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RimWorld => Mods => Releases => Topic started by: vovik on February 22, 2020, 08:55:20 AM

Title: [1.0-1.4] Early Times mod
Post by: vovik on February 22, 2020, 08:55:20 AM
Early times Mod


(https://i.imgur.com/GGGR6uk.png)
Ever felt like rimworld is missing early time content? Then this mod is to fix that up.
This is two in one mods patched together carefully and with added features.

Features

Download links:
1.0-1.4 [Google drive] (https://drive.google.com/file/d/1pBWaSAUFyDd2Bc1l3Ma2L5YpaZxBgwCV) 1.0-1.4 [Steam] (https://steamcommunity.com/sharedfiles/filedetails/?id=2025987215)

Aditions:

Compatability:


Mod rights:
I am not using this mod to earn any money, this mod is free of charge. Any further modifications and copies or modpacks with this mod must be provided free of charge.
This is not fully my mod, and i dont claim any right on it, you may download, modify and use it as you please without notifying me, unless mod rights from previous owners of mods that current mod was built upon are applied.

Credits:
Vindar (https://ludeon.com/forums/index.php?action=profile;u=29457), Party cowboy (https://ludeon.com/forums/index.php?action=profile;u=60932), Rudo (https://steamcommunity.com/profiles/76561198030019690) for tech tree and steam help
HydromancerX for ideas


----------------------------------Shtuff----------------------------------
"Crieg corps reporting"
(https://i.imgur.com/EAqd5F9.png)

Changelog & planned stuff:
Google doc (https://docs.google.com/document/d/105f5F6tpdmkb3jq_-Ku2u4Pmwpb4evNVAIONVcl9__E)


Compat with:
[JPT] Human Resources
https://steamcommunity.com/sharedfiles/filedetails/?id=2119687603
-seeds integration
https://github.com/notfood/RimWorld-SeedsPlease

Title: Re: [1.0/1.1] Early Times mod
Post by: justken on February 22, 2020, 04:33:52 PM
Can you stay in medieval times?
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on February 22, 2020, 04:36:33 PM
Quote from: justken on February 22, 2020, 04:33:52 PM
Can you stay in medieval times?
Sure, just dont research electricity
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on February 24, 2020, 08:41:33 PM
What Tribal stuff is in this mod?
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on February 25, 2020, 01:57:39 AM
Quote from: Hydromancerx on February 24, 2020, 08:41:33 PM
What Tribal stuff is in this mod?
A prmitive spear, fence, growable mushrooms, primitive stonecutting, research spot without construction requirements, neolitic tools. Also this mod features early research tree that makes early time slightly more.. tribal(?) and not giving all content heads-on.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on February 25, 2020, 04:21:12 AM
Ah ok. I thought maybe you had combined it with the Tribalism mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1820484592).

Title: Re: [1.0/1.1] Early Times mod
Post by: WolfgangPolska on February 25, 2020, 10:03:39 AM
Hey, my mod has new version if you want to follow your develpement on ore processing patch!
https://ludeon.com/forums/index.php?topic=50438.0
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on February 25, 2020, 01:41:46 PM
Quote from: Hydromancerx on February 25, 2020, 04:21:12 AM
Ah ok. I thought maybe you had combined it with the Tribalism mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1820484592).
Ooh, another thing to make compat patch, since curent tech tree in early times can include that stuff, but does not cause it is different.
Title: Re: [1.0/1.1] Early Times mod
Post by: AKillerCoconut on February 26, 2020, 07:29:09 AM
Wanted to say I've just started a playthrough with this mod and I'm loving it so far. I'm playing tribal with a small handful of mods and haven't encountered any issues so far, though I've only just gotten to metal making. It reminds me a lot of a mod from I think alpha 13. I dont remember the name but it was the same in that all normal stuff was behind research walls, and when you crashlanded a research terminal dropped with you that worked like a research bench. Anyways, do you know if it works with the tech advancing mod? I have both on right now and definitely haven't researched enough to advance tech anyways. I guess I could just save and god mode research until I found out for myself, but I'm at work now. Might try it out later for myself if I dont get an answer here

Edit: This is totally compatible with tech advancing as far as I can tell from god mode testing. Works great, great work!!
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on February 27, 2020, 03:47:51 AM
@vovik

Are you going to do any synergy with the Ancient Rim mod (https://ludeon.com/forums/index.php?topic=35161.0)? Such as transitioning from Prehistoric to Ancient to Medieval?
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on February 27, 2020, 02:06:03 PM
Quote from: Hydromancerx on February 27, 2020, 03:47:51 AM
Are you going to do any synergy with the Ancient Rim mod (https://ludeon.com/forums/index.php?topic=35161.0)? Such as transitioning from Prehistoric to Ancient to Medieval?
Most definitely yes? This will allow for more accurate transition from tribal to modern era probably.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on February 27, 2020, 06:01:51 PM
Awesome!

Also when you say "books" do you mean like the tablets, scrolls and books from the RimWriter mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1521844535)?

EDIT: Also i have been doing my own self imposed tech tree by following the Civ4:Caveman2Cosmos tech tree (https://docs.google.com/spreadsheets/d/1R6tcg_zKRsQPQSzBUi8KDXvqbxvU0VYjV3-Ki9N7LHY/pub?hl=en_US&hl=en_US&gid=2#).
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on February 27, 2020, 07:58:13 PM
Somewhat similar - some entertainment books and makeable skillbooks(quality of these depend on same skills of pawn who wrote them, legendary pawns may make legendary skillbooks if they have proper writing skills).
I may add posibility to copy books, but that may be a bit overpowered? Paperwork will actually divide later into several tech - literal mesaging system with pawns used as messengers, early time leather-made books ... maybe (papyrus) scrolls that will go well with egyptian mod?
RimWriter mod seems incomplete without makeable skill books. Aanyway, i have quite a bit of planned work to do before that.
Intresting tech tree, that will be useful to setup tech tree logically from now on, thanks for sharing.
Title: Re: [1.0/1.1] Early Times mod
Post by: benpit on February 27, 2020, 09:59:44 PM
Hey there! 

Thanks for your work on this awesome mod.  I love filling out the early/Tribal start. :D
I've researched "Adobe bricks" and when I try to place the clay pit, I get a message "NeedPlaceNearWater", and I try to place it near a river, or half-in and half out.  I can't place it IN water because there is an error message "Clay pit requires terrain that supports: Light".  I'm playing 1.1 Royalty. 

I've also tried playing 1.1 without Royalty enabled, and 1.1 with only Simple Coal, and 1.1 without any mods. 
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on February 28, 2020, 02:14:04 PM
Quote from: benpit on February 27, 2020, 09:59:44 PM
Hey there! 

Thanks for your work on this awesome mod.  I love filling out the early/Tribal start. :D
I've researched "Adobe bricks" and when I try to place the clay pit, I get a message "NeedPlaceNearWater", and I try to place it near a river, or half-in and half out.  I can't place it IN water because there is an error message "Clay pit requires terrain that supports: Light".  I'm playing 1.1 Royalty. 

I've also tried playing 1.1 without Royalty enabled, and 1.1 with only Simple Coal, and 1.1 without any mods. 
Thats my bad - i accidentally deleted a simple instruction that redirected check to cardinal cells of building when placing. when updating to 1.1 fixed by now.
Title: Re: [1.0/1.1] Early Times mod
Post by: lordqarlyn on February 29, 2020, 01:44:29 AM
I've got all the ice creation techs researched, built the Ice Creation Station, but can't do anything with it. It consumes "fuel" but no ice appears on its own, nor can pawns interact with it other than to refuel it.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on February 29, 2020, 09:54:17 AM
Quote from: lordqarlyn on February 29, 2020, 01:44:29 AM
I've got all the ice creation techs researched, built the Ice Creation Station, but can't do anything with it. It consumes "fuel" but no ice appears on its own, nor can pawns interact with it other than to refuel it.
It spawns ice but at very slow rate - around 2 ice per 10 hay, so you may need to amass that, or that may be too low in terms of amount? Ice does not form fast when using passive cooling though. Maybe this is too small amount of ice? I will tweak that up to be 2-3 times more in next update.
Title: Re: [1.0/1.1] Early Times mod
Post by: titanjones on March 01, 2020, 06:36:21 PM
Multiple Red errors with this mod.

[FSF] Filth Vanishes With Rain And Time
Title: Re: [1.0/1.1] Early Times mod
Post by: FrozenSnowFox on March 01, 2020, 06:53:07 PM
It's come to my attention that this mod is incompatible with my mod [FSF] Filth Vanishes With Rain And Time.  Looking at the files it looks like you included the entire filth_various file with minor changes.  Could you please switch to patching the filth_various file it's much less intrusive and won't cause large incompatibility issues.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 01, 2020, 07:38:26 PM
Sorry, i accidentally added filth_various from core files, already deleted that in latest release.
Its messy to do updates with both 1.0/1.1 versions.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 01, 2020, 07:39:57 PM
Updated some stuff in main mod.
- Added raw clay bricks that dry to dry caly bricks.
- Increased ice creation speed for ice creation staion
- Decreased ice consumption rate of freezer box

Also, i made combat extended patches.
Had to actually make patches on patches after patches to make everything work without error. Yo.
(https://cdn0.tnwcdn.com/wp-content/blogs.dir/1/files/2011/09/lol1.jpg)
Title: Re: [1.0/1.1] Early Times mod
Post by: FrozenSnowFox on March 01, 2020, 07:51:55 PM
Quote from: vovik on March 01, 2020, 07:38:26 PM
Sorry, i accidentally added filth_various from core files, already deleted that in latest release.
Its messy to do updates with both 1.0/1.1 versions.

No worries thanks for taking care of it so quick.
Title: Re: [1.0/1.1] Early Times mod
Post by: _non3_ on March 01, 2020, 08:29:27 PM
Awesome work man! Will this mod also be available in steam workshop? That will be fantastic!
Title: Re: [1.0/1.1] Early Times mod
Post by: lordqarlyn on March 02, 2020, 10:45:39 AM
Quote from: vovik on February 29, 2020, 09:54:17 AM
Quote from: lordqarlyn on February 29, 2020, 01:44:29 AM
I've got all the ice creation techs researched, built the Ice Creation Station, but can't do anything with it. It consumes "fuel" but no ice appears on its own, nor can pawns interact with it other than to refuel it.
It spawns ice but at very slow rate - around 2 ice per 10 hay, so you may need to amass that, or that may be too low in terms of amount? Ice does not form fast when using passive cooling though. Maybe this is too small amount of ice? I will tweak that up to be 2-3 times more in next update.
I noticed it, and I updated to the faster speed, it seems more balanced now. Just one other thing though, can you change it so we can stop refueling the ice makers? In winter I won't need them and I need the all the hay I can get a hold of for the livestock during the cold seasons anyway. And once I finally research air conditioning I won't need them at all.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 02, 2020, 02:44:47 PM
Quote from: _non3_ on March 01, 2020, 08:29:27 PM
Awesome work man! Will this mod also be available in steam workshop? That will be fantastic!
When i will buy the game i will probably add these mods to workshop. Untill then...
Quote from: lordqarlyn on March 02, 2020, 10:45:39 AM
And once I finally research air conditioning I won't need them at all.
Well, ice is intended to be useful in ice biomes where ice is abundant as building material. (Ice kingdom ftw)
Title: Re: [1.0/1.1] Early Times mod
Post by: w1r3dh4ck3r on March 02, 2020, 04:09:35 PM
So this trend of not providing a Workshop link is going to continue hum? that sucks.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 02, 2020, 05:00:43 PM
Quote from: w1r3dh4ck3r on March 02, 2020, 04:09:35 PM
So this trend of not providing a Workshop link is going to continue hum? that sucks.
Well, it will come out after some time, when i will decide to move from active mod developement to actually playing games(modding and playing games are not quite compatible due to several reasons), untill then.
Title: Re: [1.0/1.1] Early Times mod
Post by: lordqarlyn on March 03, 2020, 01:40:43 AM
Quote from: vovik on March 02, 2020, 02:44:47 PM
Quote from: lordqarlyn on March 02, 2020, 10:45:39 AM
And once I finally research air conditioning I won't need them at all.
Well, ice is intended to be useful in ice biomes where ice is abundant as building material. (Ice kingdom ftw)
True but it would still be handy to have the no refuel toggle, so I am not always consuming hay which I also need as animal feed. In more temperate biomes I would use ice as a stopgap until I can research electricity and aircon (I prefer playing with no techs so I have to research everything).
Anyway, thanks for this mod update, and BTW I am enjoying it even more than the MT original.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 04, 2020, 03:39:10 AM
New today:
Survival tools patch.
Updates:
-Ice production is after methodic research
-ice production pot is flickable
-Removed ice sculpting
-Moved ice usage lower in tech tree
-WoodPitch glue is now Pitch glue.
-Pitch glue is now included in pyrolysis research
-various 1.1 fixes
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 04, 2020, 05:40:42 AM
@vovik

(https://i.imgur.com/MZhonPA.gif)

Some old attempts at mods like yours...

Neolithic Mod (Alpha 7)
https://ludeon.com/forums/index.php?topic=7321.0

Project Eons (Alpha 9)
https://ludeon.com/forums/index.php?topic=11311.0

Rimworld Ascension (Alpha 13)
https://ludeon.com/forums/index.php?topic=20366.0

Rimworld Revamped (A16)
https://ludeon.com/forums/index.php?topic=14613.0

Early Man (A18)
https://steamcommunity.com/workshop/filedetails/?id=1342138383

RimCiv - Caveman 2 Cosmos (1.0)
https://ludeon.com/forums/index.php?topic=47674.msg450257

Perhaps they can help you.
Title: Re: [1.0/1.1] Early Times mod
Post by: lordqarlyn on March 04, 2020, 12:28:59 PM
Okay I hate to be the downer, but this update seems to be broken. And it's not a mod incompatibility. I tried with only Harmony, HugsLib, Simple Coal Mod, and Early Times, and it would give an error message about incompatible or out of date mod has been detected and removed. I reverted to your earlier version and RimWorld works fine.
Title: Re: [1.0/1.1] Early Times mod
Post by: ViktorGiJoe on March 04, 2020, 12:57:02 PM
Yeah, the game fails to load up with this mod activated but yesterday it was working normally.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 04, 2020, 02:27:06 PM
Its just a leftover closing tag that bothers you. Posted a fixed version.
If dont want to redownload - open EearlyTimes/1.1/Patches/core/medtimes_research_1_patches.xml and remove duplicate </Operation> tag in the end
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 04, 2020, 03:40:42 PM
Quote from: Hydromancerx on March 04, 2020, 05:40:42 AM
@vovik
Some old attempts at mods like yours...
...
Perhaps they can help you.
Neolitic mod - i made something like that in this mod - research defines what to do, however there is no transition between ages except from research tree. Rimworld does not allow for bronze to be used as metal for most stuff and buildings, also filters for recipes still give error if i try to make them stuffable. Yes, i will make a proper smelting patches for this mod if author of Ore processing mod will refine it before i reach remote tech mod to integrate in here (it contains powder and stuff which is required for proper start of research tree node for firearms), or will just redo and smelt it in here alltogether if author does not refine it. For the time being i consider "steel" as "Common metal" and "Plasteel" as "refined alloyed metal" and support to make proper smelting and ore system will be in this mod at some point.

Project eons - no download link. Also i see bones there - these are addable to this mod by different mods like call of ctulhu mods, thats why i did not add my version of bones(bones from ctulhu mod are compatible - they are considered wooden stuff).

Rimworld Ascension - most of that content is availiable in this mod, except textures for early religion buildings, thats what i will probably snatch from there.

Rimworld Revamped - oh god, technology, technology II, technologyXXXXXLL - that what i will not keep in here - stuff must be simple and functional, also ET mod contains most stuff from that mod.

Early Man - tatoos will be added eventually.

Caveman to cosmos - oh god, i am not adding jsut a large research tree. Each research node must come with some content that is logical to recieve - for example ET crafting adds crafting spot and some tools, some buildings require several researches - like wooden gate which requires doors + fence research, cooking then evolves to pyrolysis (firstly people learned to cook food and then discovered that some stuff may react differently when placed above fireplace). Also social researches are hard to put on research tree.

About mod that adds item resarch costs - this is going to be a wholesome additional research mod - currently research does not requite materials and different mods add their research and their own materials so this mod will need a very broad compat patch work, this is not for now.
About people carrying in stuff for rewards - that will be added in this mod at later point (along with messenger station for low-tech messaging and delay in actions response from low tech factions and action response depending on distance to nearby settlements, etc). This will be one for immersion and posibilities.
Also i added a list of planned and completed stuff(yes it took quite some time to patch up medieval times). With adding in features i may modify and refine tech tree to reflect that one from cave to cosmos better. After i refine all stuff i will probaly abandon it cause with new versions of Rimworld coming out i will not have time to maintain stuff (yes, i will be making patched modular mods so people may take separate ideas and carry them on)
I appreciate your help with pointing to stuff that may be useful. I also higly appreciate pointing to things i havent added or planned and that will fit in.
Also i do look forward into adding compat for some mods and update them to 1.1, yet i forget to add them to planned list all the time (few reinbau flambe's mods for example)
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 05, 2020, 03:39:26 AM
Update:
-integration with quarry
-buffed books 4x
-patched emrasures on combat extended
Title: Re: [1.0/1.1] Early Times mod
Post by: ViktorGiJoe on March 05, 2020, 07:11:00 AM
Hey, what is the fastest way to make bricks? And thanks for the fix and the update.
Title: Re: [1.0/1.1] Early Times mod
Post by: IHateRegistering on March 05, 2020, 07:46:22 AM
The 1.0 version throws a lot of red errors.
Title: Re: [1.0/1.1] Early Times mod
Post by: Canute on March 05, 2020, 08:13:23 AM
IHateRegistering,
you should post the errorlog.
PackageID and other syntax belong to the About.xml you can ignore.
Title: Re: [1.0/1.1] Early Times mod
Post by: AKillerCoconut on March 05, 2020, 08:44:18 AM
I'm having a problem with the medieval double cot. I havent tried the single cot but once i put it down i got an error and now i cant assign it to anyone, cant deconstruct and cant reinstall it. Really frustrating cause its completely unusuable but still in the way. Tried destroying it in god mode, and exploding it; nothing works. Heres the error, it instantly started spamming my log. maybe its a mod conflict, I'm not great with these things.

Exception drawing ThingOverlay for MedTimes_CotDouble488890: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Building_Bed.get_PlayerCanSeeOwners () [0x00006] in <17aee94660d546e1be4ad6df239e8d67>:0
  at RimWorld.Building_Bed.DrawGUIOverlay () [0x00018] in <17aee94660d546e1be4ad6df239e8d67>:0
  at Verse.ThingOverlays.ThingOverlaysOnGUI () [0x0005e] in <17aee94660d546e1be4ad6df239e8d67>:0
Verse.Log:Error(String, Boolean)
Title: Re: [1.0/1.1] Early Times mod
Post by: IHateRegistering on March 05, 2020, 10:13:19 AM
Quote from: Canute on March 05, 2020, 08:13:23 AM
IHateRegistering,
you should post the errorlog.
PackageID and other syntax belong to the About.xml you can ignore.
It's about filth - I think this is a mod conflict with rain washes away filth mod that was probably fixed for 1.1 only - and something about not being able to solve cross references. I get this a lot with mods that don't get the multi-version support right. I can post the log later.
Title: Re: [1.0/1.1] Early Times mod
Post by: ViktorGiJoe on March 05, 2020, 10:36:25 AM
I think there's an issue with Stonehearths, they keep setting fire to wooden floors.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 05, 2020, 10:05:43 PM
Quote from: ViktorGiJoe on March 05, 2020, 10:36:25 AM
I think there's an issue with Stonehearths, they keep setting fire to wooden floors.
it is intended. Better use clay or stone floor. Fires sometimes burn houses out because somone left hearth unattended,  same goes for braziers and lamp posts - keep away from hay.
Quote from: AKillerCoconut on March 05, 2020, 08:44:18 AM
I'm having a problem with the medieval double cot. ...
Guuh, code goes missing(again), hate messing with several versions cause end up missing the code. Fixed.
Quote from: ViktorGiJoe on March 05, 2020, 07:11:00 AM
Hey, what is the fastest way to make bricks? And thanks for the fix and the update.
.
Currently no fastest way - just take a pawn and process clay bricks to recieve proper good ol' bricks. Yes it requires some time, yet it a cheap resource that requres only time and some fuel.
Drying [raw clay bricks] is simple - dont put in water and dry at temperatures above 0. 
Quote from: IHateRegistering on March 05, 2020, 10:13:19 AM
It's about filth - I thi...
Fixed.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 06, 2020, 12:33:18 AM
@vovik

Some other similar mods I found too ...

Tribal Instruments (1.0)
https://steamcommunity.com/sharedfiles/filedetails/?id=1122870388

Tribal Signal Fire (1.0)
https://steamcommunity.com/sharedfiles/filedetails/?id=1556062693

Stone Age (1.0)
https://steamcommunity.com/sharedfiles/filedetails/?id=1710940628
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 06, 2020, 12:56:19 PM
Quote from: Hydromancerx on March 06, 2020, 12:33:18 AM
@vovik

Some other similar mods I found too ...

Tribal Instruments (1.0)
https://steamcommunity.com/sharedfiles/filedetails/?id=1122870388
Tribal instruments - music? hmm, that may go along with music mod(?), intresting anyway.
Stone age - i have already implemented something like that but in another form.
Tribal signal fire - that will be but in totally another form. No console messaging via campfire! grr.
Title: Re: [1.0/1.1] Early Times mod
Post by: Rudo on March 06, 2020, 11:46:12 PM
I've been looking to do something similar to this mod and I like the direction your pushing for. I took a look at the mod files and have started making a few changes to tech order and text to be more concise while still having some flavour. I'm not much of a modder but if you like I could send over my version and perhaps we can do some light collaboration?
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 07, 2020, 12:01:39 AM
@vovik

Yeah tie in both that and the music mod into your tech tree. I know the music mod already has techs such as ...

Primitive Instruments -> Sting Instruments -> Electric Instruments

You could have Primitive Instruments require Primitive Crafting from your mod.

Primitive Instruments
- Conga (Tribal Instruments Mod)
- Frame Drum
- Marimba
- Ocarina

Sting Instruments
- Guitar
- Ogolupe (Tribal Instruments Mod)
- Violin

I also have been trying to get the Ancient Rim mod to have a Lyre. Other tribal instruments could be ...

- Conch Shell
- Didgeridoo
- Pan Pipes
- Ram Horn
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 07, 2020, 05:36:15 AM
Quote from: Hydromancerx on March 07, 2020, 12:01:39 AM
@vovik
Yeah tie in both that and the music mod into your tech tree. I know the music mod already has techs such as ...
Ookay, i will be doing that before or right after i implement proper mesaging system. Music is quite a concept and needs some research here and how to put it. Also music instruments may influence social stat and etc or there may be music on parties? this needs research.
Quote from: Rudo on March 06, 2020, 11:46:12 PM
I've been looking to do something similar to this mod and I like the direction your pushing for. I took a look at the mod files and have started making a few changes to tech order and text to be more concise while still having some flavour. I'm not much of a modder but if you like I could send over my version and perhaps we can do some light collaboration?
Current tech tree is as much logical as it can be, yet sure.
Title: Re: [1.0/1.1] Early Times mod
Post by: Rudo on March 07, 2020, 09:11:55 AM
@vovik here's the version I've edited. The tech tree changes are pretty minor, I just changed a few prerequisites for earlier techs. For example I switched agriculture and herbalism as herbalism requires a higher level growing skill and is more specialised.

For the flavour text I changed the style to be more inline with the vanilla game, though I did experiment with adding Civ inspired quotes to accompany each research.

Here's an image comparison between the two versions: https://imgur.com/a/qmMfTWQ

Here's the files to see the text changes: https://drive.google.com/file/d/1yEAXcXhv3c0fMf6_QIZVoTIH3J_-YXnl/view?usp=sharing
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 07, 2020, 10:36:00 AM
Quote from: Rudo on March 07, 2020, 09:11:55 AM
@vovik here's the version I've edited. The tech tree changes are pretty minor, I just changed a few prerequisites for earlier techs. For example I switched agriculture and herbalism as herbalism requires a higher level growing skill and is more specialised.
Ookay, plant pots will be derived from herbalism then. Also psychoid and smokeleaf still need to be separate researches that derive from herblism cause they arent just researched togehte - firstly people had some expirience when interacting with and then research how to use it. Chemistry will derive from psyhoid. I will later add ingest effects and nutrition for both.
I have just made all stuff for religion, yet ding you are here! Will spend some time to update descriptions and stuff. Also current "Pottery" are named "Plant pots" for a reason - these are for plants solely, pots are embedded into adobe bricks.
Also i would ask you to balance costs of research, im not sure i made everything cost properly.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 07, 2020, 12:53:51 PM
Update:
-added early religions
-religion symbols now have their effects(If you worship random god - rest in pieces. Or not.)
-changes on tech tree
-added tech tree descriptions by Rudo
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 07, 2020, 12:54:44 PM
I agree with Rudo that Agriculture should come before Herbalism. Also you may want to do synergy with the Vegetable Garden mods.

Vegetable Garden 1.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2007066218
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 07, 2020, 01:06:21 PM
Quote from: Hydromancerx on March 07, 2020, 12:54:44 PM
I agree with Rudo that Agriculture should come before Herbalism.
I dont doubt it - it is logical and is mentioned, thus should be in.

Quote from: Hydromancerx on March 07, 2020, 12:54:44 PM
Also you may want to do synergy with the Vegetable Garden mods.
So this day comes. I will be doing that before remote tech integrations.
Title: Re: [1.0/1.1] Early Times mod
Post by: Rudo on March 08, 2020, 01:50:26 AM
I tried the latest release and there's red logs everywhere and the tech tree has exploded. I'm going to have a look at the research costs soon and try to make them as reasonable to the base game as possible.

In relation to the pottery change, it might make sense just to combine the pot making and adobe as there's not really an insentive to just get pot plants on their own.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 08, 2020, 08:16:21 AM
Quote from: Rudo on March 08, 2020, 01:50:26 AM
In relation to the pottery change, it might make sense just to combine the pot making and adobe as there's not really an insentive to just get pot plants on their own.
Show me your idea and i will follow.
Quote from: Rudo on March 08, 2020, 01:50:26 AM
I tried the latest release and there's red logs everywhere and the tech tree has exploded.
Just save again and game will adjust (when tech tree changes and its loaded with other techs game goes weaboo)
Quote from: Rudo on March 08, 2020, 01:50:26 AM
I'm going to have a look at the research costs soon and try to make them as reasonable to the base game as possible.
Dont forget that tribal research spot is very low at efficiency.

Update 08/03/2020
-fixed broken clay pit placement... again.
-added bridges integration
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 08, 2020, 08:35:20 PM
I am not doing integration with tribalism mod, it does not give much features. I will import few features from there.
Rejected features:
strange cloth hoods - a megascarab hood that requires animal leather - since when chitin is made of leather, or a "bear leather wold hood" etc.
Cooked egg - simple meal already can accept eggs, also gives double nutrition per input ingridient.
popcorn - see cooked egg.
Storage pots - already in.
Smoked meat - already in.
Firepit - already in.
Lots of terrain - this is difficult to handle and maintian and also many different wooden floors are simplified to single "wooden floor" in core rimworld, any reason to change that?
Different spots for art/butchering/craft... this is already in.
Share tribal lore - campfire already acts as socializing spot.
Imported features
More early games - import.
Cloth from hay - farming equipment(?), import.
Totem variants - sure.
Early stone oven - maybe, need to think where to put it.
Dirt mounds - sandbags came into play with coming of firearms and extensive shooting weapons, so these will be useful much later as simplistic cover. Better than nothing.
Early shelter walls and doors - import.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 09, 2020, 01:16:49 AM
@vovik

(https://cdn.discordapp.com/attachments/410627544564629504/684963799723278336/primfloors.png)

The primitive wall mod is originally my mod. I am surprised you don't want to include it since it gives you different choices for floors. Including ones made from hay, bamboo, wood, etc. Basically stuff before the use of planks.

Key
Row 1  = 1,2, 3, 4
Row 2 = 5, 6, 7, 8

Woven From Hay  Floors= 3, 4 and 7
Bamboo Floors = 1 and 5
Log Floors = 2 and 6
Caved Wood with Gold Floor = 8

EDIT:
(https://cdn.discordapp.com/attachments/616873171982876672/686444796704718868/HandaxeNeolithic.png)
In addition that neolithic mod has a nice stone axe.
Title: Re: [1.0/1.1] Early Times mod
Post by: CyberianK on March 09, 2020, 04:51:50 AM
Hello thank you SO MUCH for this.
I thought Medieval Times was dead as the author has been gone for over a year.

Can you please add this to Steam Workshop?
There are many peoples on Steam Workshop looking for Medieval Times who are not aware that this mod exists.

If you are worried about stealing the show from original mod Vindar has disappeared since mid 2018 so I think it not an issue if you post it to Steam peoples would highly appreciate it.

One question you mention "-vegetable garden patches" in OP can you use the mod together with vegetable garden at the moment or is it incompatible?
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 09, 2020, 07:34:01 AM
Quote from: Hydromancerx on March 09, 2020, 01:16:49 AM
@vovik
The primitive wall mod is originally my mod. I am surprised you don't want to include it...
There are quite a few reasons to add items from your mod into this rather than to make a compat patch:
- there are many things that are obsolete by vanilla mechanics
- many other things are already in this mod but in another form
- other features are not that large but too intresting to forgo them
- no, making more crafting spots does not make tribal more immersive since player already can make several crafting spots for different purposes

Quote from: Hydromancerx on March 09, 2020, 01:16:49 AM
@vovik
...it gives you different choices for floors. Including ones made from hay, bamboo, wood, etc. Basically stuff before the use of planks.
I am not adding ALL floors, since rim already adds generalized "Wood floor" from generalized "wood" - i am not against diversity but it has to be meaningful since all trees yield same wood. Also it brings immersion issues - how does african carpenter that ever heard about bamboo makes bamboo floor from... presumably palm tree wood? Nope, not like that.
Also this kind of approach to mods makes a whole lot of issues for player(immersion issues) and developer(imemrsion issues, compat, much code to use)

There are quite some features that duplicate already presented features in early times and are already obsolete by vanilla mechanics, but other features are quite useful:
Ofcourse i will be adding primitive floor that is not modern "fittend wood" floor, but i also will be adding terain modification station that will allow to make "beaten dirt" floor (was the first known floor), but that is later.
I will move contained fire into earlier inresearch to allow smoked foods to be availiable earlier and will transform it into cooking ingridient(smokehouse will be buildable later). And more other stuff.
Dirt mound will get in because it is the most early defence available, aka trench, also i will help to reinforce walls against digging raids. Also solves issue of why tribal people deciced to build sandbags which are useful when firearms and extensive sienges came out.
Hay cloth - for survival on archipelags where one does not have enough animals, sure.
Totems - i did some mechanics for totems, but these lack in sizes for early tribal times.

Quote from: Hydromancerx on March 09, 2020, 01:16:49 AM
@vovik
In addition that neolithic mod has a nice stone axe.
ye ;D
there is already axe in survival tools mod i made compat with. If you port it to 1.1 and add your axe there - sure, it will take its place in tribal portion of the game and in this mod too.

Your ideas and work will not be gone, dont worry, just not all of it is good enough to carry on.
I also went through stage when i realized that not all my ideas are completely good, so im waging each and every.

Quote from: CyberianK on March 09, 2020, 04:51:50 AM
Can you please add this to Steam Workshop?
There are many peoples on Steam Workshop looking for Medieval Times who are not aware that this mod exists.
First i need to refine it, second i need to buy rimworld on steam to add this to workshop - i will do it later.

Quote from: CyberianK on March 09, 2020, 04:51:50 AM
One question you mention "-vegetable garden patches" in OP can you use the mod together with vegetable garden at the moment or is it incompatible?
Sure you can, but tech tree will be busted most probably. I did not make compat for it just yet.

Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 09, 2020, 12:18:05 PM
Quote from: vovik on March 09, 2020, 07:34:01 AM
how does african carpenter that ever heard about bamboo makes bamboo floor from... presumably palm tree wood? Nope, not like that.

Well the Vegetable Garden mod has a Bamboo crop that is different from Wood. So if you made those floors require Bamboo instead of wood then it would make sense.
Title: Re: [1.0/1.1] Early Times mod
Post by: CyberianK on March 09, 2020, 01:41:42 PM
Quote from: vovikSure you can, but tech tree will be busted most probably. I did not make compat for it just yet.
the VGP Garden mods create errors:
(https://i.imgur.com/dAhnHu9.png)
if I disable the VPG mods error goes away.

EDIT: if I move VGP up (autosort before) errors reduce to this:
(https://i.imgur.com/R3NFqGf.png)

edit2:
https://gist.github.com/HugsLibRecordKeeper/ab3dc87cfb69792780b749fb8929a1d0
looks like some problems with strawberries:

"XML error: Duplicate XML node name sowResearchPrerequisites in this XML block: <plant><growDays>5</growDays><dieIfLeafless>true</dieIfLeafless><harvestTag>Standard</harvestTag><harvestedThingDef>RawBerries</harvestedThingDef><harvestYield>6</harvestYield><sowMinSkill>5</sowMinSkill><sowTags><li>Ground</li><li>Hydroponic</li></sowTags><topWindExposure>0.1</topWindExposure><immatureGraphicPath>Things/Immature/StrawberryPlant</immatureGraphicPath><visualSizeRange>0.3~1.05</visualSizeRange><wildOrder>2</wildOrder><purpose>Food</purpose><sowResearchPrerequisites><li>agricultureII</li></sowResearchPrerequisites><harvestAfterGrowth>0.23</harvestAfterGrowth><sowResearchPrerequisites><li>TS_DomHerb</li></sowResearchPrerequisites></plant>"
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 09, 2020, 03:06:56 PM
Ok, i will look into it
Title: Re: [1.0/1.1] Early Times mod
Post by: AKillerCoconut on March 09, 2020, 03:26:39 PM
  I wanted to let you know I'm still enjoying this mod. I just researched electricity and am changing all my production over to electric. I haven't run into any more problems besides i still cant place clay pit anywhere. I've tried mud beside a pond, regular ground beside pond and river and nothing seems to work. Not super important as I've been mostly building with wood and stone anyways, just wanted to see if anyone else is having the same problem.
  I would definitely recommend playing this with Tech Advancing mod unless you are planning on just staying in medieval or neolithic, or if you just enjoy the torment of researching everything for days on end
  Anyways I really just wanted to post to say thanks for the work you've put into this mod and remind you that people do appreciate these things. Same to all modders out there (I see you in here Hydromancer) 8) I know you've got big plans for this, just don't forget to take some time and just have fun on the game, not turn it into a job that you get burnt out on

Edit: Nevermind about the clay pit. I updated and it works now. Idk if I just didnt update it last time but the update before this latest one fixed the medieval cot problem I was having but not the pit. Maybe I messed something up with that update cause this one fixed it. Thanks!
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 09, 2020, 05:52:16 PM
Quote from: AKillerCoconut on March 09, 2020, 03:26:39 PM
Edit: Nevermind about the clay pit. I updated and it works now. Idk if I just didnt update it last time but the update before this latest one fixed the medieval cot problem I was having but not the pit. Maybe I messed something up with that update cause this one fixed it. Thanks!
Well, i fixed its placing several times - i missed code of fixing it several times. Its was a problem with two rim versions so i accidentally missed code. For the time being its fixed with help of directory junctions.
It is not my job, i am just bored af and doing something properly helps it.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 09, 2020, 06:46:37 PM
Quote from: AKillerCoconut on March 09, 2020, 03:26:39 PM
(I see you in here Hydromancer)
*tips hat*
i wondered who would recognize me in this modding community.
Title: Re: [1.0/1.1] Early Times mod
Post by: CyberianK on March 09, 2020, 09:17:36 PM
Quote from: vovik on March 09, 2020, 03:06:56 PM
Ok, i will look into it
I am playing a game for a few hours even with the error and everything appears toi be fine so I guess its not important. Probably only something with strawberries and some bulk recipe not working.
Title: Re: [1.0/1.1] Early Times mod
Post by: Cl3arSky on March 10, 2020, 05:53:39 AM
is it normal that i don't get the door after starting a fresh game? neither research bench
Title: Re: [1.0/1.1] Early Times mod
Post by: AKillerCoconut on March 10, 2020, 07:24:31 AM
Quote from: Hydromancerx on March 09, 2020, 06:46:37 PM
*tips hat*
i wondered who would recognize me in this modding community.
I recognize you from project zomboid forum, haven't played that game in a few years but I recognized your name. Hydrocraft was a huge mod in that community.  ;D

  Sorry for off topic post, Vovik. And I wasnt trying to offend or anything about it being like a job, I know you've got big plans for this mod, and I'm looking forward to seeing how it grows. Cheers!
Title: Re: [1.0/1.1] Early Times mod
Post by: CyberianK on March 10, 2020, 07:50:01 AM
Quote from: Cl3arSky on March 10, 2020, 05:53:39 AM
is it normal that i don't get the door after starting a fresh game? neither research bench
You get a "thinking spot" in EarlyTimes (change from original Medieval Times). That's the most basic (tier 0) research you can research basic research bench with that later. Same as for stonecutting for example you also get a spot before you get a real workbench.
Door is strange I had wooden doors available but maybe its my Doors Expanded mod no idea if you get door if you just use this mod.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 10, 2020, 02:20:43 PM
Quote from: Cl3arSky on March 10, 2020, 05:53:39 AM
is it normal that i don't get the door after starting a fresh game? neither research bench
You need toresearch shelter. Otherwise find a cave or dig a cave. Also you get thinking spot. If you put several thinking spots in one place research speed increases - increased space for drawing formulas and making scribbles on ground, etc.

Quote from: CyberianK on March 10, 2020, 07:50:01 AM
Door is strange I had wooden doors available but maybe its my Doors Expanded mod no idea if you get door if you just use this mod.
Well, some research comes pre-installed, depending on scenario. Also most probably because of doors - i am yet to make compat patch with it.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 10, 2020, 04:30:10 PM
@vovik

I started a thread in the story section to show you how I have been playing my own personal games. These rules are self imposed as opposed to a mod. Might help you with this mod.

Caveman to Cosmos Self Imposed Rules
https://ludeon.com/forums/index.php?topic=51032.0
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 10, 2020, 06:54:03 PM
Quote from: Hydromancerx on March 10, 2020, 04:30:10 PM
@vovik

I started a thread in the story section to show you how I have been playing my own personal games. These rules are self imposed as opposed to a mod. Might help you with this mod.

Caveman to Cosmos Self Imposed Rules
https://ludeon.com/forums/index.php?topic=51032.0
I actually almost forgot about medicine related stuff...
Everything else will be like you stated there (more or less accurate)
This is not like im going to follow all stuff that link, its how it will be and how was planned.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 10, 2020, 07:34:58 PM
Of course not. You do things the way you planned. i am just sharing for you or anyone else who wants to try my style of play. Your mod just makes it easier for me to play that way. In short great job!
Title: Re: [1.0/1.1] Early Times mod
Post by: Rudo on March 12, 2020, 08:47:51 PM
I can upload to steam and just keep it updated when you make changes here if you want. So you don't have to buy another copy
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 13, 2020, 02:50:48 PM
Quote from: Rudo on March 12, 2020, 08:47:51 PM
I can upload to steam and just keep it updated when you make changes here if you want. So you don't have to buy another copy
that willbe perfect
Title: Re: [1.0/1.1] Early Times mod
Post by: CyberianK on March 13, 2020, 02:56:46 PM
The Stone Quarry can only give a single type of stone right? In my map only Granite everywhere.
Thought in original Medieval Times it was multiples types. Maybe I am doing something wrong.

Can't remember medieval raiders having Advanced Mortars and Artillery in the old Medieval Times:
(https://i.imgur.com/M0Kf2H9.jpg)
I thought they always did not have any shells or so.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 13, 2020, 05:56:35 PM
Quote from: CyberianK on March 13, 2020, 02:56:46 PM
The Stone Quarry can only give a single type of stone right? In my map only Granite everywhere.

Thought in original Medieval Times it was multiples types. Maybe I am doing something wrong.
It gives out randomly from availiable stones, also you may dig out some minerals. You seem to be expiriencing lack of random - i will look into that.
Currently im busy with implementing animal and rearmable traps properly. Also with my younger brother who isnt bored with shitty multiplayer games yet. Yet.
Title: Re: [1.0/1.1] Early Times mod
Post by: CyberianK on March 14, 2020, 05:32:10 AM
As the mod requires the "simple coal" mod there is lots of "Coal Chunks" everywhere. I can't seem to get rid of the coal as its not really used in anything. The other recipes and buildings you added can usually only use "Charcoal".

Coal Chunks seem to be usable for refueling but the pawns still use wood for that primarily is there some way to prioritize Coal Chunks for that? Maybe if there was a seperate work type for refueling with Coal Chunks that you could give seperate priority but if that requires changing the items that might be too unpractical.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 14, 2020, 08:06:20 AM
Quote from: CyberianK on March 14, 2020, 05:32:10 AM
Maybe if there was a seperate work type for refueling with Coal Chunks that you could give seperate priority but if that requires changing the items that might be too unpractical.
Put wood in separate place and dissalow that place for yor hauler for the time being. I will change wood used to coal solely instead after im done with this update.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 14, 2020, 12:05:00 PM
Quote from: CyberianK on March 13, 2020, 02:56:46 PM
Can't remember medieval raiders having Advanced Mortars and Artillery in the old Medieval Times:
Excuse me, i havent tested that with advanced mortars O_o. And im yet to make siedge at all. Will disable for the time being.

p.s. ookay, i looked into code - siedge weapons are constructed without regard for tech level for any siedge. Well, i will need to patch that and do quite some coding to make a proper medieval siege.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 14, 2020, 05:47:17 PM
@vovik

Both ZARS Tribalism (https://steamcommunity.com/sharedfiles/filedetails/?id=1820484592) and Tribal Instruments (https://steamcommunity.com/sharedfiles/filedetails/?id=1122870388) got an update to 1.1 recently. Though you might want to be aware for compatibility and synergy.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 17, 2020, 03:09:54 PM
Bump: not dead, it takes time to implement properly.
Title: Re: [1.0/1.1] Early Times mod
Post by: Rudo on March 18, 2020, 12:45:26 AM
I've uploaded a stable version to steam for you.

URL if you're interested: https://steamcommunity.com/sharedfiles/filedetails/?id=2025987215
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 18, 2020, 07:42:51 PM
Thanks, i will make an update in a few days.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 21, 2020, 10:31:01 AM
21/03/2020
-added a lot more primitive stuff
-changed research
-added animal traps
-siege is temporary disabled for medieval factions
-jerked meats are now usable as cooking ingridient
-quarry gives stones properly now
-raw psychoid and smokeleaf are now drugs
-coal changes -> used mostly for heavy machinery and smithing
-slight vegetable garden patches to prevent errors
Title: Re: [1.0/1.1] Early Times mod
Post by: lordqarlyn on March 22, 2020, 01:20:14 PM
Great job on the mod, and many thanks for picking it up for 1.1!

Any possibility that you could put in the coal powered generator like the MT mod had? It's really handy since wood can be scarce in some of the games, wind and solar sporadic. Thanks!
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 22, 2020, 02:56:11 PM
Quote from: lordqarlyn on March 22, 2020, 01:20:14 PM
Any possibility that you could put in the coal powered generator like the MT mod had? It's really handy since wood can be scarce in some of the games, wind and solar sporadic. Thanks!

Wood-fired generator now uses coal instead. I did not rename it and did not state it in description - its meaningless for now when i rush to complete scheduled features. It will be done later on polishing.
Title: Re: [1.0/1.1] Early Times mod
Post by: lordqarlyn on March 22, 2020, 02:57:25 PM
Quote from: vovik on March 22, 2020, 02:56:11 PM
Quote from: lordqarlyn on March 22, 2020, 01:20:14 PM
Any possibility that you could put in the coal powered generator like the MT mod had? It's really handy since wood can be scarce in some of the games, wind and solar sporadic. Thanks!

Wood-fired generator now uses coal instead. I did not rename it and did not state it in description - its meaningless for now when i rush to complete scheduled features. It will be done later on polishing.
Awesome! Thanks man!
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 22, 2020, 05:18:46 PM
22/03/2020
- more integrations
- remove shovel
- clay pit now can be properly placed
Title: Re: [1.0/1.1] Early Times mod
Post by: Rudo on March 23, 2020, 01:33:13 AM
Hey Vovik, I'll work on getting this update on steam. Would you mind putting a .txt in the mod documenting all the changes as you go so I can check for grammar etc. I'd appreciate it :)
Title: Re: [1.0/1.1] Early Times mod
Post by: Canute on March 23, 2020, 03:04:42 AM
I suggest to put the all the update notes at the first posting into a [ code] block
then it looks like
Updates:
1.0.1 - fixed placing of clay pit in 1.1
02/03/2020
  - Added raw clay bricks that dry to dry clay bricks.
  - Increased ice creation speed for ice creation staion
  - Decreased ice consumption rate of freezer box
05/03/2020
  -integration with quarry
  -buffed books 4x
  -patched emrasures for combat extended
07/03/2020
-added early religions
-religion symbols now have their effects(If you worship god of random - rest in pieces. Or not.)
  -totems are just used to pray at, have fixed chance to remove negative thoughts
  -random god may trigger random storyteller event (or not)
  -creator praying may restore missing body parts (i should add disease healing also)
  -pang li heals injuries, does not heal them fully (only obtainable through rewards)
-added tech tree changes and descriptions by Rudo
08/03/2020
-RF bridges integration
22/03/2020
-added a lot more primitive stuff
-changed research
-added animal traps
-raw smokeleaf and psychoid are now proper drugs (requires fresh start)
-siege is temporary disabled for medieval factions
-quarry gives stones properly now
-coal is used mostly for heavy machinery
-slight vegetable garden patches to prevent errors
-doors expanded support
-more integrations
-removed shovel
-clay pit now can be properly placed
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 23, 2020, 02:51:59 PM
Quote from: Rudo on March 23, 2020, 01:33:13 AM
Hey Vovik, I'll work on getting this update on steam. Would you mind putting a .txt in the mod documenting all the changes as you go so I can check for grammar etc. I'd appreciate it :)
Ok
Quote from: Canute on March 23, 2020, 03:04:42 AM
I suggest to put the all the update notes at the first posting into a [ code] block
then it looks like
Thanks
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 23, 2020, 04:19:25 PM
@vovik

Was the Totem Pole (aka Nature Worshiping spot) removed? I cannot find it anymore in the architect menu.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 23, 2020, 07:53:29 PM
Quote from: Hydromancerx on March 23, 2020, 04:19:25 PM
@vovik

Was the Totem Pole (aka Nature Worshiping spot) removed? I cannot find it anymore in the architect menu.
Totems are makeable through crafting at crafting spot or artisan station. It should show up there as far as i rememeber, same as other religion symbols.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 23, 2020, 09:44:08 PM
I see it now. Before you could directly build it. Thanks!
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 25, 2020, 01:11:45 PM
Bump.
Doors have a slight intresting mechanism of work, it will take time to implement the "gas airlock" properly.
Title: Re: [1.0/1.1] Early Times mod
Post by: Rudo on March 29, 2020, 11:53:49 AM
I updated the steam version to the latest version here. Someone has mentioned that they are having duplicate items in game and errors in the logs. Has anyone else experienced this?

Edit: also the first shelter tech buildings do not count as indoors.

Edit 2: I've fixed both issues. One was my fault and the other was fixed by changing the wall fill percentage to 1.

Here's an updated version: https://drive.google.com/open?id=1zMrQ3D1tcsEzQVGhT6ZIdcuqL5NX2IAs

Edit 3: Stone ovens are refuelable but not usable for cooking. It doesn't have a WorkGiverDef, though I updated the steam version with the fix.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 30, 2020, 03:52:52 AM
Ok, thanks, will merge those fixes. About simple coal complaints - for me its working fine, i have single coal chunks resource and coal minables, uploaded latest version of simple coal just to be safe.
Title: Re: [1.0/1.1] Early Times mod
Post by: Rudo on March 31, 2020, 01:33:48 AM
So there's a bunch of issues going on with medieval tech buildings. Catapaults and murderholes apparently can't be placed and murderholes don't even have a blueprint icon. I think maybe it would be a good idea to be testing to make sure existing things are working before trying to add more. There's a lot of instability in this mod and adding more before the base is even working properly is just going to create more issues.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 31, 2020, 01:46:36 PM
So i have been very hopeful for this project. However the way is been done has been bothering me a bit. So much is just re-releasing existing mods. I was hoping it would be more of like a synergy with them. In addition other mods i very much like to use have been conflicting. Such as ZARS Tribalism. And as i can see Medieval stuff is not doing so well. So I have a bit of a strange request. Could you make a "Lite" version that only includes new content? What i mean is content not in any other released mod. It basically would include ...

- Totem Pole Shrine
- Neolithic Table and Stool
- Neolithic Beds
- Neolithic Tools and Toolbox

That's about all i can think of that is not already covered in Medieval Times, ZARS Tribalism or other mods out there. In short perhaps rather than including all of these mods into your mod you should instead add dependencies to them. Then do your tweaks to the mods. That way you have less to fix.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 31, 2020, 05:07:27 PM
Quote from: Hydromancerx on March 31, 2020, 01:46:36 PM
That's about all i can think of that is not already covered in Medieval Times, ZARS Tribalism or other mods out there. In short perhaps rather than including all of these mods into your mod you should instead add dependencies to them. Then do your tweaks to the mods. That way you have less to fix.
Sure, i will be doing polishing after i add airlocks, also i tried making a patch to medieval times and early times together... it resulted in whole lot.. no, A TONN of patches where i just screwed my head over and over, so i decided to do it this way. I will be doing separation of tribalism content mod stuff, as it does not need to overlap with mod that has its own "ecosystem of mods" (yes, i thought about that and made this conclusion).

Seems polish time comes sooner than i expected.

Quote from: Hydromancerx on March 31, 2020, 01:46:36 PM
So i have been very hopeful for this project. However the way is been done has been bothering me a bit. So much is just re-releasing existing mods. I was hoping it would be more of like a synergy with them. In addition other mods i very much like to use have been conflicting. Such as ZARS Tribalism. And as i can see Medieval stuff is not doing so well. So I have a bit of a strange request. Could you make a "Lite" version that only includes new content? What i mean is content not in any other released mod. It basically would include ...
I am kinda "re-releasing", rather i upgrade those mod parts - like adding more functionality to totems or shrines except than being just another thing that adds recreation it gains new functionality.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on March 31, 2020, 06:46:03 PM
update:
-added ice/primitive/reinforced arlock
-fixed room issue with primitive wall
-fixed stone oven
-checked coal again, it is working fine

moving to polishing stuff
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 31, 2020, 06:51:38 PM
Well one thing i noticed recently is that the Stone Oven in ZARS Tribalism was broken by Early Times. Which is a shame since that oven works with more recipes from other mods than ET mod's Stone Oven. So I reversed the order from ZARS Tribalism then Early Times to Early Times then Tribalism and it seemed to fix the problem at least for the ZARS Tribalism Stone Oven. One other difference between the two is that ZARS Tribalism Stone oven is a 1x2 while Early Times Stone oven is a 2x2.

As for the Totem Pole i really like that. it makes it not just some decorative thing. Which is why i have still been trying to keep this mod as opposed to just going back to ZARS Tribalism and Medieval Times only. I have been tempted to put the Medieval Times mod back on my mod list and see if i set it after Early Times if it will fix all the Medieval content. Or if it will just crash my game.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on March 31, 2020, 06:59:05 PM
Oh also one recomednned mod that goes well with all of these pre-Instustial mods is this ...

Burn It for Fuel
https://steamcommunity.com/sharedfiles/filedetails/?id=1823276856

You can set any item as fuel and set what fuel-able item uses what. So for instance the Fertile Fields mod gives Plant Scraps so I have fire and stuff be able to use it as a fuel source. In the Apothecary Mod they have tallow so I use those from the RIMkea primitive lamps. And in Dubs Hygiene Mod i can use their water item as fuel for the Passive Cooler. Or from Ancient Rim i can use their Olive Oil for various lamps.

In short this is more of a tip than a request for those like me who like to play the Tribal game in Rimworld.
Title: Re: [1.0/1.1] Early Times mod
Post by: Rudo on April 01, 2020, 12:29:14 AM
I do agree with Hydromancerx about the state and current developement of this mod. I still think this mod is quite interesting and I'd like to see it progress, though tbh I think if you really want this to work you might even want to consider using the assets but starting from scratch. It's so crazy behind the scenes that when I try to fix an issue I'm looking through 5 different people's patches and changes to try and figure what's going on.

I know it might be overwhelming but I can try to help if you're interested in a rework. Since we already have a tech tree worked out we can go through and see what works and then make an appropriate file structure and then sort out the defs and patches from there.

edit: New bug: writing desks cannot be tasked with any bills
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on April 01, 2020, 11:01:48 AM
Quote from: Hydromancerx on March 31, 2020, 06:59:05 PM
Burn It for Fuel
https://steamcommunity.com/sharedfiles/filedetails/?id=1823276856
Cool, no need to implement it myself.

Quote from: Rudo on April 01, 2020, 12:29:14 AM
I know it might be overwhelming but I can try to help if you're interested in a rework. Since we already have a tech tree worked out we can go through and see what works and then make an appropriate file structure and then sort out the defs and patches from there.
First i need to separate zars tribalism stuff, also need to add some compat for updated combat extended, after than a rework is possible. Other than that you are not required to ask my permission to do a rework, i would just ask you to notify me about new version so i can add new features there if needed(in case i add something new that does not exist in that version).

Quote from: Rudo on April 01, 2020, 12:29:14 AM
edit: New bug: writing desks cannot be tasked with any bills
writing books requires research. How pawn will write a book if he does not know how to write?
https://imgur.com/a/AQQq1CL
Title: Re: [1.0/1.1] Early Times mod
Post by: Canute on April 01, 2020, 03:10:32 PM
Making painting on cave wands ? :-)
Making book's is different from the scribing itself. Books need paper/pergament that's the research for.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on April 01, 2020, 03:52:49 PM
Quote from: Canute on April 01, 2020, 03:10:32 PM
Making painting on cave wands ? :-)
Making book's is different from the scribing itself. Books need paper/pergament that's the research for.
Kinda like it. Paperwork is not in the shape it has to be - there will be research for carving tablets, writing overall and then proper paperwork, but thats in a bit of time.

Quote from: Hydromancerx on March 31, 2020, 01:46:36 PM
So i have been very hopeful for this project...
Also i cannot obtain 1.1 version of zars tribalism through steamworkshop.download, i will remove stuff from it - so compat should be made from zars tribalism side(i remember you said its your mod, so its up to you). Of course i would make compat if i had access, but, sadly, i have access only to 1.0 version for now.

Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on April 01, 2020, 11:31:10 PM
Quote from: vovik on April 01, 2020, 03:52:49 PM
Quote from: Hydromancerx on March 31, 2020, 01:46:36 PM
So i have been very hopeful for this project...
Also i cannot obtain 1.1 version of zars tribalism through steamworkshop.download, i will remove stuff from it - so compat should be made from zars tribalism side(i remember you said its your mod, so its up to you). Of course i would make compat if i had access, but, sadly, i have access only to 1.0 version for now.

ZARS Tribalism (https://steamcommunity.com/sharedfiles/filedetails/?id=1820484592) is by dracoix and includes diffrent mods within it much like yours. One of the mods (Primitive Floors) was mine yes, but the mod is by dracoix. He lists stuff in the credits ...

- CREDITS -
- 3DGrunge (Tribal Armor Breastplates)
- Bacon Bits (Pitfall Traps)
- CuproPanda (Earthen Mounds)
- ItchyFlea (Log Walls)
- MasterDihtung (Pottery)
- Mouf (Psychoid Tea and Patchwork Leather)
- Tammabanana (Smokepit)
- Telkir (Stone and Wood Floors)
- TrueDestroyer (Double Sleeping Spot)
- Hydromancerx (Primtivie Floors)
- Diana (Kitty) (Animal Hoods)
- RimRue and Rainbeau Flame (Tribal Raiders)
- Fierydraken (Hay Skirt)
- RimRue, for putting it all together in the first place!
- Rainbeau Flambe for porting it to B18
- dracoix for porting it to B19
- Midnight for unofficially porting it to 1.0
- dracoix for officially porting it to 1.0
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on April 02, 2020, 09:02:29 AM
Quote from: Hydromancerx on April 01, 2020, 11:31:10 PM
ZARS Tribalism (https://steamcommunity.com/sharedfiles/filedetails/?id=1820484592) is by dracoix and includes diffrent mods within it much like yours. One of the mods (Primitive Floors) was mine yes, but the mod is by dracoix. He lists stuff in the credits ...
I dont really care whos mod is this or who done what, really. If or when i get my hands on 1.0-1.1 version i will do proper compat. Or author of that mod does compat. Both are acceptable for end user. If someone gives me me latest 1.0-1.1 version (by any method) i would be grateful and will make compat patches

Bump: finished stuff testing will make gameplay tests later, finishing integration with zars tribalism[1.0] - making hoods to be craftable from actual corpses(immmeeersion).
Title: Re: [1.0/1.1] Early Times mod
Post by: dusiiaczek on April 09, 2020, 11:05:41 AM
I'm getting a lot of duplicates - i tried to fix it, fought with this for about 4h and found nothing. This makes me wanna give up :| (tho duplicates are not that dangerous error, right?) Could you have a look at this? Maybe something will give you an idea where is conflict :< My mod lists (https://gist.github.com/HugsLibRecordKeeper/569116fec9af332e8993529d3c3644d3), duplicates starts around line 1320.

Also getting some "could not resolve cross-reference" with RimCuisine 2 (https://steamcommunity.com/sharedfiles/filedetails/?id=1833592062). Dunno what this means - items still appearing in game, so i guess also not really dangerous? RimCuisine 2 is pretty great for tribe run, adds a lot of ways to preserve food -> dried meat and fruit, pickled vegetables, hard track, cheese.

And question - i found StuffedDoll in Unused folder, is it possible that you could add it to... "used" things? :P

Tho mod looks great! Thanks for adding it, I hope you will still work on it ;)
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on April 09, 2020, 11:23:51 AM
Quote from: dusiiaczek on April 09, 2020, 11:05:41 AM
I'm getting a lot of duplicates - i tried to fix it, fought with this for about 4h and found nothing. This makes me wanna give up :| (tho duplicates are not that dangerous error, right?) Could you have a look at this? Maybe something will give you an idea where is conflict :< My mod lists (https://gist.github.com/HugsLibRecordKeeper/569116fec9af332e8993529d3c3644d3), duplicates starts around line 1320.

Also getting some "could not resolve cross-reference" with RimCuisine 2 (https://steamcommunity.com/sharedfiles/filedetails/?id=1833592062). Dunno what this means - items still appearing in game, so i guess also not really dangerous? RimCuisine 2 is pretty great for tribe run, adds a lot of ways to preserve food -> dried meat and fruit, pickled vegetables, hard track, cheese.

And question - i found StuffedDoll in Unused folder, is it possible that you could add it to... "used" things? :P

Tho mod looks great! Thanks for adding it, I hope you will still work on it ;)

some other mod adds comp node without regard for already existing - this is about comp errors,
for example adds "affected by facilities" with current facilities:
                <li>ToolCabinet</li>
                <li>ToolCabinetA</li>
                <li>ToolCabinetB</li>
                <li>ToolCabinetC</li>

strawberry is probably about about vegetablegarden, i've done some minor fixes, yet another mod modifies it

"could not resolve cross-reference" - my mod removes "pemmican" research and separates food research into tiers - beginning from roasting meat&potatoes and to food smoking and lavish meals, it does not have pemmican, yet if research project is not present game defaults to recipe availiable outright.

Stuffed doll - if someone introduces an idea how to use it or i will come up with an idea then yes, most probaby no? I will think about it when i will have time. Currently im busy adding compat for few different mods.

Edit: I would really like to know what mod adds duplicate comp in such brute force way, it is really breaking how things should behave.
Edit2: noticed errors about modid - where the hell references, mod id and other 1.1 stuff went from mod information O_o?
Title: Re: [1.0/1.1] Early Times mod
Post by: dusiiaczek on April 09, 2020, 02:16:14 PM
Thank you for such a fast reply! So I tested some more with turning mods off/on and it turns out it was ZARS Tribalism. RimCuisine was obvious that it caused a problem with pemmican. The only duplicate left is "WaterShallow", does your mod even touch water? O.o

Stuffed doll could give small boost for comfort when placed near bed like end table. I'm playing with mod that adds children and I thought it could be nice decoration for their bedrooms but I understand if you have better stuff to do :)
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on April 09, 2020, 03:08:53 PM
Oookay then, signing that in.
I'm making patches for zars tribalism, havent encountered strange issues with cabinets.
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on April 10, 2020, 03:47:17 PM
@vovik

(https://steamuserimages-a.akamaihd.net/ugc/1012689315286938969/07B6F74316E13F9A756F9FAF5BFBB896DF60E597/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

There is a mod called the Kakamora (https://steamcommunity.com/sharedfiles/filedetails/?id=2054568235) that has some great primitive weapons perfect for this mod. However they are not craftable. Could you possibly make recipes for them to make them craftable in your mod if you use both mods?
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on April 11, 2020, 06:14:04 AM
Quote from: Hydromancerx on April 10, 2020, 03:47:17 PM
@vovik
There is a mod called the Kakamora (https://steamcommunity.com/sharedfiles/filedetails/?id=2054568235) that has some great primitive weapons perfect for this mod. However they are not craftable. Could you possibly make recipes for them to make them craftable in your mod if you use both mods?

Seems i will need to add bones after all. Ok, neat.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on April 18, 2020, 04:06:37 PM
Update: 18/4/2020
-many fixes
-zars tribalism integration
-not compatible with zars production spots
Title: Re: [1.0/1.1] Early Times mod
Post by: Hydromancerx on April 19, 2020, 03:26:58 AM
@vovik
Could you add integration for bone marrow (bone mod) made at the butcher spots?
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on April 19, 2020, 08:23:18 AM
Quote from: Hydromancerx on April 19, 2020, 03:26:58 AM
@vovik
Could you add integration for bone marrow (bone mod) made at the butcher spots?
Ok, will do, a link please to that mod?
Title: Re: [1.0/1.1] Early Times mod
Post by: Canute on April 19, 2020, 08:40:38 AM
I think he mean this
https://steamcommunity.com/sharedfiles/filedetails/?id=1180573408
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on April 19, 2020, 04:47:43 PM
Oh, that one! Thanks. I did not make any compat with it cause it already added bones, yet if you insist.
Title: Re: [1.0/1.1] Early Times mod
Post by: paradoxmeem on April 30, 2020, 11:33:06 AM
will compatibility with the vanilla expanded mods be added? a fair amount of the pre industrial weapons and armor duplicate, alongside the research being iffy
Title: Re: [1.0/1.1] Early Times mod
Post by: Kabloey on May 05, 2020, 01:39:39 PM
Hey, did this mod removes the brewery?

If so, then it is completely incompatible with VGP, particularly Garden Drinks, because that mod requires you to have a brewery to make the other precursors.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on May 20, 2020, 07:39:25 PM
Quote from: paradoxmeem on April 30, 2020, 11:33:06 AM
will compatibility with the vanilla expanded mods be added? a fair amount of the pre industrial weapons and armor duplicate, alongside the research being iffy
vanilla extended? i encountered some such mods, not sure which you meant and yes, some will get compat

Quote from: Kabloey on May 05, 2020, 01:39:39 PM
Hey, did this mod removes the brewery?

If so, then it is completely incompatible with VGP, particularly Garden Drinks, because that mod requires you to have a brewery to make the other precursors.
Good to know, im yet to make proper vgp compat
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on May 20, 2020, 07:41:50 PM
21/05/2020
-small mics updates
-fix errors
-slight nerf to catapult
-added proper combat extended compat mod
Title: Re: [1.0/1.1] Early Times mod
Post by: Ogre on May 29, 2020, 01:48:44 AM
I installed this mod and "Simple coal mod", but the dependency was still missing.
Adding "<packageId>Vovik.Coal</packageId>" to the coal mod's About.xml fixed that.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on May 30, 2020, 07:22:12 PM
31 may 2020
-ice 1.1 compat
-ice updates on ice structures

Quote from: Ogre on May 29, 2020, 01:48:44 AM
I installed this mod and "Simple coal mod", but the dependency was still missing.
Adding "<packageId>Vovik.Coal</packageId>" to the coal mod's About.xml fixed that.
i forgot to upload fixed coalsimple, now uploaded.
Title: Re: [1.0/1.1] Early Times mod
Post by: ThePerroZX on May 31, 2020, 12:43:39 AM
Hey! I like your mod very much, but i would like to ask you something...

Can you upload it to Github and/or make a proper mod features list/explanations, compatibility checks and issues and changelogs?

It´s very difficult to make a update trace...
Same with coal mod... i dont know what does it add...
Title: Re: [1.0/1.1] Early Times mod
Post by: Ogre on May 31, 2020, 06:53:51 AM
Quote from: vovik on May 30, 2020, 07:22:12 PM
i forgot to upload fixed coalsimple, now uploaded.
Thanks. The update works fine.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on May 31, 2020, 07:39:12 AM
Quote from: ThePerroZX on May 31, 2020, 12:43:39 AM
Hey! I like your mod very much, but i would like to ask you something...

Can you upload it to Github and/or make a proper mod features list/explanations, compatibility checks and issues and changelogs?

It´s very difficult to make a update trace...
I will do it eventually.
Update log is contained in main folder of mod, however it does not include file updates.
Other from that i sometimes make small mistakes and misspelings that result in errors andits easier to make sneak updates to correct that.
Quote from: ThePerroZX on May 31, 2020, 12:43:39 AM
Same with coal mod... i dont know what does it add...
About coal mod - it adds coal and coalifies some buildings, nothing more. In future it will be remade into compat with other mods that contain coal. It is really easier just to makeit into another mod and focus on compat for little amount of things.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on June 27, 2020, 05:50:34 AM
update
26/06/2020
-rimworld bone mod integration
-proper shotguns integration
-autorefuel hopper
-wax, candles, chandellers
Title: Re: [1.0/1.1] Early Times mod
Post by: lordqarlyn on August 12, 2020, 04:32:52 AM
Now we just need this mod ready for 1.2 now lol.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on August 15, 2020, 11:01:22 AM
Quote from: lordqarlyn on August 12, 2020, 04:32:52 AM
Now we just need this mod ready for 1.2 now lol.
Got some free time, completing scrolls, will update to 1.2 alogside with scroll additions.
Title: Re: [1.0/1.1] Early Times mod
Post by: paradoxmeem on August 18, 2020, 09:58:52 AM
do i need the simple coal mod or will any coal from other mods work?
also, compatibility with the clockwork mod would be nice.
Title: Re: [1.0/1.1] Early Times mod
Post by: Canute on August 18, 2020, 10:51:04 AM
Just because they have the same display name, they don't need to be the same for rimworld.
The the mod refer to coal from simple coal no other coal will be recognized until the mod author add a patch for that mod, so his mod accept that coal.
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on August 18, 2020, 01:49:06 PM
Quote from: paradoxmeem on August 18, 2020, 09:58:52 AM
do i need the simple coal mod or will any coal from other mods work?
also, compatibility with the clockwork mod would be nice.
link please?
Title: Re: [1.0/1.1] Early Times mod
Post by: vovik on August 18, 2020, 02:09:27 PM
update 18 aug 2020
-added proper paper recipes
-paper is used in costruction
-added scrolls
-balanced books
-made fire and ash kickers less annoying
Title: Re: [1.0/1.1] Early Times mod
Post by: paradoxmeem on August 19, 2020, 04:18:21 AM
Quote from: vovik on August 18, 2020, 01:49:06 PM
Quote from: paradoxmeem on August 18, 2020, 09:58:52 AM
do i need the simple coal mod or will any coal from other mods work?
also, compatibility with the clockwork mod would be nice.
link please?

https://steamcommunity.com/workshop/filedetails/?id=1736127702
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on August 19, 2020, 12:47:44 PM
This could be an intresting vector of civilization development to patch in... hmmm.
Title: Re: [1.0-1.2] Early Times mod
Post by: Canute on August 19, 2020, 03:07:38 PM
Steampunk is the prestep before electricity. The mod even got automata (robots). And i don't think the whole thing would fit into these medivial settings and balance.
Steampunk overall is a nice settings, and i rather would play it alone, then in a medivial setting.
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on August 20, 2020, 03:06:19 AM
No, i think that steampunk is not prestep, its  rather an another vector of development (aka dishonored, thief series, bthey are billions etc.. these existed together there). i will make stuff so you dont need to develop electricity to develop hi-tech research (hi-tech bench will be like large mechanical calculator in this case). Who needs electricity, pfft. Also i have an idea of making remote tesla towers for even ANOTHER vector of development, but this is for totally another mod.
Edit: who needs electricity when we can have stempunk?
Title: Re: [1.0-1.2] Early Times mod
Post by: Canute on August 20, 2020, 03:42:36 AM
Noone ! :-)
I got once the idea about a potter who try out new material. He created a cup which allways slowly spin and he couldn't even stop it when he try to fix it with his hands or fixing tools.
He sold the recipe to an alchemist and so start the age of clockworth with unlimited mechanical energy.
But honestly, an automata with a mechanical brain/inteligence ? Ok, maybe together with some magic and soulcrystal as controlmechanic.

Title: Re: [1.0-1.2] Early Times mod
Post by: paradoxmeem on August 20, 2020, 05:28:21 AM
just thought it'd be interesting to have steam power and the steam research bench a prereq for mechanization, and coal compatibility or something like that
Title: Re: [1.0-1.2] Early Times mod
Post by: Hydromancerx on August 28, 2020, 12:49:56 AM
So the tailoring spot disappeared from the ZARS Tribalism mod. Did this mod alter that?

Also i can't find the deer hood.

EDIT:


  <li Class="PatchOperationRemove">
<xpath>/Defs/ThingDef[defName = "Apparel_DeerHood"]</xpath>
  </li>


So i talked to Dracoix and he showed me where the patch info was. So why was the deer hood removed?
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on August 28, 2020, 04:20:58 PM
Well, i could not find how to make deer hood makeable only from male deers. I could use some explaining how to do it and then it will be made properly, till then.. well, i can make it makeable from any deer if you wish.
Edit: yes, i did remove tailoring spot and moved recipes to standart crafting one. I dont see any other difference in constructing specialized crafting spots and making 2 separate defs other than latter adding more structure defs.
Title: Re: [1.0-1.2] Early Times mod
Post by: Canute on August 28, 2020, 04:28:37 PM
Doesn't only male elephants drop tusk ?
Couldn't you made this that only male deer drop the required material when you butcher them ?
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on August 28, 2020, 04:35:08 PM
Oh, found this! Okkay, thats another way to mke this properly, thanks! I havent butchered any elephant so i did not notice. And that solves problem of having head on place! Thanks.
Title: Re: [1.0-1.2] Early Times mod
Post by: Hydromancerx on August 28, 2020, 10:04:18 PM
Quote from: vovik on August 28, 2020, 04:20:58 PM
Well, i could not find how to make deer hood makeable only from male deers. I could use some explaining how to do it and then it will be made properly, till then.. well, i can make it makeable from any deer if you wish.
Edit: yes, i did remove tailoring spot and moved recipes to standart crafting one. I dont see any other difference in constructing specialized crafting spots and making 2 separate defs other than latter adding more structure defs.

Well the Deer Extension mod drops antlers. Perhaps integrate that mod.

(https://steamuserimages-a.akamaihd.net/ugc/914668002615063821/014637EDF3ADECBBAD452CC18AA4AFD57D1839A1/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

Deer Extension Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1336473924


Summary
1.Butcher juvenile male deer can get pilose antler.
2.Butcher adult male caribou can get caribou horn.
3.Caribou horn can be made into caribou horn artware.
4.Elk and Caribou become pack animals.
5.Adult male Elk can product musk.
6.Musk can be made into sachet. (Sachet: A kind of small pocket which is filled with musk. It can be carried on the body and full of aromatic, relax your body and soothe your mood.)


EDIT: looks like Westerado had antler/horn drops too. It is still 1.0 though.

Westerado
https://steamcommunity.com/sharedfiles/filedetails/?id=1613533435
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on September 02, 2020, 03:15:05 PM
Update:
+research patches to allow skipping electricity
+early adv component recipe (what was the first - chicken or the egg? advanced component or fabrication bench?)
+added terrain modification(fertilize, stony soil refinement, making beaten path, etc), for real, these terrain modifications are there for good and do not influence colony wealth
+added crushed stones of any kind
+allowed to throw rocks
+added stuffed bear for comfy bedrooms

+updated patches to incorporate zars tribalism properly - hoods are now butcherparts when in par with early times
Title: Re: [1.0-1.2] Early Times mod
Post by: Canute on September 19, 2020, 01:58:31 PM
Not sure if Rudo still update the steam version.
But i notice "Blue Tabard" has no resource cost list (steam version), currently i don't know if this a mistake from vovik or Rudo.
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on September 20, 2020, 08:38:25 AM
Thats my mistake - i did put stuff categories in wrong place when subclassing. Thanks for reporting.
Title: Re: [1.0-1.2] Early Times mod
Post by: Canute on September 20, 2020, 10:55:33 AM
About walls/material, i hope all are from Early Times since i used some other mods too.
Simple Walls:
Stone  250HP
Brick  240HP
Ceramic 65HP

Wall:
Stone 450HP
Brick 435HP
Ceramic 120HP

My question, could it be that you exchange the stats of Bricks and Clay bricks (Ceramic) ? Shouldn't the bricks be stronger then clay bricks from the description ?

Could you check the Clay pit building ? I couldn't build it proper. I only can blueprint it at a dig/mineable mountain and the mountain tiles get flag for mining too. When the pawn digged the first tile the blueprint vanish.
Ok just notice, on plain area i need to have water next to it, then the construction works there.
But what's about the placement at the mountain ? Bug,intend or mod conflict maybe ?

Maybe a request.
It is possible to put all furniture from one kind into one button ?
Got Bed,Fur bed,slab bed, Neolithic rest spot and all got affected by end table and dresser.
That made the overview pretty hard.
I think i saw such a selection method at a mod once, but can't remember it.

Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on September 21, 2020, 06:37:07 AM
Quote from: Canute on September 20, 2020, 10:55:33 AM
My question, could it be that you exchange the stats of Bricks and Clay bricks (Ceramic) ? Shouldn't the bricks be stronger then clay bricks from the description ?
Bricks = heat treated clay, ceramic is adjectile for stuff made from dried clay - this for made for possibility to make ceramic composite flak stuff - for exellent projectile protection (there are ceramic composite armours availiable by now that protect up to direct sniper bullet hit, but not very durable because... reasons), so i made it this way. And low ceramic buildings health is made so that it represents mud house - cheap to make, does not need wood, inflamable, etc. I wanted to make heat treated clay bricks to be cheaper and time effective replacement for making stone walls and early substitute for building inflamable stuff (i will examine and refine costs and characteristics of most stuff once i make all features i want - final polish).
Oh, did i forget to add heat treated brick floor(dont remember)?

Quote from: Canute on September 20, 2020, 10:55:33 AM
Could you check the Clay pit building ? I couldn't build it proper. I only can blueprint it at a dig/mineable mountain and the mountain tiles get flag for mining too. When the pawn digged the first tile the blueprint vanish.
Ok just notice, on plain area i need to have water next to it, then the construction works there.
But what's about the placement at the mountain ? Bug,intend or mod conflict maybe ?
I will add proper description - should be placed on diggable soil near water and cannot be dug up on stone (i did add natural stone tiles to this, but im not sure about modded grounds).

Quote from: Canute on September 20, 2020, 10:55:33 AM
Maybe a request.
It is possible to put all furniture from one kind into one button ?
Got Bed,Fur bed,slab bed, Neolithic rest spot and all got affected by end table and dresser.
That made the overview pretty hard.
I think i saw such a selection method at a mod once, but can't remember it.
Possible to put that into one designation category(similar as flagstone - for beds), but all mods will need to respect that designation. Though there is an exception/error with buildings that have no cost and have designation category(this is reason why all terraforming has cost). Untill this error is removed this request will be implemented partially.
Title: Re: [1.0-1.2] Early Times mod
Post by: Canute on September 21, 2020, 07:02:50 AM
QuoteI wanted to make heat treated clay bricks to be cheaper and time effective replacement for making stone walls
But did you notice the HP value ?
Currently these are not worth to be used as wall, the plain clay bricks give better walls.
Not sure about the floors, i got brick and adobe for flag/stone tiles.
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on September 21, 2020, 12:22:11 PM
Brick wall = heat-treated clay, must be cheaper and more cost-effective than stone blocks (i will ensure that when i will do final balance touches).
>in code: <MaxHitPoints>1.45</MaxHitPoints>

Ceramic wall = mud wall, it should have less hp, jsut because it is plain "mud" wall.
>in code: <MaxHitPoints>0.4</MaxHitPoints>

Quote from: Canute on September 20, 2020, 10:55:33 AM
About walls/material, i hope all are from Early Times since i used some other mods too.
Simple Walls:
Stone  250HP
Brick  240HP
Ceramic 65HP

Wall:
Stone 450HP
Brick 435HP
Ceramic 120HP
as far as i can tell ceramic or mud wall is less in HP than brick wall as intended.
Also brick walls have smaller value to ensure smaller raids (...kind of smaller, i do remember that players tend to hoard high quality stuff so that cost reduction negligible, yet i still do such little balance stuff) and have nearly same hp amount as stone walls and waaay faster build time.

Edit: ceramic adjectile is placed on items made from dried clay because i wanted to have "ceramic" adjective on armors and "clay flak vest" does not sound, while "ceramic wall" is negligible price... sort of
Title: Re: [1.0-1.2] Early Times mod
Post by: Canute on September 21, 2020, 12:55:08 PM
Unless some other mod at my list change something.
Brick walls are made from Clay bricks, these are the ones the you get from the Clay pit.
Ceramic walls are made from Bricks, these are made from clay bricks at some fire.

So what is the use/sense of Bricks when walls,furniture got alot less HP and no other bonus like beauty at example.

Your "ceramic" isn't placed on items made from dried clay, it is placed on fire burned clay (bricks).

All your arguments are right, that is why i asked if you maybe exchanged Clay bricks with bricks at first.
Maybe change "Brick" adjectile  into "Mud" and "Ceramic" into "Brick", i don't think anyone would made a flak vest out of bricks ! :-)
Ceramic used at vests maybe need a different production process (not to speak about tech level, i don't think porcelain are that good for armor/weapons).


Edit:
The ice box are a neat thing.
But what do you think about a variation like the RimFridge ?
Storage container 1x1 or 1x2, but instead of power it need ice blocks.
Since it don't need to cool the enviroment it should be a bit effectiv, just 10 ice block's for 3,7 days.
So you can place these next to the table's and pawn's don't need to take the meal out of the coolroom.
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on September 22, 2020, 01:33:24 PM
Well, that seems strange
(https://imgur.com/blE3pq7)
(https://imgur.com/Uph7yDU)

https://imgur.com/a/JIDBMKV
Here is a comparison of ceramic stuff and brick stuff,i just firsthandedly tested, first made clay pit then dug bricks, dried them, built ceramic wall (brown one), then made some bricks at campfire and made another brick wall, then again placed both blueprints - clay wall above and brick wall below, still seems normal. According to this experiment i must say that your version isnt quite right.

Quote from: Canute on September 21, 2020, 12:55:08 PM
Unless some other mod at my list change something.
Brick walls are made from Clay bricks, these are the ones the you get from the Clay pit.
Ceramic walls are made from Bricks, these are made from clay bricks at some fire.
Please check MedTimes_Resource_DryClayBricks (clay bricks) and MedTimes_Resource_Bricks (heat treated bricks) in 1.1-1.2/defs/ThingDefs_Items/MedTimes_Resource_Stuff.xml these seem not quite rightin your version - it is fine in my version and i havent visited that file for quite some time.

Quote from: Canute on September 21, 2020, 12:55:08 PM
Edit:
The ice box are a neat thing.
But what do you think about a variation like the RimFridge ?
Storage container 1x1 or 1x2, but instead of power it need ice blocks.
Since it don't need to cool the enviroment it should be a bit effectiv, just 10 ice block's for 3,7 days.
So you can place these next to the table's and pawn's don't need to take the meal out of the coolroom.
Oooh, suggestions, thanks. Rimfrige uses harmony patches, i will make compat for that, otherwise i will not include harmony in this mod - i want it to stay standalone. Though, in case, if i will be doing harmony patches it will be made as a separate mod with compatability.
Title: Re: [1.0-1.2] Early Times mod
Post by: Canute on September 22, 2020, 04:00:34 PM
QuoteWell, that seems strange



https://imgur.com/a/JIDBMKV
Here is a comparison of ceramic stuff and brick stuff,i just firsthandedly tested, first made clay pit then dug bricks, dried them, built ceramic wall (brown one), then made some bricks at campfire and made another brick wall, then again placed both blueprints - clay wall above and brick wall below, still seems normal. According to this experiment i must say that your version isnt quite right.
*knee before vovik*
My apology, i retest and verify your test.
I was myself 100% sure it was an exchange of the material.
Maybe rename "Clay bricks" into "Clay blocks" so it is different from Bricks.

If you want patch Rimfridge ok. But i thought more at an own furniture for you.
Or just reuse the fancy icebox for this.
I don't think anyone would place the nice looking fancy box into his coldroom which is full of ugly corpse,meat and other stuff.
But as fridge for the dinning room it could do a nice job.
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on September 28, 2020, 04:07:55 PM
Quote from: Canute on September 22, 2020, 04:00:34 PM
If you want patch Rimfridge ok. But i thought more at an own furniture for you.
Or just reuse the fancy icebox for this.
I don't think anyone would place the nice looking fancy box into his coldroom which is full of ugly corpse,meat and other stuff.
But as fridge for the dinning room it could do a nice job.
Ok, i made a crude fridge exactly for rottable stuff. Thanks for idea.
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on October 01, 2020, 04:37:12 PM
Update 01/10/2020
+added bookshelf rack for scrolls and books
>chemistry update
+added glass
+added proper cement(concrete)
+added sand
+added water terraform
+made murder hole research change
+made light reflector radius buff
+made meditation stuff changes and patches
+now some neolitic structures ignored for natural meditation
+added proper chandeller stuff
+added proper fridge stuff
+changed and fixed a lot of other mics stuff

Edit: Oh, i forgot to mention that random shrine now has 50% percent to create an incident. Perfect for randy playthroughs. Have fun. Mhahah. Mhehh.
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on November 10, 2020, 06:53:27 PM
Added more compatability:
Quarry 1.1
Doors Expanded
Gimmicks
Rim of Madness - Bones
VGP Garden Gourmet
ZARS Tribalism
TribalInstruments
Simple chains: steel
Simple chains: leather
Simple chains: lumber
Medieval times: tools of the trade
RimWriter - Books, Scrolls, Tablets, and Libraries
RimWriter - Books, Scrolls, Tablets, and Libraries (continued)
Musical Instruments
Musical Instruments (Continued)
[RF] Concrete
[RF] Concrete (Continued)
[RF] Advanced Bridges
[RF] Advanced Bridges (Continued)
[WD] Simple Concrete
[JPT] Burn It for Fuel
[XND] Proper Shotguns
[XND] Survival Tools
Title: Re: [1.0-1.2] Early Times mod
Post by: Chaos17 on December 05, 2020, 08:20:48 PM
Hello,

I tried your mod in a new game and I am getting this error:

XML error: <acceptTerrainSourceFilth>true</acceptTerrainSourceFilth> doesn't correspond to any field in type TerrainDef. Context: <TerrainDef ParentName="Floor"><layerable>true</layerable><affordances><li>Light</li><li>Medium</li><li>Light</li><li>Medium</li></affordances><statBases><WorkToBuild>20</WorkToBuild><Flammability>3</Flammability></statBases><fertility>0</fertility><constructEffect>ConstructDirt</constructEffect><terrainAffordanceNeeded>Light</terrainAffordanceNeeded><designationCategory>Floors</designationCategory><acceptTerrainSourceFilth>true</acceptTerrainSourceFilth><defName>HayFloor</defName><label>hay floor</label><renderPrecedence>260</renderPrecedence><description>Cheapest flooring possible.</description><texturePath>Things/Building/Floors/HayFloor</texturePath><resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed><costList><Hay>3</Hay></costList><researchPrerequisites><li>TS_IndoorFlooring</li></researchPrerequisites></TerrainDef>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()



My Mod list
Harmony (https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)
RIMMSAssemble (https://steamcommunity.com/sharedfiles/filedetails/?id=1780241645)
Core
Royalty
JecsTools (Unofficial) (https://steamcommunity.com/sharedfiles/filedetails/?id=2195729899)
HugsLib (https://steamcommunity.com/sharedfiles/filedetails/?id=818773962)
D9 Framework (https://steamcommunity.com/sharedfiles/filedetails/?id=2037445541)
Humanoid Alien Races 2.0 (https://steamcommunity.com/sharedfiles/filedetails/?id=839005762)
Children, school and learning (https://steamcommunity.com/sharedfiles/filedetails/?id=1541438230)
Babies and Children (https://steamcommunity.com/sharedfiles/filedetails/?id=2156451266)
Dress Patients (https://steamcommunity.com/sharedfiles/filedetails/?id=1667901146)
Age Matters 2.0 (https://steamcommunity.com/sharedfiles/filedetails/?id=2264291966) [1.2]
Doors Expanded (https://steamcommunity.com/sharedfiles/filedetails/?id=2195733555) (Dev)
ToolBox (https://steamcommunity.com/sharedfiles/filedetails/?id=2016186459)
[SYR] Universal Fermenter (https://steamcommunity.com/sharedfiles/filedetails/?id=2073225100)
Easy Extra Apparel Layers (https://steamcommunity.com/sharedfiles/filedetails/?id=2212276413)
Hats Display Selection (https://steamcommunity.com/sharedfiles/filedetails/?id=1542291825)
De-generalize Work (https://steamcommunity.com/sharedfiles/filedetails/?id=2011655761)
EdB Prepare Carefully (https://steamcommunity.com/sharedfiles/filedetails/?id=735106432)
Early Times


Full report
https://gist.github.com/HugsLibRecordKeeper/63698d39e0511be483066bb055cacd35 (https://gist.github.com/HugsLibRecordKeeper/63698d39e0511be483066bb055cacd35)
Title: Re: [1.0-1.2] Early Times mod
Post by: Canute on December 06, 2020, 05:11:16 AM
Chaos17,
you use the steam version right ?
I am even geting more error's then that.
https://gist.github.com/a59bf2354321c64e1580d3f327664180


Title: Re: [1.0-1.2] Early Times mod
Post by: Chaos17 on December 07, 2020, 07:51:01 AM
Yes, I do use the Steam version.
Why?

Edit: I meant I use Steam Version of the mod but not the game. I use drm free version.
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on December 09, 2020, 08:13:49 AM
Quote from: Chaos17 on December 05, 2020, 08:20:48 PM
Hello,

I tried your mod in a new game and I am getting this error:

XML error: <acceptTerrainSourceFilth>true</acceptTerrainSourceFilth>
[/quote]


That is ignorable - i added hay floor and forgot to remove that when synchronizing 1.0 - 1.1-1.2 versions

Quote from: Canute on December 06, 2020, 05:11:16 AM
Chaos17,
you use the steam version right ?
I am even geting more error's then that.
https://gist.github.com/a59bf2354321c64e1580d3f327664180
Again, when synchronizing i dupped some files, thats why dupped thingdefs pop up.
Will recheck ludeon version. Steam version has only filth error.
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on December 31, 2020, 04:51:26 PM
Update:
+ceramic armors patch
+proper medieval artillery
+rimworld westernization project
+rf bridges continued patch
+Clockwork And Steam
+upgrade terraforming tech descriptions
+[1.0/1.1/1.2] Early Firearms Mod 0.8.3
+[1.0,1.1]Simple Mining Extension [Formerly ore processing]
+[1.1]Ancient Rim
+tribal signal fire
+[Ry]Rimcraft Metals
+Cupro's Alloys

P.S. Have not encountered any duplicates or strange errors when testing
Title: Re: [1.0-1.2] Early Times mod
Post by: terror51247 on January 01, 2021, 04:41:24 PM
Can i use this mod together with combat extended and early firearms? Will the guns from early firearms have ammo?
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on January 01, 2021, 06:01:12 PM
Quote from: terror51247 on January 01, 2021, 04:41:24 PM
Can i use this mod together with combat extended and early firearms? Will the guns from early firearms have ammo?
This mod has no compatability with latest combat extended currently.
It had with previous versions. Latest combat extended support is planned.
Early firearms mod is compatible.
Though if Early firearms, combat extended and Early times are used in conjunction - artillery from firearms which will not support combat extended artillery behavior untill i make a proper combat extended support.
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on January 02, 2021, 10:12:38 AM
Quote from: Canute on December 06, 2020, 05:11:16 AM
Chaos17,
you use the steam version right ?
I am even geting more error's then that.
https://gist.github.com/a59bf2354321c64e1580d3f327664180
found it - defs accidentally duplicated into 1.1 folder from 1.1-1.2
Title: Re: [1.0-1.2] Early Times mod
Post by: Canute on January 02, 2021, 10:59:25 AM
*applause*
Another error free mod, even when these error's wasn't that worse ! :-)
Title: Re: [1.0-1.2] Early Times mod
Post by: Canaris on January 24, 2021, 07:51:41 AM
Just FYI - Empire mod bugs out when run with Early Times :(
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on January 26, 2021, 05:16:41 PM
Quote from: Canaris on January 24, 2021, 07:51:41 AM
Just FYI - Empire mod bugs out when run with Early Times :(
links please
Title: Re: [1.0-1.2] Early Times mod
Post by: Canaris on February 02, 2021, 02:31:21 AM
Quote from: vovik on January 26, 2021, 05:16:41 PM
Quote from: Canaris on January 24, 2021, 07:51:41 AM
Just FYI - Empire mod bugs out when run with Early Times :(
links please
I dont have any, it just break the functionality of Empire and every settlement you create isnt listed and you cant do anything with it - it basically acts as just another allied settlement.
Supposedly it has something to do with research as the Empire creator stated because his mod supposedly doesnt play well with mods that change research ( but somehow works fine with all of my other 300 mods ).
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on February 05, 2021, 01:18:57 PM
Quote from: Canaris on February 02, 2021, 02:31:21 AM
I dont have any, it just break the functionality of Empire and every settlement you create isnt listed and you cant do anything with it - it basically acts as just another allied settlement.
Supposedly it has something to do with research as the Empire creator stated because his mod supposedly doesnt play well with mods that change research ( but somehow works fine with all of my other 300 mods ).
Well, maybe it is because this mod add some medieval factions? will look into it when i have time.
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on March 03, 2021, 04:23:20 PM
update 03/03/2021
-added natural walls terraforming
-added [hlx] regrowth compat
-added possiblity to repair most natural buildings
-added possibility to dry out meat naturally when harmony is installed alongside
Title: Re: [1.0-1.2] Early Times mod
Post by: paradoxmeem on July 19, 2021, 01:21:07 PM
hello, just wondering if any work on a 1.3 update  has started?
the mod works in 1.3 but has numerous amounts of xml errors, more than the 1.2 version
it also seems issues arise when using various random mods, and some of the patches do not work
https://gist.github.com/1b4b7cca9ae9a46ee27319a2b2320421
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on July 20, 2021, 01:00:36 PM
yes, 1.3 is planned - need to finish combat extended compat, do some fixes and move to 1.3
Title: Re: [1.0-1.2] Early Times mod
Post by: vovik on July 25, 2021, 05:25:16 PM
26/07/2021 update
-update to 1.3
-fixed royalty apparel tags
-fixed quarry resources selection
-fixed scrolls
-fixed airlock overheating
-added combat extended compatibility 1.3 (1.2 too but untested)
-mics item fixes
-fixed refuel hopper not being able to be placed properly
-added compat to 1.3 buildings
Title: Re: [1.0-1.3] Early Times mod
Post by: terror51247 on July 25, 2021, 08:10:37 PM
It seems early firearms and ancient rim + early times are not compatible with combat extended.
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on July 26, 2021, 03:12:58 PM
is it the 1.3 version or the 1.2 one?
Title: Re: [1.0-1.3] Early Times mod
Post by: terror51247 on July 26, 2021, 07:19:21 PM
1.3
Title: Re: [1.0-1.3] Early Times mod
Post by: paradoxmeem on July 26, 2021, 07:43:44 PM
just a heads up, some of the bows are spitting out errors with CE in 1.3
only tested the long bow so far but others are likely too
https://gist.github.com/9de70a1066cc0e037df5721fa0ca1ad1
Title: Re: [1.0-1.3] Early Times mod
Post by: DKP on July 27, 2021, 07:07:42 AM
Hello
I have been trying to make this compatible with Expanded Materials - Metals but I been having no luck.

<?xml version="1.0" encoding="utf-8" ?>
<Patch>
- <Operation Class="PatchOperationFindMod">
<mods>
<li>Early Times</li>
</mods>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<Operation Class="PatchOperationReplace">
<xpath>*/Defs/RecipeDefs[defName="EarlyTimes_MakeCoalFromWood"]/products</xpath>
<value>
<products>
<VMEu_Charcoal>75</VMEu_Charcoal>
</products>
</value>
</Operation>
</Operation>
</Operation>
</Patch>


When I manual edit MedTimes_Recipes_Production I get VMEu_Charcoal out of the fire pit.
I feel I am doing something stupid but i have no idea what? can you help me? Thank for the cool mod, my head hurt now :'(
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on July 27, 2021, 05:00:00 PM
Will retest combat extended.
Quarry uses filter in bill just to check whether mining is needed - anything that is a deep lump resource it can be mined out, though it may not be accounted for bill.
Title: Re: [1.0-1.3] Early Times mod
Post by: paradoxmeem on July 27, 2021, 08:32:04 PM
also, some of the ranged weaponry has a negative/infinite muzzle flash
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on July 29, 2021, 01:26:51 PM
K im currently refinign this mod. Def by def
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on July 31, 2021, 05:38:16 PM
update 31/07/2021
-micsellaneous small core patches
Title: Re: [1.0-1.3] Early Times mod
Post by: nongamerfreak on August 01, 2021, 11:35:28 PM
Might be a combination of mods so I apologize if this is a false alarm but I'm getting wearingcolor_ideo error spam when pawns wearing clothing from Early Times generate. I was able to pinpoint one particular pawn to a smokepop belt she was wearing that was creating the spam by removing equipment one by one. Not all Early Times wear seem to generate the error for me.
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on August 02, 2021, 03:47:45 PM
after 1.3 update i have a lot of stuff to revise and i dont own ideology at the moment, though may buy it for the compat later
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on August 08, 2021, 07:15:19 PM
Core versions compat update that hopefully fixes ui bug.
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on August 12, 2021, 12:23:20 AM
Quote from: DKP on July 27, 2021, 07:07:42 AM
Hello
I have been trying to make this compatible with Expanded Materials - Metals but I been having no luck.

<?xml version="1.0" encoding="utf-8" ?>
<Patch>
- <Operation Class="PatchOperationFindMod">
<mods>
<li>Early Times</li>
</mods>

<Operation Class="PatchOperationSequence">
<success>Always</success>
<Operation Class="PatchOperationReplace">
<xpath>*/Defs/RecipeDefs[defName="EarlyTimes_MakeCoalFromWood"]/products</xpath>
<value>
<products>
<VMEu_Charcoal>75</VMEu_Charcoal>
</products>
</value>
</Operation>
</Operation>
</Operation>
</Patch>


When I manual edit MedTimes_Recipes_Production I get VMEu_Charcoal out of the fire pit.
I feel I am doing something stupid but i have no idea what? can you help me? Thank for the cool mod, my head hurt now :'(

code is

  <Operation Class="PatchOperationFindMod">
  <mods>
  <li>[mod name]</li>
  </mods>
  <match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperation[operationtype]">
                       [....]
</li>
</operations>
</match>
  </Operation>

not

  <Operation Class="PatchOperationFindMod">
  <mods>
  <li>[mod name]</li>
  </mods>
  <match Class="PatchOperationSequence">
<success>Always</success>
<Operation Class="PatchOperation[operationtype]">
                       [....]
</Operation >
</match>
  </Operation>

Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on August 15, 2021, 07:49:56 PM
update
- airlock pathing cost fix (should decrease attempts of large entities to go through airlock)
- removed showing of facility connections on crafting table to fix ui hangs
- multiple compat updates
- updated current compatible mods list (did not look up after ludeon forum urls)

Ancient Rim - Core https://steamcommunity.com/sharedfiles/filedetails/?id=2458180650
Ancient Rim - SPQRim https://steamcommunity.com/sharedfiles/filedetails/?id=2458182631
Rim of Madness - Bones https://steamcommunity.com/sharedfiles/filedetails/?id=1180573408
[JPT] Burn It for Fuel https://steamcommunity.com/sharedfiles/filedetails/?id=1823276856
Doors Expanded https://steamcommunity.com/sharedfiles/filedetails/?id=1316188771
Early Firearms mod https://steamcommunity.com/sharedfiles/filedetails/?id=2010039702
Gimmicks https://steamcommunity.com/sharedfiles/filedetails/?id=2168169520
Medieval Madness: Tools of the Trade https://steamcommunity.com/sharedfiles/filedetails/?id=1851407975
Cupro's Alloys (Continued) https://steamcommunity.com/sharedfiles/filedetails/?id=2019702358
[Ry]Rimcraft Metals https://steamcommunity.com/sharedfiles/filedetails/?id=1733633429
Nopower Comms Simplified https://steamcommunity.com/sharedfiles/filedetails/?id=2019297016
Proper Shotguns (Unofficial Patch) https://steamcommunity.com/sharedfiles/filedetails/?id=2359025638
Quarry https://steamcommunity.com/sharedfiles/filedetails/?id=2007576583
ReGrowth: Core and Framework https://steamcommunity.com/sharedfiles/filedetails/?id=2260097569
ReGrowth: Boreal Forest Expansion https://steamcommunity.com/sharedfiles/filedetails/?id=2106597000
ReGrowth: Aspen Forests https://steamcommunity.com/sharedfiles/filedetails/?id=2545774148
ReGrowth: Tundra Expansion https://steamcommunity.com/sharedfiles/filedetails/?id=2107412614
ReGrowth: Cold Bog Expansio https://steamcommunity.com/sharedfiles/filedetails/?id=2182111148
ReGrowth: Temperate Forest Expansion https://steamcommunity.com/sharedfiles/filedetails/?id=2261114471
ReGrowth: Desert Expansion https://steamcommunity.com/sharedfiles/filedetails/?id=2466442910
ReGrowth: Wastelands https://steamcommunity.com/sharedfiles/filedetails/?id=2122461695
[RF] Concrete https://steamcommunity.com/sharedfiles/filedetails/?id=2012397587
[RF] Advanced Bridges Continued https://steamcommunity.com/sharedfiles/filedetails/?id=2042301222
RimBees https://steamcommunity.com/sharedfiles/filedetails/?id=1558161673
Simple Chains: Leather https://steamcommunity.com/sharedfiles/filedetails/?id=1713884017
Simple Chains: Lumber https://steamcommunity.com/sharedfiles/filedetails/?id=1708709952
Simple Chains: Steel https://steamcommunity.com/sharedfiles/filedetails/?id=1702668415
Westernization project https://steamcommunity.com/sharedfiles/filedetails/?id=2237100861
Steamworld continued https://steamcommunity.com/sharedfiles/filedetails/?id=2238859064
VGP Vegetable Garden https://steamcommunity.com/sharedfiles/filedetails/?id=2007061826
VGP Garden Gourmet https://steamcommunity.com/sharedfiles/filedetails/?id=2007062982
Tribal signal fire https://steamcommunity.com/sharedfiles/filedetails/?id=2026582975
Title: Re: [1.0-1.3] Early Times mod
Post by: Chisato on August 17, 2021, 06:39:38 AM
Quote from: vovik on August 15, 2021, 07:49:56 PM
update
- airlock pathing cost fix (should decrease attempts of large entities to go through airlock)
- removed showing of facility connections on crafting table to fix ui hangs
- multiple compat updates
- updated current compatible mods list (did not look up after ludeon forum urls)

Ancient Rim - Core https://steamcommunity.com/sharedfiles/filedetails/?id=2458180650
Ancient Rim - SPQRim https://steamcommunity.com/sharedfiles/filedetails/?id=2458182631
Rim of Madness - Bones https://steamcommunity.com/sharedfiles/filedetails/?id=1180573408
[JPT] Burn It for Fuel https://steamcommunity.com/sharedfiles/filedetails/?id=1823276856
Doors Expanded https://steamcommunity.com/sharedfiles/filedetails/?id=1316188771
Early Firearms mod https://steamcommunity.com/sharedfiles/filedetails/?id=2010039702
Gimmicks https://steamcommunity.com/sharedfiles/filedetails/?id=2168169520
Medieval Madness: Tools of the Trade https://steamcommunity.com/sharedfiles/filedetails/?id=1851407975
Cupro's Alloys (Continued) https://steamcommunity.com/sharedfiles/filedetails/?id=2019702358
[Ry]Rimcraft Metals https://steamcommunity.com/sharedfiles/filedetails/?id=1733633429
Nopower Comms Simplified https://steamcommunity.com/sharedfiles/filedetails/?id=2019297016
Proper Shotguns (Unofficial Patch) https://steamcommunity.com/sharedfiles/filedetails/?id=2359025638
Quarry https://steamcommunity.com/sharedfiles/filedetails/?id=2007576583
ReGrowth: Core and Framework https://steamcommunity.com/sharedfiles/filedetails/?id=2260097569
ReGrowth: Boreal Forest Expansion https://steamcommunity.com/sharedfiles/filedetails/?id=2106597000
ReGrowth: Aspen Forests https://steamcommunity.com/sharedfiles/filedetails/?id=2545774148
ReGrowth: Tundra Expansion https://steamcommunity.com/sharedfiles/filedetails/?id=2107412614
ReGrowth: Cold Bog Expansio https://steamcommunity.com/sharedfiles/filedetails/?id=2182111148
ReGrowth: Temperate Forest Expansion https://steamcommunity.com/sharedfiles/filedetails/?id=2261114471
ReGrowth: Desert Expansion https://steamcommunity.com/sharedfiles/filedetails/?id=2466442910
ReGrowth: Wastelands https://steamcommunity.com/sharedfiles/filedetails/?id=2122461695
[RF] Concrete https://steamcommunity.com/sharedfiles/filedetails/?id=2012397587
[RF] Advanced Bridges Continued https://steamcommunity.com/sharedfiles/filedetails/?id=2042301222
RimBees https://steamcommunity.com/sharedfiles/filedetails/?id=1558161673
Simple Chains: Leather https://steamcommunity.com/sharedfiles/filedetails/?id=1713884017
Simple Chains: Lumber https://steamcommunity.com/sharedfiles/filedetails/?id=1708709952
Simple Chains: Steel https://steamcommunity.com/sharedfiles/filedetails/?id=1702668415
Westernization project https://steamcommunity.com/sharedfiles/filedetails/?id=2237100861
Steamworld continued https://steamcommunity.com/sharedfiles/filedetails/?id=2238859064
VGP Vegetable Garden https://steamcommunity.com/sharedfiles/filedetails/?id=2007061826
VGP Garden Gourmet https://steamcommunity.com/sharedfiles/filedetails/?id=2007062982
Tribal signal fire https://steamcommunity.com/sharedfiles/filedetails/?id=2026582975

Love the mod and it's one of my favorite ones for doing zero tech starts with.

Would it be possible to get patches for Vanilla Extended content? They have some amazing stuff fitting for tribal/medieval playthroughs

And would it be possible for a Expanded Materials - Metals patch as well? <3


Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on August 18, 2021, 01:18:03 PM
Quote from: Chisato on August 17, 2021, 06:39:38 AM
Love the mod and it's one of my favorite ones for doing zero tech starts with.

Would it be possible to get patches for Vanilla Extended content? They have some amazing stuff fitting for tribal/medieval playthroughs

And would it be possible for a Expanded Materials - Metals patch as well? <3
That is planned - you can look planned stuff in main message (in order which i, most likely, will be doing it in)
Title: Re: [1.0-1.3] Early Times mod
Post by: Chisato on August 21, 2021, 08:02:10 AM
Unable to download the version from google drive as it claims the file is infected and thus only downloadable from the owner.

Possible for another mirror? :)
Title: Re: [1.0-1.3] Early Times mod
Post by: Canute on August 21, 2021, 08:43:59 AM
I get the same message.
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on August 23, 2021, 12:11:30 PM
Google seems to react at assembly .dll part of mod
Seems better file compressing doesnt work with google "can scan" and "no .dll files"
¯\_(ツ)_/¯
guess future uploads will be larger so google does not post faulty warnings

Edit: updated link to no longer show "virus" error
Title: Re: [1.0-1.3] Early Times mod
Post by: Chisato on August 31, 2021, 10:44:48 AM
Another mod I'd love to see support/patch for is https://steamcommunity.com/sharedfiles/filedetails/?id=2553700067 which is a pretty massive medieval overhaul and I'd think Early Times plus that would fit very well together, fleshing out the tribe era.
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on September 02, 2021, 02:04:37 PM
These are basically same type mods, only difference is amount of people that are working on them, most types of functionality and content that is included into that mod is availiable by other mods which i did find and made compat with.

Edit: however there is high probability that i will add merge-compat for it.
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on September 27, 2021, 03:00:36 AM
new update:
- added cannons
- fixed bug with scroll reading
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on December 08, 2021, 06:22:17 PM
new update
Added compat with:
+some existing iron age cannon mods
+VGP Vegetable Garden
+Remote Tech
+Medieval Festival
+alpha biomes
Title: Re: [1.0-1.3] Early Times mod
Post by: DKP on December 11, 2021, 06:47:39 PM
Hello dose this mod still compatibility with combat extended? i keep getting errors message. Log https://gist.github.com/HugsLibRecordKeeper/9868e00e60f1e9a8396c1ee2d5b09680 I did a full reinstall of the game files, mod and game AppData and i still keep getting the same messages.                                         Thank You for the great mod. :)
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on December 24, 2021, 01:47:16 PM
Combat extended is quite a pain to patch and hard to make properly since i havent got much expirience with it. I did patch it untill it gave me no errors and yet here it goes again, i am sorry for your inconvinience.
I plan to revise combat extended compat again to make it great again. Literally it is going to be the fourth time i've been redoing combat extended compat from scratch.
Title: Re: [1.0-1.3] Early Times mod
Post by: vovik on July 15, 2022, 03:49:21 PM
new update:
- finally added combat extended compat
- made gloves and boots spawning less obstructive for space units
- added processor framework compat
Title: Re: [1.0-1.4] Early Times mod
Post by: vovik on November 02, 2022, 05:39:40 PM
New update:
- updated to 1.4