Steel and gold are now smelted in klins or blast furnaces.(I used Syrchalis Universal fermenter to achieve this, there is a license in mod file.)
-Uranium and plasteel are crafted at advanced refinery.
-Added some buildings that affect mining hole. (Increased yield and workspeed).
-Mining yields decreased.
- Added coal rock resource.
-Mining skill now affects mining yields at mining hole.
-Ores are now mined from deep lumps insted of clear metals.
Title: Re: [1.0]Rimworld Ore Processing v 1.5 (GET ORES FROM DEEP LUMPS NOW! AND MORE !)
Post by: AmS on February 25, 2019, 02:50:28 PM
Could not find type named UniversalFermenter.CompProperties_UniversalFermenter from node <li Class="UniversalFermenter.CompProperties_UniversalFermenter"><products><li><thingDef>Gold</thingDef><ingredientFilter><thingDefs><li>ChunkGoldOre</li></thingDefs></ingredientFilter><maxCapacity>75</maxCapacity><efficiency>0.5</efficiency><baseFermentationDuration>8430</baseFermentationDuration></li><li><thingDef>Steel</thingDef><ingredientFilter><thingDefs><li>ChunkIronOre</li></thingDefs></ingredientFilter><maxCapacity>75</maxCapacity><efficiency>0.4</efficiency><baseFermentationDuration>8430</baseFermentationDuration></li><li><thingDef>Silver</thingDef><ingredientFilter><thingDefs><li>ChunkSilverOre</li></thingDefs></ingredientFilter><efficiency>0.8</efficiency><maxCapacity>75</maxCapacity><baseFermentationDuration>8000</baseFermentationDuration></li></products></li>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ClassTypeOf(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


as far as i can tell, the error originate from the /thingdefs_buildings/smelters.xml,
i get the message from above and an xml-error for both smelter.

do i need another mod? right now i havn't installed the universal fermenter ...
Title: Re: [1.0]Rimworld Ore Processing v 1.5 (GET ORES FROM DEEP LUMPS NOW! AND MORE !)
Post by: p613697 on February 26, 2019, 07:55:06 PM
Quote from: AmS on February 25, 2019, 02:50:28 PM
Could not find type named UniversalFermenter.CompProperties_UniversalFermenter from node <li Class="UniversalFermenter.CompProperties_UniversalFermenter"><products><li><thingDef>Gold</thingDef><ingredientFilter><thingDefs><li>ChunkGoldOre</li></thingDefs></ingredientFilter><maxCapacity>75</maxCapacity><efficiency>0.5</efficiency><baseFermentationDuration>8430</baseFermentationDuration></li><li><thingDef>Steel</thingDef><ingredientFilter><thingDefs><li>ChunkIronOre</li></thingDefs></ingredientFilter><maxCapacity>75</maxCapacity><efficiency>0.4</efficiency><baseFermentationDuration>8430</baseFermentationDuration></li><li><thingDef>Silver</thingDef><ingredientFilter><thingDefs><li>ChunkSilverOre</li></thingDefs></ingredientFilter><efficiency>0.8</efficiency><maxCapacity>75</maxCapacity><baseFermentationDuration>8000</baseFermentationDuration></li></products></li>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ClassTypeOf(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


as far as i can tell, the error originate from the /thingdefs_buildings/smelters.xml,
i get the message from above and an xml-error for both smelter.

do i need another mod? right now i havn't installed the universal fermenter ...

In /thingdefs_buildings/smelters.xml  change both  <li Class="UniversalFermenter.CompProperties_UniversalFermenter"> entries to  <li Class="UniversalFermenterOre.CompProperties_UniversalFermenter">.

It works for me.

Title: Re: [1.0]Rimworld Ore Processing v 1.5 (GET ORES FROM DEEP LUMPS NOW! AND MORE !)
Post by: AmS on February 27, 2019, 11:31:24 AM
here too, thank you for your help.

Title: Re: [1.0]Rimworld Ore Processing v 1.5 (GET ORES FROM DEEP LUMPS NOW! AND MORE !)
Post by: WolfgangPolska on February 27, 2019, 04:02:33 PM
Fixed version is now on github I forgot to push te proper file, sorry for inconvinience.
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: WolfgangPolska on March 30, 2019, 01:14:41 PM
New update released!
v1.8

I hope everthing is slightly more balanced now. And works without bugs.


Mining platform functions like primitive drill from now on.
You can't mine uranium and plasteel there anymore.
Additonal facilities where this would be possible will come in future updates.

Also I retracted form using smelters in the way they were in previous release, coal and resource production managment were too inconvinient and too microextensive for my taste.

Smelting klin and huge furnace produce a lot of heat when used, so beware when you decide to put them in enclosed spaces.


Link to github release:
https://github.com/WolfgangPolska/Rimworld_OreProcessing/releases/tag/v1.8
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: Canute on March 30, 2019, 01:42:12 PM
Hi,
you released v1.8 but why does the archiv is named 1.0.OreProcessing.v1.5.zip ? :-)
The Source code, the file that github auto. create for a release is named
Rimworld_OreProcessing-1.8.zip
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: WolfgangPolska on March 30, 2019, 02:32:26 PM
Quote from: Canute on March 30, 2019, 01:42:12 PM
Hi,
you released v1.8 but why does the archiv is named 1.0.OreProcessing.v1.5.zip ? :-)
The Source code, the file that github auto. create for a release is named
Rimworld_OreProcessing-1.8.zip

Yeah I changed that. I've also pushed new workshopdef so now you can forbid mining platform.
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: Canute on March 30, 2019, 04:44:29 PM
But you didn't rename the folder inside the archiv, it is still
[1.0]OreProcessing[v1.5]
You sure you push out the right archive ?
1.0.OreProcessing.v1.8.zip got 495kb
Rimworld_OreProcessing-1.8.zip  got 547kb

Btw. i want to ask if that mod can be add to existing saves, or does it need a new colony, you should put that info at the mod description too.

Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: Canute on April 07, 2019, 06:49:34 AM
Some issue with the Drying rack.
After the timer reach out 100% the rack throw out the Adobe brick and in my case Mixed lumber (Expanded Woodworking (https://ludeon.com/forums/index.php?topic=37650.0)) over and over.
The rack itself don't get destroyed.
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: WolfgangPolska on April 07, 2019, 09:43:35 AM
Quote from: Canute on April 07, 2019, 06:49:34 AM
Some issue with the Drying rack.
After the timer reach out 100% the rack throw out the Adobe brick and in my case Mixed lumber (Expanded Woodworking (https://ludeon.com/forums/index.php?topic=37650.0)) over and over.
The rack itself don't get destroyed.

I will look into this issue today, thanks for reporting.
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: WolfgangPolska on April 07, 2019, 01:40:49 PM
Okay, issue is fixed now.
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: Canute on April 07, 2019, 05:00:01 PM
Maybe a request for the future.
When a mod add some new mineable minerals, could your retour check the def's about them and add them to the mining hole/shaft ?
I know such is possible
Mines https://ludeon.com/forums/index.php?topic=34231.0
or Omni Core Drill https://ludeon.com/forums/index.php?topic=34702.0
got such a feature.

And maybe a floor type for the adobe blocks.

Edit:
With the new version of the Mining plattform you are geting stone chunks too (reminder me at Quarry mod) basicly thats ok.
But you only should get these chunk hat the map contains. Currently my map got Granite,Limbstone but i am geting Marble chunks.
Maybe you should work on Mod settings, so you can adjust some values of the mods.
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: MemoriMento on April 10, 2019, 07:31:01 AM
I think its kinda strange that smelting klin have penalty for being outdoors...
Also raw adobe bricks recipe has typo "Use hay nad wet clay"
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: Canute on April 14, 2019, 05:20:07 AM
It would be nice if you give the drying racks and auto. rebuild feature like the Compost bin's from Fertile fields. Alternative an electric dry ofen with a higher capacity.

And the Mining plattform could use a higher tech version too. With a good mining pawn you need to rebuild it every 1-2 days.
Maybe Mining Shaft, after he finished his current deeph (like a regular Mining plattform cycle) he need to dig deeper first before he start a new ore cycle. And the chance for plasteel/uranium ore would be nice too.

Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: WolfgangPolska on April 14, 2019, 04:35:53 PM
Quote from: Canute on April 14, 2019, 05:20:07 AM
It would be nice if you give the drying racks and auto. rebuild feature like the Compost bin's from Fertile fields. Alternative an electric dry ofen with a higher capacity.

And the Mining plattform could use a higher tech version too. With a good mining pawn you need to rebuild it every 1-2 days.
Maybe Mining Shaft, after he finished his current deeph (like a regular Mining plattform cycle) he need to dig deeper first before he start a new ore cycle. And the chance for plasteel/uranium ore would be nice too.
I'm planning to add advanced version for uranium and plasteel, and maybe extend crude version with Jadestone.
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: Canute on April 14, 2019, 05:23:28 PM
Since uranium and plasteel mosttimes appear at small vein's on the map.
What do you think to let these randomly appear like chunks when someone mine for the selectable ore. But only at the adv. mining plattform.
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: ertzuiop on April 14, 2019, 11:09:34 PM
Quote from: MemoriMento on April 10, 2019, 07:31:01 AM
I think its kinda strange that smelting klin have penalty for being outdoors...

Yea should be changed, because you really need to build them outside. Otherwise it will now cook the room it is build in to high temperatures giving you penalty, again.

Regarding the mining platform, why changed from recipe function to this?
Now you have to switch manually if you want to mine ore, after got plenty coal for fuel and ore processing.
Kinda inconvenient.
Title: Re: [1.0]Rimworld Ore Processing v 1.8 (Now more balanced, get rock chunks too!)
Post by: Canute on April 15, 2019, 05:55:04 AM
I agree with ertzuiop,
would be nice that the mining would be billed too.
Special since i need to rebuild the plattforms very often i forget to change the ore type, and my storage fillup with iron ore.
Title: Re: [1.0]Rimworld Ore Processing v 1.9 (Now EVEN more balanced then ever!!)
Post by: WolfgangPolska on April 19, 2019, 03:26:38 PM
UPDATE v1.9!

Changelog:
Major changes made to mining system:
-When built, mines are depleted.
-Changing ores with click of a button has been removed.
-New option has been added instead: prospecting mode.
-When in prospecting mode pawn searches for new ore bed, old shaft will be abandoned in the process though.
-Depletion rates now vary depending on resource mined.
-Mines are now stuffed, so modded wood can be used to build them.
Title: Re: [1.0]Rimworld Ore Processing v 1.9 (Now EVEN more balanced then ever!!)
Post by: WolfgangPolska on April 19, 2019, 03:31:17 PM
I want to adress some stuff:
-Currently chunks are suppoused to be chosen randomly, but for some reason only marble chunks are randomized. Slight ajustments should be made to randomizing algorithm.
-Ore, and stone dictionaries are features I would very much like to implement, yet I still lack some skill and time to do that.
- Mining platforms work like drills, so they wont be billed anytime soon.
Title: Re: [1.0]Rimworld Ore Processing v 1.9 (Now EVEN more balanced then ever!!)
Post by: vovik on April 19, 2019, 06:07:08 PM
Can i choose several items from list?
In addition to new alloys id like a recipe to make existing alloys - like plasteel, existing weaves, etc...
Idea bout blast furnaces is perfect.
Idea about facilities is good also - like wheelcart and rack with specialized instruments (both can be relocated)
Title: Re: [1.0]Rimworld Ore Processing v 1.9 (Now EVEN more balanced then ever!!)
Post by: WolfgangPolska on April 20, 2019, 04:24:46 AM
Quote from: vovik on April 19, 2019, 06:07:08 PM
Can i choose several items from list?
In addition to new alloys id like a recipe to make existing alloys - like plasteel, existing weaves, etc...
Idea bout blast furnaces is perfect.
Idea about facilities is good also - like wheelcart and rack with specialized instruments (both can be relocated)

Plasteel is now obtainable at mining spot, although is has small chance to be found, same as uranium.
I'm planning to make more tech-levels for furnaces, with diffrent efficiency and smelting speed stats.
Autominer is the next c# based thing to come, so stay tuned!
Title: Re: [1.0]Rimworld Ore Processing v 1.9 (Now EVEN more balanced then ever!!)
Post by: vovik on April 21, 2019, 04:03:07 AM
There are already mods for auto- haulers, miners, no need to invent a wheel, please.
Title: Re: [1.0]Rimworld Ore Processing v 1.9 (Now EVEN more balanced then ever!!)
Post by: Canute on April 21, 2019, 05:25:05 AM
vovik,
each modder got his own ideas. Thats mostlike why they start to create their own mod instead to expand another mod. Not to speak about the time he need to dig into the other mod's code if he just want to adapt the code for his own.

His idea's with prospecting ore deposit with pawn is very unique.
Sure he could adapt Quarry mod and create a micro-quarry (2x2) to put on these deposits.
Or use Angie's old Mines (https://ludeon.com/forums/index.php?topic=34231.0) mod which worked with bills.
But i think i got a feeling what he want to realize and both wouldn't fit his needs.
Title: Re: [1.0]Rimworld Ore Processing v 1.9 (Now EVEN more balanced then ever!!)
Post by: JJATH on June 17, 2019, 01:51:22 AM
If this mod is still getting worked on, how about removing compacted steel from the map? It doesn't seem very real that you find these in mountains and such and should just be removed to maybe 1%, hell I'd even go for 0% as I find it to speed up my game quite fast, I think compacted machinery could be removed as well or put down to a 1% marker. Just thinking it would be more fun with actually making the resources ourselves instead of having to just get it pretty much all the time.

I was thinking of doing it myself but I couldn't find out how to do it and make it compatible with your mod. Anyway, I hope you'll read this. Thanks for the mod
Title: Re: [1.0]Rimworld Ore Processing v 1.9 (Now EVEN more balanced then ever!!)
Post by: WolfgangPolska on June 18, 2019, 01:43:31 PM
Yeah, but "compacted steel" should give off iron ore when mined, and it still does when I checked last, unless u have mods thay alter mineable yields higher in mod order. Currently I have a break, but after exams I'm plannig to continiue working on this project.
Title: Re: [1.0]Rimworld Ore Processing v 1.9 (Now EVEN more balanced then ever!!)
Post by: 123mig123 on July 22, 2019, 12:33:38 AM
hello senpai!  ;D
I really enjoyed the mod... but... can there be a way to refine iron ore in rare ore rifinery to maximize productivity?
Title: Re: [1.0]Rimworld Ore Processing v 1.9 (Now EVEN more balanced then ever!!)
Post by: vovik on July 23, 2019, 04:10:49 PM
Maybe not all refineries are suited for iron ore? Maybe ores should group by power required to melt? Who knows...
Title: Re: [1.0]Rimworld Ore Processing v 1.96 (Get messages when ore is found!)
Post by: WolfgangPolska on August 22, 2019, 01:14:11 PM
NEW UPDATE IS OUT!!!
Change log:
-added message prompts when ores are depleted or found
-changed prospecting system
(now work needed to find new ore is random, pawns with low intellectual skill should find ore more easliy, since formula for work value per tick is miningskill+intellectual skill instead of minig*intellectual)
-Smelters suffer no penalty from being outdoors or working at extreme temperatures
-ore well properly yields random chunks instead of marble only
-ore well properly yields plasteel and uranium ore instead of smelted metal

Title: Re: [1.0]Rimworld Ore Processing v 1.96 (Get messages when ore is found!)
Post by: vovik on August 22, 2019, 03:47:37 PM
Quote from: WolfgangPolska on August 22, 2019, 01:14:11 PM
NEW UPDATE IS OUT!!!
Change log:
-added message prompts when ores are depleted or found
-changed prospecting system
(now work needed to find new ore is random, pawns with low intellectual skill should find ore more easliy, since formula for work value per tick is miningskill+intellectual skill instead of minig*intellectual)
-Smelters suffer no penalty from being outdoors or working at extreme temperatures
-ore well properly yields random chunks instead of marble only
-ore well properly yields plasteel and uranium ore instead of smelted metal


perfect!
Title: Re: [1.0]Rimworld Ore Processing v 1.96 (Get messages when ore is found!)
Post by: aka13 on August 25, 2019, 08:45:22 AM
Hello!

I am really enjoying your mod. It ties in great with rimfeller and rimatomics. I was wondering though, why the coal restriction for iron/simplier ores processing? Chemfuel is a replenishable lategame fuel source, especially with rimfeller.

Do you mind considering adding recipes for chemfuel-based smelting for the simple ores?
Title: Re: [1.0]Rimworld Ore Processing v 1.96 (Get messages when ore is found!)
Post by: WolfgangPolska on August 25, 2019, 03:10:18 PM
I want to rework the system into 4 basic tiers:
Tribal, medieval, industrial and spacer. It seems that, despite being unpopular, oil-powered foundries are a real thing, so I will consider it maybe in spacer tier
Title: Re: [1.0]Rimworld Ore Processing v 1.96 (Get messages when ore is found!)
Post by: aka13 on August 26, 2019, 04:36:28 AM
Sounds great. But do take your time, I am of course in no way demanding it.

Also, if thinking in these tiers, arc foundries are a thing.
Title: Re: [1.0]Rimworld Ore Processing v 1.96 (Get messages when ore is found!)
Post by: carpediembr on September 06, 2019, 10:03:36 PM
I looked up the thread and couldnt find more info about COAL.

Is the only way to obtain it is on the mining well?
Title: Re: [1.0]Rimworld Ore Processing v 1.96 (Get messages when ore is found!)
Post by: Canute on September 07, 2019, 03:55:40 AM
You can find coal as regular mining too.
But for the mass of coal you need, it is better you use the mining plattform's to mine them there.