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RimWorld => Releases => Mods => Outdated => Topic started by: Abrexus on August 14, 2014, 07:39:00 AM

Poll
Question: What do you think of the shooting range?  Would you like to see more skill enhancing buildings?
Option 1: Yes votes: 0
Option 2: No votes: 0
Option 3: I've never used it votes: 0
Title: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on August 14, 2014, 07:39:00 AM
(http://i.imgur.com/3B2stvm.png)
(http://i.imgur.com/96iD9XH.png)

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/47/?)
SendSpace Download (https://www.sendspace.com/file/xgfq04)


It is with great pleasure I bring to you version 2 of Superior Crafting!  This has been completed with great collaboration and effort due to the amazing people here on the Rimworld forums, and the modding community.  I have so many people to thank for their help in both testing and contributing ideas, but in the end everyone who plays Rimworld is to thank.  Without this great game we would not have this wonderful community.

You will see alot of new items, and balance based of your feedback.  In this edition, we added a number of new things for your colonists to do, such as use the shooting range to increase their ranged skill, and reading learning tapes at the desk.  We added new crops to grow (such as mushrooms which also grow at night), as well as new things to do with those crops.  I try to make sure everything has a purpose, and isn't just included to be included.

We have also taken a pass at combat balance, so no more tribesman bows out-ranging your machine gunners!  We've included a number of requested features from other popular mods, such as Jaxxa Shields, Colonist Only Doors by Neurotoxin, and Soylent Green from Apothecarius.  Many of the great textures by Mrofa from his clutter collection are included as well.

FAQ:

Q:  When I first install the mod I get some red X textures in the build menu.
A:  This is a known issue, may happen when you first install.  Simply activate the mod in the mods menu, then quit the game and restart to fix the issue.

Q:  Will this update work with an older version of Superior Crafting?
A:  Most likely not.  Many of the items were changed and new ones added.  It most likely will require a new game.

Q:  How do I get my colonists to use the Berry Wine or Shroom-Stims?
A:  They will use them as needed.  Because they are a food item, they will not consume them if they are too full.  This may change in a future update.

Q:  My healing pod is not healing my colonists, even when agave gel is in a hopper next to it.

A:  They are definitively working, I just tested them again.  Keep in mind, they will not heal missing body parts.  Also the agave gel wont heal blood loss.  The damage system has changed dramatically in alpha 6, and there are still some things that are locked out from being changed/healed.  There is also a known bug with healing as posted here http://ludeon.com/forums/index.php?topic=5449.0

Q:  I am getting a spam list of recipes in the chemlab.

A:  This is a bug with the load/save system of the game itself.  It doesn't reset all internal variables when simply loading from a save, and leaves some of them stored in memory.  They do get cleared when the game is exited and restarted.  If you exit the game completely and reload, the list should revert to normal.

Coming in version 2.5 = Apparello!

Update:
Added soylent green to slave and agriculture trader.
Steam Generators can once again be built inside.
Fences now buildable at start.
Locakable doors courtesy of Colonist Only Doors by Neurotoxin!
adjusted exp gain and work time for the tapes.  Work time reduced by 50% and exp gain increased to 2500.
Reworked training system and added a medical dummy, punching bag, and holosuite.
Fixed the Wine & Shroom-Stim code so they work as intended.  Shroom-Stims will now be properly consumed during the psychic drone event only (addiction removed)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Jerethi50 on August 14, 2014, 09:31:55 AM
I'm Interested in this mod! Im going to give it a few playthroughs, and see how it plays, But if i end up having a good time, I might want to include this in Alpha 6 AIO Compilation, it might need to replace a few other mods, or a few modifications to play nice with them, Would all of that be ok with you ?
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Abrexus on August 14, 2014, 09:40:42 AM
That would be great!  I'd be happy to help you with any changes that need to be made.  Also, I plan to keep adding to the mod.  At the moment you can only craft/deconstruct the stock weapons and armor that come with the game, but in my next update I hope to expand that.

One tip I want to add...this mod starts you off a bit slowly depending on how your used to playing.  Research and crafting play a large role.  In the beginning, you can make a hand sawmill and stone bench with the raw materials, but everything else requires crafted mats.  Therefoe, a good crafter is essential.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Jerethi50 on August 14, 2014, 09:50:17 AM
Mod seems to be missing textures for the starting furniture, the wood tables chairs, the sleeping spot and the hide bed are all big red x's

You have the texture paths pointed to the right place, but they are looking for files like comfybed, but the files in the folder are comfybed_back. Apparently it isnt reading it that way, dont know if it was working on yours that way for some reason, but it isnt on mine, I even reloaded the game a few times to make sure it wasnt throwing a fit or something. red x every time.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Abrexus on August 14, 2014, 10:02:17 AM
That is a bug that I have been unable to figure out.  If you load the mod then quit the game and restart, they should all be there.  It only happens the first time you install the mod, and once you  load and exit/restart it never happens again.  It also only happens in the furniture category.  I have tried different naming conventions for the items and folder locations, yet nothing seems to fix that initial load issue.  If you happen to know of a fix, I would be most grateful.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Jerethi50 on August 14, 2014, 10:38:10 AM
I created copys of every texture that had _back, without the _back part, so just comfybed, that seemed to work fine. left the original textures in place aswell, dont know if this will mess with anything in a bad way though but so far so good.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Abrexus on August 14, 2014, 05:56:15 PM
I'm glad you got it working.  Oddly enough, it only happens the first time the mod is installed, then after it loads fine.  It also only happens in the furniture category.  I'm wondering if it has do to with the number of items in a category that it only loads so many the first pass, then loads the rest on the subsequent restart?  At any rate, loading the mod, then exiting the game and restarting seems to fix it.

I'm working on the next phase of the mod as we speak.  Tynan did an amazing job with alpha 6, so I have to explore that a bit to see what I can do to enhance all the new features!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Jerethi50 on August 14, 2014, 06:00:01 PM
Just a quick note, I researched the food synthesiser and its two upgrades, its still putting out nutrient paste, not a simple meal, quality awful. Do i need to rebuild it or something ? or maybe it just isnt working.

Decided to try reloading the game, when i reloaded it still doesnt work, and i got this error

Exception applying research mod for project Machining: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.ResearchMod.Apply () [0x00000] in <filename unknown>:0

  at Verse.ResearchProjectDef.ReapplyAllMods () [0x00000] in <filename unknown>:0
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Abrexus on August 14, 2014, 06:13:09 PM
Testing it now....Hopefully will have an update for it shortly.

Quote from: Jerethi50 on August 14, 2014, 06:00:01 PM
Just a quick note, I researched the food synthesiser and its two upgrades, its still putting out nutrient paste, not a simple meal, quality awful. Do i need to rebuild it or something ? or maybe it just isnt working.

Decided to try reloading the game, when i reloaded it still doesnt work, and i got this error

Exception applying research mod for project Machining: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.ResearchMod.Apply () [0x00000] in <filename unknown>:0

  at Verse.ResearchProjectDef.ReapplyAllMods () [0x00000] in <filename unknown>:0

Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Jerethi50 on August 14, 2014, 06:33:08 PM
Im not 100% sure, but i think when you tell it to look for <targetFieldName>nutrition</targetFieldName> you should actually be looking for <targetFieldName>food</targetFieldName> and somehow sepcifying the subfield, but im not sure that is the problem, or if im right, or how you would specify a field inside the food field, I wish i did know. just giving possibilities.
Title: Looking for some help on Power.
Post by: vencent464 on August 14, 2014, 07:06:31 PM
For some reason I have built the geothermal and some batteries and none of them seem to be connected to the power line. Yes I have built conduits to everything. Looking for some help.
Title: Re: Looking for some help on Power.
Post by: Abrexus on August 14, 2014, 07:10:42 PM
Quote from: vencent464 on August 14, 2014, 07:06:31 PM
For some reason I have built the geothermal and some batteries and none of them seem to be connected to the power line. Yes I have built conduits to everything. Looking for some help.

Got it fixed....and I may also have a fix for the replicator, I'm testing it out now.  Expect and update within the hour.
Title: Re: Looking for some help on Power.
Post by: Stoner on August 14, 2014, 08:03:07 PM
Not sure if bug or dumb, but, the chemlab, I added a bill to make Agave gel from agave fruit which I do have plenty of but for some reason none of my dudes will work on it. I cannot prioritize it either.
No errors popped up when I loaded the map. I have tried destroying it and rebuilding it, no dice.

Thoughts? Suggestions? Maybe I am doing something wrong and not knowing it?


And I am still having problems with the batteries connecting and staying connected to the power grid.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: MrWashingToad on August 14, 2014, 08:29:59 PM
Thought it was broken for a bit, but just make sure you load mod and start on a fresh 'world'. Works fine on this run after creating a new 'world'.
Title: Re: Looking for some help on Power.
Post by: Abrexus on August 14, 2014, 08:35:09 PM
Quote from: Stoner on August 14, 2014, 08:03:07 PM
Not sure if bug or dumb, but, the chemlab, I added a bill to make Agave gel from agave fruit which I do have plenty of but for some reason none of my dudes will work on it. I cannot prioritize it either.
No errors popped up when I loaded the map. I have tried destroying it and rebuilding it, no dice.

Thoughts? Suggestions? Maybe I am doing something wrong and not knowing it?


And I am still having problems with the batteries connecting and staying connected to the power grid.

It's not you....putting out an update now...
version 1.02 here we come :)
Thank you everyone for your patience and testing.  I'll be here most of the night checking and updating!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Jerethi50 on August 14, 2014, 09:22:01 PM
Did you fix the food sythesiser bug ? still getting awful quality food even on 1.02
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Jerethi50 on August 14, 2014, 09:55:51 PM
Also raw resource trader is having issues with rock and metal chunks, wont let me buy them.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Abrexus on August 14, 2014, 10:26:54 PM
I'm still working on the food synthesizer bug....still trying to work out what direction I want to take to fix it.  I'll also check out the rock chunk issue with the traders.  I think we have most of the bugs sorted out (I hope)!

Thanks again for all the great feedback!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Jerethi50 on August 14, 2014, 11:09:07 PM
1.02 chemlab wont make agave juice for me
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Jerethi50 on August 14, 2014, 11:14:56 PM
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>RawAgave</li>
               </thingDefs>
            </filter>
            <count>1</count>
         </li>
         <li>
            <filter>
               <categories>
                  <li>Manufactured</li>
               </categories>
            </filter>
            <count>1</count>
         </li>
      </ingredients>
Is manufactured supposed to be in the ingredients list ?

Yea just tested, removed manufactured from the list, and now it works.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Stoner on August 14, 2014, 11:36:47 PM
So far in my testing of 1.02 I've found no problems. I did however just run into a problem with the standing lamps not connecting to the power grid. They do not snap too nor pull direct power, from what I can tell this applies to the colored standing lights as well if that honestly matters.

As well as Agave Gel still not wanting to produce.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Abrexus on August 14, 2014, 11:56:48 PM
Fixed the recipe and the standing lamp issue :)

Keep 'em commin' and I'll a fix 'em!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Stoner on August 15, 2014, 12:21:12 AM
Hate ta keep doin this to yea, but, Agave Tank, not hookin to power grid, won't let me prioritize it. Thought it does not show the missing power icon on the sprite or the notification on the right hand side of screen. The def of the tank says no power.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Ivia on August 15, 2014, 12:55:21 AM
Huh.. my wall light won't provide any light for somehow, anyone have the same? ;-;
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: theubie on August 15, 2014, 01:15:03 AM
I was just about to post that.  Doesn't seem to be lighting.  Been playing with the def with no luck.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: bvierra on August 15, 2014, 01:52:23 AM
There are a lot of missing textures in latest release. For example all of the beds are missing the bedname.png (like SleepingSpot.png) which is making them show up as red X's in the GUI. All of the chairs only have _back.png etc.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: theubie on August 15, 2014, 02:14:16 AM
Did you completely delete the mod from the mod folder and copy the new download into it?  I had it showing all the furniture from the mod as wall lights until I did that.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: doffen on August 15, 2014, 05:01:15 AM
the issue wasn't just with standing lamps, its also with other electric devices such as batteries (they seem to disconnect each time you place a new one) and doors amongst others.
Lighted walls also don't seem to actually light up the place.

Playing with unlimted power atm as I do like the mod.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Abrexus on August 15, 2014, 05:45:48 AM
Quote from: doffen on August 15, 2014, 05:01:15 AM
the issue wasn't just with standing lamps, its also with other electric devices such as batteries (they seem to disconnect each time you place a new one) and doors amongst others.
Lighted walls also don't seem to actually light up the place.

Playing with unlimted power atm as I do like the mod.

Make sure you have the updated version, as those items you mention should be fixed in 1.04.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: doffen on August 15, 2014, 07:45:49 AM
aah yes electricy did get fixed, thank you.

However lighted walls still do not light up the place (at least not like lamps do)
Also, very late-game I finally realized how to get animal skin, as simply putting it on butchering *all* creatures does not seem to give it? Both these "issues" might be intentional ofcourse.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: arigon2001 on August 15, 2014, 08:45:00 AM
Definitely a must have mod with the latest experience! The only "hang up" I'm having is trying to figure out how to get sand to make glass?  :-[
I already have the glass station up and powered with everything set. I even have my colony in a desert so there's sand literally all around me lol. Just not sure what I'm doing wrong at the moment. Any ideas?

Cheers!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: theubie on August 15, 2014, 08:53:39 AM
You make sand at the stoneworking bench or later on with the power workstation.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Gabriel_Braun on August 15, 2014, 09:01:45 AM
I'm very impressed, good work dude!  This mod adds a really interesting survival feeling to the game and isn't as antsy as the minami tech tree, it really feels like progression :)

As a side note is there any chance you can add missiles and shells to the final tier crafting recipes?

Finally a bug report;  The wooden fences both construct roofs and block light, I assume this is unintended? :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: doffen on August 15, 2014, 09:57:49 AM
Quote from: Gabriel_Braun on August 15, 2014, 09:01:45 AM

Finally a bug report;  The wooden fences both construct roofs and block light, I assume this is unintended? :)

This is prolly because its a wall-type, just set it to no-roof zone
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Gabriel_Braun on August 15, 2014, 10:15:43 AM
Yeah but a longer term answer would be setting the blockslight to false,  createsroof to false and the height to waist level :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Abrexus on August 15, 2014, 10:18:58 AM
Quote from: Gabriel_Braun on August 15, 2014, 10:15:43 AM
Yeah but a longer term answer would be setting the blockslight to false,  createsroof to false and the height to waist level :)

Great suggestion!  I'll add that in the next build.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: Abrexus on August 15, 2014, 10:21:56 AM
Quote from: Gabriel_Braun on August 15, 2014, 09:01:45 AM
I'm very impressed, good work dude!  This mod adds a really interesting survival feeling to the game and isn't as antsy as the minami tech tree, it really feels like progression :)

As a side note is there any chance you can add missiles and shells to the final tier crafting recipes?

Finally a bug report;  The wooden fences both construct roofs and block light, I assume this is unintended? :)

Thanks for the kind words.  I do plan on adding those items to the recipes, but that most likely wont be until version 2.  I plan on focusing on new armor and weapon items to add to that update, some of which may make use of the shells and missiles!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.05
Post by: macrosblackd on August 15, 2014, 11:20:36 AM
Did you have any plans on adding deer to the butcher recipe list so we can get hides from them? I've added it manually in my local copy, but it would be nice if I didn't have to do that each time I download a new version.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.05
Post by: LuciferNZ on August 15, 2014, 11:30:12 AM
Also, not sure if you're aware, but the changes to the butchering table makes the Animal skin rug mod incompatible.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.05
Post by: Abrexus on August 15, 2014, 11:37:28 AM
Quote from: macrosblackd on August 15, 2014, 11:20:36 AM
Did you have any plans on adding deer to the butcher recipe list so we can get hides from them? I've added it manually in my local copy, but it would be nice if I didn't have to do that each time I download a new version.

Thanks for reminding me.  I reordered the list, so it makes more sense, and added the deer, but removed the squirrel and boomrat.  You can still butcher them for meat, but not hides.  I also increased the amount of hides harvested by a small amount.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.05
Post by: Gabriel_Braun on August 15, 2014, 01:22:45 PM
Okay so been playing some more and noticed a few other little bugs you might want to look at:

1) Nutrient paste/Replicator gives mood debuff even after research.
2) Furnace does not produce light like the vanilla version.
3) Blast door UI icon states 150 health which is incorrect.
4) Glassworks states it is used for basic weapon manufacturing but does not have such a bill.
5) Lit metal wall still not producing light

Heh, you can tell there's a new alpha out when the game testers move on to testing mods :D
Keep up the good work dude, it's been a blast so far
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.05
Post by: scyther on August 15, 2014, 03:25:19 PM
I don't know if this is just me missing something or if it just hasn't been implemented yet:

1. I can't get any hides from butchered creatures. I thought it was a random drop, but my simple food prep table says it doesn't get hides. Am I missing something?

2. I can't make armoured vests from the crafting table (It's all cued up, my colonists just won't do it. I've got all the supplies...).

3. I can't make apparel from the tailor crafting table either (Again, all cued up, supplies are all there, just no output).

Great mod! I've sunk MAAANY hours into this one! Thanks
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.05
Post by: Stoner on August 15, 2014, 03:42:04 PM
Quote from: scyther on August 15, 2014, 03:25:19 PM
I don't know if this is just me missing something or if it just hasn't been implemented yet:

1. I can't get any hides from butchered creatures. I thought it was a random drop, but my simple food prep table says it doesn't get hides. Am I missing something?

2. I can't make armoured vests from the crafting table (It's all cued up, my colonists just won't do it. I've got all the supplies...).

3. I can't make apparel from the tailor crafting table either (Again, all cued up, supplies are all there, just no output).

Great mod! I've sunk MAAANY hours into this one! Thanks

1. He has not put them back into the game yet. Check page 1 of this forum post to see the 1.05 changelog.

2. You also need to make sure you have the proper crafting lvl to craft the vest.

3. Same thing. Must have a certin crafting lvl per item on crafting tables. Make sure its connected to the power grid.

If you have the required lvls make sure you have them on and power goes where needed, it may honestly just a be a break in the code and you can just simply save and reload the game and that may fix it or it will require another patch.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.0
Post by: sorenson on August 15, 2014, 04:50:15 PM
Quote from: Jerethi50 on August 14, 2014, 11:14:56 PM
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>RawAgave</li>
               </thingDefs>
            </filter>
            <count>1</count>
         </li>
         <li>
            <filter>
               <categories>
                  <li>Manufactured</li>
               </categories>
            </filter>
            <count>1</count>
         </li>
      </ingredients>
Is manufactured supposed to be in the ingredients list ?

Yea just tested, removed manufactured from the list, and now it works.

I can't get this to work even with removing it. I've tried variations like just deleting the word, deleting the categories, the filter, etc. Nothing seems to be fixing it for me. Can you post exactly what you have in your file? (I assume we're talking about Recipes_Production.xml? )
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.05
Post by: Jerethi50 on August 15, 2014, 04:55:24 PM
the latest version should already be fixed, just redownload it. I suggest deleting the old version of the mod first.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.05
Post by: Abrexus on August 15, 2014, 08:54:06 PM
Good day (or night) everyone!  I have been dealing with a very bad toothache that has been keeping me awake, and I have to have it pulled.  The downside, it hurts, but the upside is it gives me time to work on the mod :)

Version 1.05 should have fixed the food replicator issue and also I just re-checked and butchering for hides is working.  There are 3 butchering options...butcher Muffalo, butcher deer, and the generic butcher creature.  To get hides, use the deer or muffalo one and make sure they are ordered above the generic creature one.

I'm going to be working on the next version tonight to complete this first release, then will be taking suggestions for additions.  What I have left to add is the nuclear generator and a few other small items.

Thanks again everyone for the time and effort you all put in to help me get the bugs fixed!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.05
Post by: macrosblackd on August 15, 2014, 11:46:31 PM
I would love to see some traps of some kind, and maybe an increase in capacity for the things like the Raw Food storage building.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.05
Post by: Gabriel_Braun on August 16, 2014, 04:20:24 AM
Cool but sorry to hear about the tooth!

Just a query, will the nuclear generator use a set amount of uranium to build rather than a hopper/consumption system?  I'd personally prefer the set amount as the fuel tends to last a good long while in fission reactors :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.05
Post by: Abrexus on August 16, 2014, 05:15:32 AM
Quote from: Gabriel_Braun on August 16, 2014, 04:20:24 AM
Cool but sorry to hear about the tooth!

Just a query, will the nuclear generator use a set amount of uranium to build rather than a hopper/consumption system?  I'd personally prefer the set amount as the fuel tends to last a good long while in fission reactors :)

Excellent question!  It's a set amount.  The way I figured the balance should work is this....

Steam generator produces energy, but requires wood for fuel.
Solar power requires no resource to fuel, but only works in the daylight.
Geothermal generator works day and night, but requires a steam vent.
Nuclear should be the final link in the chain and work all the time, have no placement restriction, and require no fuel.

That's my thought process anyway.  I may at some point add water as a requirement to cool the rods and add a meltdown event if you let the water level get low, but not just yet.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Abrexus on August 16, 2014, 07:27:43 AM
Updated to version 1.06.  Nuclear power is added.  Redid textures for fences and metal doors.  Added medical beds and new white tile flooring for that clean hospital feel!  I spent the day playing to test as many of the features as possible, and they all appear to be working.  Please let me know if you run across any problems.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Stoner on August 16, 2014, 10:25:27 AM
So far just one bug found. Agave Tanks...still not wanting to be intractable. They are however connected to the power grid now.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Abrexus on August 16, 2014, 11:33:13 AM
Quote from: Stoner on August 16, 2014, 10:25:27 AM
So far just one bug found. Agave Tanks...still not wanting to be intractable. They are however connected to the power grid now.

They should be working....you have to take control of the colonist first, and then select "Man Tank".
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Stoner on August 16, 2014, 12:47:21 PM
Quote from: Abrexus on August 16, 2014, 11:33:13 AM
Quote from: Stoner on August 16, 2014, 10:25:27 AM
So far just one bug found. Agave Tanks...still not wanting to be intractable. They are however connected to the power grid now.

They should be working....you have to take control of the colonist first, and then select "Man Tank".


Ah, you have to recruit them. Very good. Now I got it. Thank you Abrexus.  ;)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Inv_Rnd on August 16, 2014, 01:53:19 PM
I can't use the tailoring table for some reason. Nothing happens when right chicking it.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Stoner on August 16, 2014, 03:15:10 PM
Quote from: Inv_Rnd on August 16, 2014, 01:53:19 PM
I can't use the tailoring table for some reason. Nothing happens when right chicking it.

Because I have too...

Have you added a bill to the que? and/or do you have the materials to make said bill?
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: DeltaOmega on August 16, 2014, 03:32:55 PM
Besieging armies are lacking supplies when they spawn in and deconstructing vest plates does not seem to work.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: MrWashingToad on August 16, 2014, 03:48:21 PM
v1.06. Not sure if this is intended, but I seem to be able to craft cotton before I've researched it - same world, but new colony (old one died out).
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Sindrael on August 16, 2014, 03:59:09 PM
Having an issue with the steam generator's hopper. Settler's are not loading it with logs. 
Have wood economy installed, figured it might be the conflict as it has a hopper of it's own; but can't confirm. Starting a new game without wood economy to see if it resolves it.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Mysterius on August 16, 2014, 04:05:28 PM
Hello! Great mod!

I had 1.05, do I need to start a new colony for 1.06 to work? Or even a new world ?
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Inv_Rnd on August 16, 2014, 04:39:41 PM
Quote from: Stoner on August 16, 2014, 03:15:10 PM
Quote from: Inv_Rnd on August 16, 2014, 01:53:19 PM
I can't use the tailoring table for some reason. Nothing happens when right chicking it.

Because I have too...

Have you added a bill to the que? and/or do you have the materials to make said bill?

Oh i get it, gotta use textil brench first :D
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Abrexus on August 16, 2014, 05:29:49 PM
Lots of great questions, hopefully I can answer some of them.

First, this mod extensively changes the research tree.  To make it work, I had to in a sense overwrite the core research tree so those options would not show up and mine would instead.  This is a common trick modders use if for example we want to change something that is in vanilla, but doesn't fit within the scope of our mod.  The bad thing is, this can cause conflicts if you're using another mod that does the same thing.  If you have something that is not researching or not working properly, let me know if there are other mods you're using, as I can then scan their mod for possible conflicts with the naming structure I used for my items.

Second, I added wood planks, metal bars, cotton, hides, and leather.  Any mods that also add these items may cause conflicts.  I started a new game last night with the current mod build, and so far haven't had a problem.  The steam generator is working, but you must use the default hopper.  Rather than create a new hopper just for the steam generator, I simply modified the existing hopper to accept wood (and agave gel) so you wouldn't have a ton of hoppers to choose from.  When the steam generator searches for wood, it looks for the hopper in the C# code, so if you use a hopper from another mod that's named differently it wont work.  I suspect that may be what's happening there.

I'll retest the Tailors Table and make sure all the patterns work.  I'll let you know soon (hopefully, as I'm playing without cheats to get the best experience) what I find.

Thank you all for your time!

PS:  On a side note....my mod mainly is a full overhaul of the research and crafting portion of the game.  I don't make any changes to map generation or events.  Mods such as the character creator, map gen mods, and mods that add events should work just fine.  Mods that duplicate resources I have (such as cotton or add tailoring) may very well cause a conflict.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: theubie on August 16, 2014, 05:36:34 PM
This underscores the need for something similar to minecraft's forge ore directory.  I know Tynan is working really hard with core features, so asking him to implement something like that might take a while.  The modding community should work together to create some sort of standard/shared API to handle that until it can be added into the core.  Just my 2 cents.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Abrexus on August 16, 2014, 06:00:07 PM
Ok, I did find one bug I was able to confirm, but I'm not sure how to fix it.  If for example you are playing a save where you have already researched crafting I and unlocked the ability to grow cotton,  then decide to start a new game (without exiting the game completely)...the flag for <sowableGround>true</sowableGround> is carried over.  It does not reset, once changed, until you exit the game completely and reload.  I'll have to ponder a workaround on that.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: nacker1776 on August 16, 2014, 06:33:48 PM
Greatest mod played a couple of long games. Works great.

Would like to see Embrasures, Man-less Cannons, and some more powered man-less turrets.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Ramsis on August 16, 2014, 08:44:47 PM
Greetings from the TTM side friend o/

Loving this mod something fierce. It's a shame we don't have more great overhaul mods out to play with! Slight request though, can you make a download link that isn't dependent on making an account for those of us that RimWorld at work?
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Silent_Lamb on August 16, 2014, 09:14:08 PM
Awesome mod. Wooden walls don't seem to have power conduits though.

Scratch that. The description for wood walls is the same but I failed to notice the line in construction 2 that says it powers up walls.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Abrexus on August 16, 2014, 10:34:39 PM
Quote from: Ramsis on August 16, 2014, 08:44:47 PM
Greetings from the TTM side friend o/

Loving this mod something fierce. It's a shame we don't have more great overhaul mods out to play with! Slight request though, can you make a download link that isn't dependent on making an account for those of us that RimWorld at work?

I will do that with the next update.  I've been playing the mod most of the day now, and except for a few texture errors I want to fix, the only bug I've found so far is the stuff you unlocked (able to grow cotton, agave, and berries) stays unlocked unless you exit the game and restart.  If you exit to menu and start a new game or load a save it doesn't reset those values from the xml file.  I have to figure out if that's intended, or if I need to change the code in the dll.

Update:  Medicine should be unlocked with Agriculture II, not IV.  Noted to be fixed in 1.07.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: harpuea on August 16, 2014, 11:56:20 PM
Amazing work.

I am playing with the mod, I will post bugs and things that bugs me as I find them.

I can't shoot through wooden fences. AI also treats it as a solid wall and doesn't shoot through them.

By default, you should have Silver storage turned on.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Abrexus on August 17, 2014, 01:46:45 AM
Quote from: harpuea on August 16, 2014, 11:56:20 PM
Amazing work.

I am playing with the mod, I will post bugs and things that bugs me as I find them.

I can't shoot through wooden fences. AI also treats it as a solid wall and doesn't shoot through them.

By default, you should have Silver storage turned on.

Thanks for the kind words and your help!  What can I say....the colonists aren't the sharpest knives in the drawer!  :-P
I added it to my fix list for 1.07, and thanks for the heads up!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: CounterFact on August 17, 2014, 06:02:58 AM
Really great mod. I like that the colonists actually have to work a lot to build the most simple things.
I've been playing on very low difficulty with this mod :p
But even when raids are not frequent and rather easy, this mod provides quite the challenge due to the tech system as I like to build the good stuff.

The problem I've encountered is the following. When my agave gel started running out I started looking into ways to make some myself, but it wasn't very clear what to research. I then came to this page and saw the tech tree. But now I've researched Agriculture II and I still can't research medicine. Am I missing other tech or is it a bug?

edit: seems like I was a bit on the lazy side when I typed this up, because, reading through some comments, I can now see I need agri IV. Looks like I'll have to power through some tech then, because I've ran out completely now and got the feeling I'll need it soon. :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Thalur on August 17, 2014, 09:03:13 AM
I'm loving the mod so far (working on T2 stuff at the moment, so not very far in).

- The log burner doesn't stop burning logs during a solar flare.  Not a big deal, but my wood chopping minion colonist is complaining about it ;)
- It seems odd to me that you can't make doors that transmit power as soon as you can make power conduits.
- I like the addition of a wood-burning power generator, but solar power coming before geothermal seems weird to me (I presume it is for balance reasons?).  Geothermal is just the wood burner with the boiler chopped off and the steam taken from the geothermal vent, whereas solar cell construction is somewhat fiddly (but a quick Google shows it to be much easier than I thought).  What might be a cool addition to the mod is if you could make a 'steam' resource that acts like power (i.e. transported through pipes) then you can have a set of structures that do: wood -> steam, geothermal -> steam, sunlight -> steam and steam -> electricity, with the various steam generators at different places on the tech tree.
- I haven't gotten there yet, but it would be nice if the gun crafting worked with the Project Armory guns (if it doesn't already).
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Xenmorph-Alpha on August 17, 2014, 11:29:43 AM
i like this mod but in late game therer comes too much enemies which have a longer range than the turrets which makes the defenses useless
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: CounterFact on August 17, 2014, 12:54:49 PM
Just a quick follow up on my last comment.
I've been playing a lot and I've been quite succesful, I could afford to have a guy on research pretty much nonstop and got almost all tech (including medical :) )
I looked forward to the advanced healing tech, but the machines that heal are a micromanagement hell (or I use them the wrong way).
The way I understand it works is, a colonist gets hurt, you draft that guy and order him to go to the machine, the machine then heals, when fully healed, you undraft, done. Although the healing time isn't that bad, I noticed I'd rather use the medical beds, as I sometimes forget and leave a guy standing by that machine for a day or so.

PS: just a fun note, I had a colonist who had both feet shot off and just lays in bed all day every day getting fed by my other colonists

Edit: I just noticed the poll and thought to give some ideas I have. I voted 'other'.
-Exoskeleton: improves walk speed, armour, melee, shooting, work speed (very expensive, excellent for dealing with raiders without taking too many casualties)
-Fast growing low wood wielding tree, pine?
-A way to cultivate meat/hides, these are rare commodities in the desert, and traders don't stop by that often.
-A tier 2 metal of some sort (iron ore => cast iron => steel) (Iron ore => Steel => Titanium) (not super realistic, but might add to gaming value)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.07
Post by: Abrexus on August 17, 2014, 03:09:11 PM
Version 1.07 is out!  I fixed a few things and adjusted some as well.  The medicine was set to the wrong branch in the research tree, so you should now be able to research it much earlier.  Also, you can now shoot through fences, and I added a 3x1 hex embrasure made of stone you can place to make bunkers.  I may change this to be more like the sandbags, and am working on that as I type this.

I spent the day yesterday basically playing through my mod to make sure everything works, and at this point everything is branching correctly and all crafting "should" be working.  The next focus is going to be expanding the turret selection, and adding new weapons and armor.  I may also make the Agave Tank regenerate missing body parts, but that may or may not happen.  I also want to add a shooting range which will be a mannable object that allows colonists to train shooting skill.....instead of just setting up targets this will be a range much like an indoor range at a gun store (hope that makes sense).

Anyway thanks everyone for the kind words and suggestions!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.06
Post by: Abrexus on August 17, 2014, 03:18:39 PM
Quote from: Thalur on August 17, 2014, 09:03:13 AM
I'm loving the mod so far (working on T2 stuff at the moment, so not very far in).

- The log burner doesn't stop burning logs during a solar flare.  Not a big deal, but my wood chopping minion colonist is complaining about it ;)
- It seems odd to me that you can't make doors that transmit power as soon as you can make power conduits.
- I like the addition of a wood-burning power generator, but solar power coming before geothermal seems weird to me (I presume it is for balance reasons?).  Geothermal is just the wood burner with the boiler chopped off and the steam taken from the geothermal vent, whereas solar cell construction is somewhat fiddly (but a quick Google shows it to be much easier than I thought).  What might be a cool addition to the mod is if you could make a 'steam' resource that acts like power (i.e. transported through pipes) then you can have a set of structures that do: wood -> steam, geothermal -> steam, sunlight -> steam and steam -> electricity, with the various steam generators at different places on the tech tree.
- I haven't gotten there yet, but it would be nice if the gun crafting worked with the Project Armory guns (if it doesn't already).

I'm going to change the code for the steam generator to stop burning logs when the solar flare begins.  I spoke with Kilrid, and am going to be integrating his modular solar panels.  I may do a whole "power update", but at the moment I want to make sure everything is working perfectly before making sweeping changes.

As for the items from other mods, unless the modder gives me permission or states it's ok, I don't want to step on anyones toes.  That's why I stuck with the vanilla guns and such this time around.  I will be expanding that in version 2 however!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.07
Post by: Sevalle on August 17, 2014, 08:03:46 PM
Great mod and a real fun and different way/experience to play rimworld.

One bug i had in my game was: When a group of pirates came and wanted to sige my colonie they started directly to run to my base to get my sand i guess so that they could build their sandbags.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.07
Post by: Abrexus on August 17, 2014, 08:35:31 PM
Quote from: Sevalle on August 17, 2014, 08:03:46 PM
Great mod and a real fun and different way/experience to play rimworld.

One bug i had in my game was: When a group of pirates came and wanted to sige my colonie they started directly to run to my base to get my sand i guess so that they could build their sandbags.

LOL, you have me laughing so hard I can't stop!  I'll put out a quick fix for that so they spawn with some sand, poor devils!

Update - it appears that based on the code built into the game for sieges, it should spawn the required materials for sandbags, regardless of what material is required.  The code is pretty good for it actually (kudos to Tynan).  Maybe they just liked your sand better?
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Abrexus on August 17, 2014, 09:10:20 PM
New item for v1.08 - Stone Embrasures!  Built the same way you build walls or sandbags...see image below.

(http://i.imgur.com/EGPzLHp.png)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Lucian47 on August 17, 2014, 10:39:57 PM
I'm having trouble updating to the latest version of this mod. I started a colony with the version 1.06, now I updated to the version 1.08 and I can't load my game anymore. When I try to load the colony my screen explodes and I get a "Could not load reference to Verse.ThingDef named SlagRefinery" and a lot of "Object reference not set to an instance of an object".
Am I doing something wrong? Can you fix this, please?
Thanks
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Abrexus on August 17, 2014, 11:41:34 PM
Quote from: Lucian47 on August 17, 2014, 10:39:57 PM
I'm having trouble updating to the latest version of this mod. I started a colony with the version 1.06, now I updated to the version 1.08 and I can't load my game anymore. When I try to load the colony my screen explodes and I get a "Could not load reference to Verse.ThingDef named SlagRefinery" and a lot of "Object reference not set to an instance of an object".
Am I doing something wrong? Can you fix this, please?
Thanks

You're not doing anything wrong, it's a side effect of a bug fix I had to make.  Sadly, this fix will break saved games that have already built the Smelter.  A work around would be to go back to v1.06 and delete the Smelter, then update to v1.08, or edit it out of your save file.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: harpuea on August 18, 2014, 02:48:05 AM
I assume the Bunker Targetting AI is bugged. It doesn't auto target any enemy within range at all. You have to set force target to shoot, which is just needless micro and isn't fun. Also, the range is terrible. Even Tribesmen with arrows out ranges it and destroys it without taking any damage.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Abrexus on August 18, 2014, 07:14:07 AM
Quote from: harpuea on August 18, 2014, 02:48:05 AM
I assume the Bunker Targetting AI is bugged. It doesn't auto target any enemy within range at all. You have to set force target to shoot, which is just needless micro and isn't fun. Also, the range is terrible. Even Tribesmen with arrows out ranges it and destroys it without taking any damage.

The manned turret, bunker, and sentry gun all use the stock "Gun_TurretImprovised", as I hadn't changed any of the stock weapon or armor values yet.  It should work just like the others, and the range is no different than the stock guns.  That being said, those will be addressed in the next big update as I will be adding new weapons, armor and turrets.

I will however test the bunker today and see if I can reproduce it not shooting.

**edit**  fixed the bunker from not shooting automatically when manned.  Updated to v1.08a.  Also minor update with agave tank to work better with the new injury system.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Mysterius on August 18, 2014, 08:21:31 AM
Hello!

Just a small suggestion : I think it would be cool if the nuclear reactor actually required uranium with a hopper in order to work.
A very small amount, but still. That would make uranium even more useful. And since the nuclear reactor is tremendously powerful, it would also make it a bit more challenging (but not too much since uranium can be purchased from traders).
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Sevalle on August 18, 2014, 08:28:15 AM
Quote from: Abrexus on August 17, 2014, 08:35:31 PM
LOL, you have me laughing so hard I can't stop!  I'll put out a quick fix for that so they spawn with some sand, poor devils!

Update - it appears that based on the code built into the game for sieges, it should spawn the required materials for sandbags, regardless of what material is required.  The code is pretty good for it actually (kudos to Tynan).  Maybe they just liked your sand better?

Then maybe there is something wrong with my game... I just had a second sige and the same thing happened the go to their positon get some sandbag blueprint and 3 of the 6 guys go for my sand. Also they get no resources in their position: no sand, no food or whatever there is also no blueprint for any morta...
The only mods I use are yours and the jaxxa shields.

I added a my savegame just when the siege is starting maybe someone can tell me why it doesent work in my game :)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Mysterius on August 18, 2014, 08:45:33 AM
I have 1.08a and the bunker is still not firing automatically :(

I attached my savegame but that was stupid of me : i have other mods, you won't be able to load it.
If you ever want to try, here are the required mods :
(http://tof.canardpc.com/preview2/d1cf67a6-f1dd-4e88-b7ae-180fd8648da9.jpg) (http://tof.canardpc.com/view/d1cf67a6-f1dd-4e88-b7ae-180fd8648da9.jpg)


The bunker worked in 1.06, before I upgraded to 1.08a.



[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Abrexus on August 18, 2014, 09:16:40 AM
Quote from: Mysterius on August 18, 2014, 08:45:33 AM
I have 1.08a and the bunker is still not firing automatically :(

I attached my savegame but that was stupid of me : i have other mods, you won't be able to load it.
If you ever want to try, here are the required mods :
(http://tof.canardpc.com/preview2/d1cf67a6-f1dd-4e88-b7ae-180fd8648da9.jpg) (http://tof.canardpc.com/view/d1cf67a6-f1dd-4e88-b7ae-180fd8648da9.jpg)


The bunker worked in 1.06, before I upgraded to 1.08a.

It appears I can't load your save game without the world file it's attached to (*sadface*), but try deleting and rebuilding the bunker.  you can use the development console in options.  It's possible that the change I made to the bunker (altitudeLayer) may not be taking with the old one that's already in place in the world.

**Edit**
I think I may have found the issue.  I changed the "fillPercent" rating to make it so your colonist couldn't be shot while behind the bunker, but apparently that causes an issue with the bunker and line of sight...so I changed it to 0.9 and now it seems to be working fine.  I'll post an update after work.  Also I made a special gun for the bunker and increased the range to 38 (which is 4 more than the range of a tribesman with a bow).

I'm off work the next two days after today, and I hope to expand the turret and weapon selection to provide some balance.

Thank you for your time and help in resolving this issue.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Abrexus on August 18, 2014, 09:28:41 AM
Quote from: Sevalle on August 18, 2014, 08:28:15 AM
Quote from: Abrexus on August 17, 2014, 08:35:31 PM
LOL, you have me laughing so hard I can't stop!  I'll put out a quick fix for that so they spawn with some sand, poor devils!

Update - it appears that based on the code built into the game for sieges, it should spawn the required materials for sandbags, regardless of what material is required.  The code is pretty good for it actually (kudos to Tynan).  Maybe they just liked your sand better?

Then maybe there is something wrong with my game... I just had a second sige and the same thing happened the go to their positon get some sandbag blueprint and 3 of the 6 guys go for my sand. Also they get no resources in their position: no sand, no food or whatever there is also no blueprint for any morta...
The only mods I use are yours and the jaxxa shields.

I added a my savegame just when the siege is starting maybe someone can tell me why it doesn't work in my game :)

I'm stumped on the siege issue.  In all honesty the siege mechanic is handled by the game in that it lays out the blueprint for the base the raiders will create, then pulls the required materials it needs for each item and should spawn them when the raid begins.  I'll double check my  resources xml file, but I'll be honest I'm not sure why it isn't working.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: ayoblub on August 18, 2014, 02:56:51 PM
Sadly as mac user I noticed that this mod is windows only (dll library). Do you see any possibility to develop a mac port of this mod in the future?
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Florence on August 18, 2014, 03:57:53 PM
Hey man I've been playing this all day now and I just wanted to say thanks for all your hard work on the mod.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: theubie on August 18, 2014, 04:38:41 PM
Working on a Let's Play for 1.08a.  Will probably have it up today sometime.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Colca7 on August 18, 2014, 05:48:20 PM
Quote from: ayoblub on August 18, 2014, 02:56:51 PM
Sadly as mac user I noticed that this mod is windows only (dll library). Do you see any possibility to develop a mac port of this mod in the future?

Hey Man, It will work just fine on the Mac. I've been enjoying this mod on my mac for a few days now with no problems.
Simply download the mod, right-click on your Rimworld app and choose "show package contents". Inside is a folder called "mods". Drop your downloaded mod into the "mods" folder and your good to go. When you open your Rimworld app just click on the mods tab and make sure the mod you want to run has a green check next to it. This will work for any of the mods.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Colca7 on August 18, 2014, 05:50:02 PM
Quote from: theubie on August 18, 2014, 04:38:41 PM
Working on a Let's Play for 1.08a.  Will probably have it up today sometime.
I love let's plays. Post a link of it when your ready so I can watch!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.08
Post by: Abrexus on August 18, 2014, 06:19:59 PM
Quote from: Florence on August 18, 2014, 03:57:53 PM
Hey man I've been playing this all day now and I just wanted to say thanks for all your hard work on the mod.

Thank you and everyone for the support!  I look forward to the lets play by theubie as well!  I did alot of testing today again, and confirmed that the bunker targeting issue is fixed.  I spawned over a dozen groups of enemies, and haven't had a single issue now.  Version 1.09 is out with an upgrade to the turret range for the bunker and sentry turret.

I did also test the siege issue, and yes, the game will not spawn the correct resources for them to build their siege base.  I tried a few work-arounds to see if I could get it working.  If anyone has any suggestions, please feel free to PM me.  I also am planning a teamspeak event if you would like to join me and brainstorm for what should be added in version 2.0.  I'll be posting details on that later this evening.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.09
Post by: theubie on August 18, 2014, 07:03:39 PM
Ran into technical difficulties, so since 1.09 is out, I'll switch to that before I start.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.09
Post by: harpuea on August 18, 2014, 07:25:51 PM
Despite the bugs, I want to tell you that I am having more fun on this than other mods. It is harder. Maybe I am a masochist. Haha.

For the sieges bug:

The enemies put down their build plan for sand bags first then they immediately got that on their build order and move to grab sand. However, they appears to need to move to their designated spot first before they get their supply drop. So they run to grab yours.

I suggest for a fix that you make 2 Sandbag recipes. One for the player where we require sand to build and one recipe for the bandits where they don't require sand.

Not sure if that possible to make something exclusive use to NPC or Player. If you can't then dodge the whole thing and simply buff the sand required sand bags and call them Hesco barriers. And the cheap none sand required one simply sandbags. That way they bandits can keep their free to build sandbags and your mod get even more item diversity. If you want, you can lock the upgraded sandbags behind a research tree in Construction somewhere. It is kind of like a middle ground between sandbags and Embrasures.

http://en.wikipedia.org/wiki/Hesco_bastion
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.09
Post by: Abrexus on August 18, 2014, 07:36:55 PM
Quote from: harpuea on August 18, 2014, 07:25:51 PM
Despite the bugs, I want to tell you that I am having more fun on this than other mods. It is harder. Maybe I am a masochist. Haha.

For the sieges bug:

The enemies put down their build plan for sand bags first then they immediately got that on their build order and move to grab sand. However, they appears to need to move to their designated spot first before they get their supply drop. So they run to grab yours.

I suggest for a fix that you make 2 Sandbag recipes. One for the player where we require sand to build and one recipe for the bandits where they don't require sand.

Not sure if that possible to make something exclusive use to NPC or Player. If you can't then simply buff the sand required sand bags and call them Hesco barriers. And the cheap none sand required one simply sandbags. That way they bandits can keep their free to build sandbags and your mod get even more item diversity. If you want, you can lock the upgraded sandbags behind a research tree in Construction somewhere. It is kind of like a middle ground between sandbags and Embrasures.

http://en.wikipedia.org/wiki/Hesco_bastion

That's a good idea.  I'm testing it now.  I tried something similar by changing sandbags back to metal, and removing <designationCategory> from the sandbags so the player couldn't see them in the build menu, but apparently that blocks the AI as well.  My mod doesn't have anything in it that changes the map generation, so I know it can't be that.  I'm going to change the items raiders build back to the default costs and see if that fixes the issue.

**edit**

Ok, so I tried your suggestion, and the problem appears to be that the raiders drop pods are not dropping any resources at all.  Even changing everything back to the default resource costs they end up starting with nothing....even the survival packs they normally start with aren't spawning.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.09
Post by: harpuea on August 18, 2014, 08:13:25 PM
I tried fooling around and I see that the enemy siege build order becomes my build order.

IE: 36 Buildings are missing materials on the Lower Right Notification

Without any mods at all, that doesn't shows up. Somehow it became my buildings instead.

Edit:

Got them to siege properly.

All I did was make sure the formatting was correct in your Building_Security from ThingsDef. Pasted the original format from Core. Just for the sandbags and nothing else.

What program are you using? I am using Notepad++ which preserves all formatting. Highly recommended from me.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.09
Post by: Abrexus on August 18, 2014, 09:52:09 PM
Quote from: harpuea on August 18, 2014, 08:13:25 PM
I tried fooling around and I see that the enemy siege build order becomes my build order.

IE: 36 Buildings are missing materials on the Lower Right Notification

Without any mods at all, that doesn't shows up. Somehow it became my buildings instead.

Edit:

Got them to siege properly.

All I did was make sure the formatting was correct in your Building_Security from ThingsDef. Pasted the original format from Core. Just for the sandbags and nothing else.

What program are you using? I am using Notepad++ which preserves all formatting. Highly recommended from me.

Fixed the bug....turns out the problem was there is a new variable under building tags for mortars <li>Artillery_BaseDestroyer</li> that I was missing.  What was happening was the siege event would start, then hang as it was laying out the blueprints because it couldn't find a mortar with the correct tag to build.  Apparently the resources spawn after the blueprint is created, and since it never finished the blueprint, nothing was spawned.  I uploaded the new version and it now is all working properly!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Silent_Lamb on August 19, 2014, 12:10:59 AM
Since I'm here I'd just like to make one suggestion, something that would be real quality of life for me and I'm sure a lot of other people.

Wireless power is a reality that exists today. Perhaps not in such grandiose regards as sending it from one room to another but this is suppose to be the future.

I think it would be cool if something existed that let you wireless transmit power. Maybe have it as a powerV research and maybe be a one to one thing to balance?

I'm not even sure this is a possibility but it would be really cool.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: theubie on August 19, 2014, 01:06:23 AM
Actually, first attempt is a Let's Fail.  Colony was wiped out in 30 minutes.  Editing and encoding now.  I'll have it up in a bit.  Will do another one later on.  Trying to showcase the features of the mod while also having a challenging game wasn't the best of ideas...
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: CosmicKobal on August 19, 2014, 10:22:54 AM
This COULD just be me making a stupid mistake and over looking something, but I cant seem to get the Agave tank to work. I have the tank set up like this:

|XXXX
|OTHX
|------

the X's are empty space, the dashes and pipes are power line(also empty space). the O is the part of the tank that is circular and tan/green and dark grey. the 'T' is the part that has the red cross on it. the 'H' is the hopper filled with 30 something agave gel.

any suggestions on how to get this this to work? I can't select it as a command and My colonists don't seem to head to it when they get injured.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 19, 2014, 10:33:54 AM
You have to take control of the colonist and then right click the tank and man it.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: CounterFact on August 19, 2014, 11:18:08 AM
I was quite succesful with my last colony. I had 20 or so colonists and enough resources to build anything I wanted. Yet I didn't start on my spaceship for a long time, because I didn't have a advaned AI chip for my ship. Is there any way you could ad something to craft that. Techlab perhaps? Some extra spaceship parts would be nice too, because as it is at the moment you can't build any interesting designs for it.

Anyway, it's just an idea since my colony ended up getting wrecked pretty bad because of the crazy rays for scarabs and my guys (I really hate those, any way to add some 'happy pills' to the game?). I think I would've made it out with some guys otherwise.
(http://i.imgur.com/voJmkSPl.jpg?1)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Jerethi50 on August 19, 2014, 11:50:22 AM
Hey dunno if your not getting my pm's or something abrexus but i sent ya my email and i'm waiting on the source code, Im more than willing to help ya out with this mod and provide some ideas.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 19, 2014, 12:15:33 PM
Quote from: CounterFact on August 19, 2014, 11:18:08 AM
I was quite succesful with my last colony. I had 20 or so colonists and enough resources to build anything I wanted. Yet I didn't start on my spaceship for a long time, because I didn't have a advaned AI chip for my ship. Is there any way you could ad something to craft that. Techlab perhaps? Some extra spaceship parts would be nice too, because as it is at the moment you can't build any interesting designs for it.

Anyway, it's just an idea since my colony ended up getting wrecked pretty bad because of the crazy rays for scarabs and my guys (I really hate those, any way to add some 'happy pills' to the game?). I think I would've made it out with some guys otherwise.
(http://i.imgur.com/voJmkSPl.jpg?1)

There will be something new to add happiness in version 2.0 which I'm working on at the moment.  I think you'll like it!  Great base BTW!  As for the advanced AI chip, that is a drop from a mob, but I suppose it could be added as a crafted item requiring a high crafting skill.  What does everyone think?
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: CosmicKobal on August 19, 2014, 01:52:11 PM
Quote from: Abrexus on August 19, 2014, 10:33:54 AM
You have to take control of the colonist and then right click the tank and man it.


I've already tried that.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: theubie on August 19, 2014, 02:46:40 PM
Let's Play Fail:  Ubie plays RimWorld Alpha 6 with Superior Crafting 1.09! (https://www.youtube.com/watch?v=A05FkeAyCps&list=UUSOOPayBB-AkM8QvTFNcxFw)

Working on a new one.  I went for higher difficulty AND wanted to try to spotlight the mod.  Didn't work out well.  Next one is on a lower difficulty and playing more conservatively.  Also, this one was done at 2am-ish with little sleep so I wasn't the most creative with the commentary.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: CounterFact on August 19, 2014, 03:26:34 PM
Quote from: Abrexus on August 19, 2014, 12:15:33 PM
There will be something new to add happiness in version 2.0 which I'm working on at the moment.  I think you'll like it!  Great base BTW!  As for the advanced AI chip, that is a drop from a mob, but I suppose it could be added as a crafted item requiring a high crafting skill.  What does everyone think?

I'll be looking forward to playing 2.0 then. :)
As you can see in the screenshot, my hangar for my spaceship got completed, but soon afther everyone went mad, got killed or wounded. As you can see of the engine placement and hangar size you could imagine the size of the ship.

Quote from: CosmicKobal on August 19, 2014, 01:52:11 PM
I've already tried that.

You need to draft the colonist, not just select him. Don't forget to check up on him that when he's healed you undraft him.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: theubie on August 19, 2014, 03:30:19 PM
Quote from: CounterFact on August 19, 2014, 03:26:34 PM
Quote from: CosmicKobal on August 19, 2014, 01:52:11 PM
I've already tried that.

You need to draft the colonist, not just select him. Don't forget to check up on him that when he's healed you undraft him.

For this reason alone I find the medbed superior.  Perhaps if Abrexus gets healing to regenerate lost limbs and organs it will make it worth using IMO.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: CounterFact on August 19, 2014, 04:58:01 PM
Quote from: theubie on August 19, 2014, 03:30:19 PM
For this reason alone I find the medbed superior.  Perhaps if Abrexus gets healing to regenerate lost limbs and organs it will make it worth using IMO.

Indeed, medbed is awesome.
I have mixed feelings about regenrating lost limbs and organs. The advantage would be that all your guys will be fit and 100% ready to do their jobs. But I'd rather play with a bunch of crippled guys (on a lower difficulty setting), adds a bit of character to your colonists.
A prostethic foot/leg (with 25-50% penalty on movement) however would be great, because it makes me feel bad when I execute guys who lost a leg or both feet.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: MrWashingToad on August 19, 2014, 05:48:43 PM
Having an issue with the colonists not being able to prioritize using the right click like you can on the crafting items.
Stonecutter, Food Prep Table, Furnace, Cookstove, Glasworks, Chemlab, Tailor's Table and Food Synthesizer (I know it's just for food - but had a colonist go dazed and tried to leave because of 'urgent hunger' and I couldn't force them to use the Food Synthesizer to get food, or the other prep tables to make a food item).

Edit: and now it worked for a second. Maybe something to do with another colonist wanting to do work and is path finding to the area? If my colonist is heading to work on it, then I can prioritize...
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: MrWashingToad on August 19, 2014, 07:02:36 PM
Also question on the blast door - shows same max health of 150 as the Metal Door (powered) - but uses a lot more resources to make - is this taken in to effect as armored somewhere, or is the health max incorrect on the description?
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: theubie on August 19, 2014, 07:24:18 PM
Blast door has 500 health.  I think the description was fixed one of the new versions, but I haven't looked at it in a couple of versions.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Hadesos on August 19, 2014, 10:12:49 PM
Hey guys, I'm having a problem with this mod.
I get a blackscreen when I put it in my Mod folder. It works fine without it.
During the blackscreen I opened the Task Manager and Rimworld was still loading, but incredibly slow. Just a few kb per tick.

The Game loads with the mods AlphaMuffalo and Rimrats.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 19, 2014, 10:31:38 PM
Quote from: Tasher on August 19, 2014, 07:02:36 PM
Also question on the blast door - shows same max health of 150 as the Metal Door (powered) - but uses a lot more resources to make - is this taken in to effect as armored somewhere, or is the health max incorrect on the description?

It's a typo.  The door does have 500 health, thank you for pointing it out!  I'll have it fixed in the next version.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: bluestrike15 on August 19, 2014, 10:51:27 PM
Can't stand the torches. Where in the code is the variable that makes them burn out. I would like to stab it.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Jaxxa on August 19, 2014, 11:34:06 PM
Quote from: bluestrike15 on August 19, 2014, 10:51:27 PM
Can't stand the torches. Where in the code is the variable that makes them burn out. I would like to stab it.

In "Building_WoodTorch.cs" line 20,  "private int burnDelay = 54000;" would be it.

I don't know how you plan to stab it though.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: bluestrike15 on August 20, 2014, 12:12:44 AM
Thanks, couldn't stab it, had to resort to deleting " = 54000"... Not the same satisfaction.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Rannzou on August 20, 2014, 05:55:33 AM
If this mod haven't put wood fences and wood gate into this game, this mods can manipulate other mods that's awesome! no cheating at starting then :D
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: harpuea on August 20, 2014, 07:33:03 AM
There's a bug where the injured keep falling out of their bed even though incapacitated and getting Misc Damage added in the process.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: mrofa on August 20, 2014, 07:45:49 AM
That might be nice idea for a event :D
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Hadesos on August 20, 2014, 09:56:29 AM
(https://i.imgur.com/DG9sAyV.png)

eh

okay it finaly loaded after 20 min and then this happened lol
again only with this mod

Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Iwillbenicetou on August 20, 2014, 10:27:53 AM
I had a similar problem. Did you disable a mod that had map gen, custom events and items in the game from a mod, but the mod was disabled
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Hadesos on August 20, 2014, 11:22:44 AM
Only in alpha 5
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Iwillbenicetou on August 20, 2014, 11:36:30 AM
It happened to me, check out support.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Stoner on August 20, 2014, 11:46:37 AM
I've had a problem similar to this. Above.

I am seeing loading problems reported as well as the flip out of the game.

I do know for a fact, the T's Mod which adds cotton and cotton related things. But this mod has its own cotton system. That causes conflicts.

As far as the long ass loading times. That is a very rare problem with Rimworld in general. Its been reported in all Alpha builds. As far as I've seen they have not yet found a fix for this, so ya kinda just gotta live with it for now.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: JuliaEllie on August 20, 2014, 12:19:00 PM
The game freaks out like this if you try to load a world which has an item (or anything else) that isnt defined anymore (ie - removing mods you used before or a change in the definitions of a mod in an update.)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Dojii on August 20, 2014, 01:15:12 PM
My wooden walls (not the logs walls) won't transmit power.
There is nothing I can do to use the build-in conduits. *?*

http://i59.tinypic.com/29fqjjm.jpg
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: CounterFact on August 20, 2014, 01:51:43 PM
Quote from: Dojii on August 20, 2014, 01:15:12 PM
My wooden walls (not the logs walls) won't transmit power.
There is nothing I can do to use the build-in conduits. *?*

http://i59.tinypic.com/29fqjjm.jpg

Try researching construction I or II (or even III?). You have regular wooden walls and ones with a build in power conduit.
The information is not displayed correct for the ones that don't have a power conduit. You'll see what I'm talking about when you research it.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Dojii on August 20, 2014, 01:57:16 PM
Yes I just got it, thank you.
The information for the first generation wood wall is very missleading. ;)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Crazytoast42 on August 20, 2014, 02:00:07 PM
http://gyazo.com/977f637be476c934454aa2f84cce1267
Is that supposed to happen, because it just did.
:(
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 20, 2014, 03:11:59 PM
Quote from: Dojii on August 20, 2014, 01:57:16 PM
Yes I just got it, thank you.
The information for the first generation wood wall is very missleading. ;)

That's my bad...it's a typo.  Thank you for pointing it out though!  I'll have it updated for version 2.0!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: bluestrike15 on August 20, 2014, 08:11:15 PM
So for some reason, When I deleted the " = 54000" part of the "private int burnDelay = 54000;" the torches are still burning out. If anyone could help me make it so the torches stay instead of going out I would appreciate the help.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: theubie on August 20, 2014, 08:26:18 PM
Try removing the line:

<tickerType>Normal</tickerType>

From WoodTorch in Building_furniture.xml

It'll prevent the object from getting ticks, which means it'll never reach the amount it needs to trigger the destruction.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: bluestrike15 on August 20, 2014, 09:54:44 PM
Seems to have worked. Thanks!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: theubie on August 20, 2014, 10:56:18 PM
Let's Play:  Ubie plays RimWorld Alpha 6 with Superior Crafting - Pt. 2 (https://www.youtube.com/watch?v=xkT8beZ9Gyw&list=UUSOOPayBB-AkM8QvTFNcxFw) (now with significantly less fail!)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: 123nick on August 21, 2014, 02:24:04 AM
is it possible to have a "lite" version of this mod, with most of the content but the vannila tech tree? so like instead of overwriting the standard tech tree, it just adds more things to research for the different items, and not overwriting standard stuff like food preperation? that way i can use this with other mods! thanks in advance.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Spare74 on August 21, 2014, 05:34:45 AM
So, I've had a couple of run with this mod, it's quite good, a bit simpler than TTM which is good imo.
The problem I have with the mod is the early game, it's really slow, way slower than TTM's early game which is already pretty slow :s You have to research power II and construction II to be able to build your permanent base which forces you to build in log/wood and then deconstruct to build with power etc ...

Not sure if I'm the only one feeling that way though.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: CounterFact on August 21, 2014, 06:41:25 AM
Quote from: Spare74 on August 21, 2014, 05:34:45 AM
So, I've had a couple of run with this mod, it's quite good, a bit simpler than TTM which is good imo.
The problem I have with the mod is the early game, it's really slow, way slower than TTM's early game which is already pretty slow :s You have to research power II and construction II to be able to build your permanent base which forces you to build in log/wood and then deconstruct to build with power etc ...

I think the pacing in this mod is great for people who want to experience all stages of development of your colony, not just the endgame where you have all the best stuff and just try to get bigger. Living in your log cabins, slowly mining for resources, crafting and researching for months untill you get the good stuff. This mod makes building the 1st blast door in your colony like an achievement, very satisfying imo. I 'upgraded' certain parts of my base 3 times, when you get your 'permanent base', I feel part of the gameplay gets lost. I wish there was an endless techtree and infinite amount of things to craft and improve. :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 21, 2014, 07:09:56 AM
Thank you for that excellent explanation Counterfact.  That's exactly why I created the mod.  I know there will be people who don't like the slower pace of the game, and while I would like to be able to please everyone, I know that just wont be possible with what vision it is I am trying to accomplish.

I certainly would be willing to take selected parts of the mod and make them available for use in other mods with the research removed, but I won't be changing the core pacing of the original mod itself.  I am currently working on a version 2, which adds quite a few new features.  My goal at this point is to add content, but keep the pacing where it's at.

You should see version 2 available early next week.  There will be some research tweaking, and combat balance (no more archers out-ranging your turrets, but the pacing will be the same.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Spare74 on August 21, 2014, 11:18:58 AM
Does the mod affect in any way the mining speed? it feels like it's slow even with a 10+ mining dude.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 21, 2014, 01:32:35 PM
Quote from: Spare74 on August 21, 2014, 11:18:58 AM
Does the mod affect in any way the mining speed? it feels like it's slow even with a 10+ mining dude.

Negative.  I don't make any changes to mining speed or any default skill.  You can still research the mining picks for the 20% boost just as before.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Thalur on August 21, 2014, 02:42:59 PM
If you're making balancing changes, the tables and chairs all seem to take rather large amounts of resources, particularly compared to the walls.  For example, the 4x4 tables take 60 planks or bars whereas a wooden wall is 5 planks and a metal one is 10 bars.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Mekintos on August 21, 2014, 03:04:12 PM
It would be great if you add some kind of serving table. Btw. the gameplay is now a lot more challenging thanks to this modification and it brings a lot more fun in gameplay.  :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 21, 2014, 03:17:36 PM
Quote from: Mekintos on August 21, 2014, 03:04:12 PM
It would be great if you add some kind of serving table. Btw. the gameplay is now a lot more challenging thanks to this modification and it brings a lot more fun in gameplay.  :)

That may very well be in the next update (**hint**)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: MrWashingToad on August 21, 2014, 04:39:57 PM
Would love to see some endgame type research to reduce the effects of the psychic drones. Maybe a build-able white-noise generator for an area (can possible use a lamp type effect for colonist ability to "pick up or notice" the reduction - like they do w/ light levels from lamps). And would definitely second a request to have the agave tank to regrow or heal missing (blown off), or destroyed (shattered jaws, missing eyes) , etc. Have it take some time, or have a 3-D printer production device add-on to that system (think of it like a separate hopper add-on or something) that would allow those actions. Have re-grow paste made from chemlab w/ the agave gel and maybe silver and metal.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Gabriel_Braun on August 22, 2014, 04:16:12 AM
The only gripe I have is how overloaded the architect menu gets, especially furniture.  Personally I've been commenting out a lot of the clutter but it would be cool if there were a game feature in the future to have say a single 'comfy couch' in the colour of the material used and then have a UI option like growing zones to 'plant' a dye on them :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: PolandBall on August 23, 2014, 08:06:38 AM
Dude, why is this (http://i.imgur.com/MMBLCcL.jpg) happing?
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Gabriel_Braun on August 23, 2014, 10:24:53 AM
Quote from: Awesom1 on August 23, 2014, 08:06:38 AM
Dude, why is this (http://i.imgur.com/MMBLCcL.jpg) happing?

Save, quit out and reload :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: CounterFact on August 24, 2014, 06:12:33 AM
Any ETA on the next patch/version (2.0? :) )
A small suggestion might be to add clay (made of sand) walls as a cheap early game alternative to the plank/log walls. Because on dessert maps it's quite a pain to collect wood and soil is rare and needed for food. Stone walls are pretty early tech, but at 10 blocks per square that's quite labour intensive as well.

Btw, I'm starting to grow quite fond of this mod. This is how the vanilla game should be in my opinion.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 24, 2014, 02:49:42 PM
Quote from: CounterFact on August 24, 2014, 06:12:33 AM
Any ETA on the next patch/version (2.0? :) )
A small suggestion might be to add clay (made of sand) walls as a cheap early game alternative to the plank/log walls. Because on dessert maps it's quite a pain to collect wood and soil is rare and needed for food. Stone walls are pretty early tech, but at 10 blocks per square that's quite labour intensive as well.

Btw, I'm starting to grow quite fond of this mod. This is how the vanilla game should be in my opinion.

Barring any major issues, we're on track for a Tuesday release of 2.0...
it will be the Superior Crafting "Men with Hats" edition  :o
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Ember on August 24, 2014, 05:33:44 PM
in addition to that serving table that someone asked for earlier, could you make similar objects that hold the Agave gels and one for apparel? would love more general furniture like the stuff in the clutter mod, but I'm finding myself avoiding the parts except for a select few because they don't use the resources of your mod
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Matthiasagreen on August 25, 2014, 11:42:30 AM
An issue I am having (which may have been mentioned) is the inefficiency of building. In the vanilla version most (maybe all) items are made up of one material. So when they are hauling materials to the build site, they haul it for multiple items at one time. With multi-material items, they do this for the first material and then haul the second material one building job at a time. For example, with powered stone walls, they will haul all the metal at one time, then make individual trips for for the stone, hauling stone for one wall and then building it. For large projects, this makes it take a very long time. Any thoughts?
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: MrWashingToad on August 25, 2014, 11:47:04 AM
Quote from: Matthiasagreen on August 25, 2014, 11:42:30 AM
An issue I am having (which may have been mentioned) is the inefficiency of building. In the vanilla version most (maybe all) items are made up of one material. So when they are hauling materials to the build site, they haul it for multiple items at one time. With multi-material items, they do this for the first material and then haul the second material one building job at a time. For example, with powered stone walls, they will haul all the metal at one time, then make individual trips for for the stone, hauling stone for one wall and then building it. For large projects, this makes it take a very long time. Any thoughts?

It's not the most creative fix, but I've resorted to doing small 'critical' area supply dumps from my main stash before doing large projects. Set it to only the materials you'll be using.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Reaper on August 26, 2014, 03:02:13 AM
Hey, so i am new to the game, and have been looking for a mod to make good soil, any chance? you could simply make a composter mod that uses old corpses to produce a item and you can build into a tile?
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: CounterFact on August 26, 2014, 04:08:11 AM
Quote from: Reaper on August 26, 2014, 03:02:13 AM
Hey, so i am new to the game, and have been looking for a mod to make good soil, any chance? you could simply make a composter mod that uses old corpses to produce a item and you can build into a tile?

In this mod you can convert wood logs to mulch in a composter and the mulch can be used as a resource for rich soil.
I've always wondered though, what the grow/wield ratio is for the different soil types, gravel, soil, rich soil. In other words, is it worth it to go for rich soil or not.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 26, 2014, 04:56:04 AM
Quote from: Matthiasagreen on August 25, 2014, 11:42:30 AM
An issue I am having (which may have been mentioned) is the inefficiency of building. In the vanilla version most (maybe all) items are made up of one material. So when they are hauling materials to the build site, they haul it for multiple items at one time. With multi-material items, they do this for the first material and then haul the second material one building job at a time. For example, with powered stone walls, they will haul all the metal at one time, then make individual trips for for the stone, hauling stone for one wall and then building it. For large projects, this makes it take a very long time. Any thoughts?

It does take a long time, you're right.  It may be possible to adjust this by rewriting the jobgiver code of the game itself, but I wont be able to tackle that until after I release version 2.0.  Which....should be out later today!

I guess what counterfact stated as an alternative solution could also be viewed as an extra level of tactics as a good building site would always be near a supply depot.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Rannzou on August 26, 2014, 09:02:31 AM
hey the food synthethyzer should be a little bigger i can't put enough hoppers on it!
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: CounterFact on August 26, 2014, 11:31:19 AM
Quote from: Rannzou on August 26, 2014, 09:02:31 AM
hey the food synthethyzer should be a little bigger i can't put enough hoppers on it!

Build 2 food synthesizers :)
But thinking of this it made me wonder if you could build certain 'storage units' where you could stack more than 75 worth of resources or more than 1 object on a single tile, because sometimes your storage zone gets flooded with weapons and iron ore.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Chaplain on August 27, 2014, 05:30:56 AM
I have to say I love this mod.  I would kinda love to see some way to replace existing walls implemented if at all possible.  Nothing infuriates me quite as much as having to tear down all the existing walls in a camp in a manner that doesn't cause cave ins, then replace them with the newly researched type of wa-- ah crap the researcher found the powered type of the same wall...  I get that it makes planning more important but still it would make life easier.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Killaim on August 27, 2014, 07:29:26 AM
love the mods here :D

i have a few ideas if thats allright


1. any way to mod the mood from the various stages of rotten corpses - i feel like the final stage "skeleton" shouldent impose much of a mood modifier.

i get up to the point in the game where huge traveling groups come in and the end result is "always" a psychotic death ball of people somewhere on the map because they have to travel through a area filled with corpses due to simply being impossible to gather all of it.

2. ive seen mods in the past that could force a pawn to go eat or sleep - would be very nice to have in this mod too :D

3. if you are gonna venture into storage containers perhaps a clothes rack/hat rack to hang several pieces of clothes on :) seem to be having quite a surplus (see post 1)

4. i noticed that the emp mortar is very effective against the mechanoids - but a solar storm is not at all effective ( i think this would be awesome if solar storms would cause the mechanoids to shutdown / be slowed(if thats even possible?), so its not just a death sentence if you get both a mechanoid AND a solar storm (if at the level in the game as post 1 - thats a insane amount of mechs to fight without turrets

5. (more a bug report) - i sometimes have a few colonists suddenly grab onto a meal and be unable to drop it - they will then try to eat it (fail, and still carry it) go and pick up another one (try to eat it, and fail) one of these colonists can very quickly completely empty my food stock and without warning (only pure chance i notice it)

i think its something to do with the recruitment / healing / feeding of prisoners and something goes wrong

the last one there im not sure if its due to your mods - but thought id post it here too.


Thanx for the mod! its awesome :D

Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Lithial on August 27, 2014, 08:52:46 AM
this is gonna sound really stupid but can i ask that the next version be named aaaSuperiourCrafting so any changes we make for compat don't need to be named zzz(modnamehere) :P
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Gabriel_Braun on August 27, 2014, 11:30:47 AM
Quote from: Lithial on August 27, 2014, 08:52:46 AM
this is gonna sound really stupid but can i ask that the next version be named aaaSuperiourCrafting so any changes we make for compat don't need to be named zzz(modnamehere) :P

It only sounds stupid when you don't know to edit about.xml to do it yourself  ::)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: thrashingmadpl on August 27, 2014, 12:28:54 PM
Hi. First of all, I would like to thank and congratulate Abrexus for an excellent work on the mod. Really nice mix of complexity and progression added to the base game. I've grabbed 1.6 version some time ago, and started let's play series. Unfortunately, it turns out that in this version 'Siege Bug' still persists. I've already invested quite a lot of work into the series, and would rather not abandon it now.

So the question is, can I somehow fix this 'Siege Bug' on my 1.6 version of the mod? Or perhaps even upgrade my savegame to v1.10? I would greatly appretiate some help. :)

Oh, and here's linky to my LP (Polish language though) https://www.youtube.com/watch?v=MLeqeSKDBIc (https://www.youtube.com/watch?v=MLeqeSKDBIc)
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Killaim on August 27, 2014, 02:47:06 PM
having issues with dismantling power armors and armor vests the pawns will never do the jobs - and one time i saw a pawn going around from armor vest to armorvest carrying one (with the job saying -deconstructing) but he would walk from vest to vest

using the apothecary addon
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 27, 2014, 03:47:55 PM
Version 2.0 is out!  Lots of new features and balance changes.  Please take a moment to post any bugs you may encounter, and I'll gladly see what I can do to resolve them.  This will require a restart and is not compatible with older versions.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 27, 2014, 04:31:16 PM
Quote from: thrashingmadpl on August 27, 2014, 12:28:54 PM
Hi. First of all, I would like to thank and congratulate Abrexus for an excellent work on the mod. Really nice mix of complexity and progression added to the base game. I've grabbed 1.6 version some time ago, and started let's play series. Unfortunately, it turns out that in this version 'Siege Bug' still persists. I've already invested quite a lot of work into the series, and would rather not abandon it now.

So the question is, can I somehow fix this 'Siege Bug' on my 1.6 version of the mod? Or perhaps even upgrade my savegame to v1.10? I would greatly appretiate some help. :)

Oh, and here's linky to my LP (Polish language though) https://www.youtube.com/watch?v=MLeqeSKDBIc (https://www.youtube.com/watch?v=MLeqeSKDBIc)

If you edit the Buildings_Security.xml and add the tag <li>Artillery_BaseDestroyer</li> under building tags to any of the mortars, it will fix the problem.  Thanks again for the great LP!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: thrashingmadpl on August 27, 2014, 04:51:04 PM
Awesome, thanks. :) Would this fix a problem with besieging AI not getting resources to build their camp (in my test-run they decided to grab sand from my base)?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: MrWashingToad on August 27, 2014, 04:51:42 PM
Quote from: Abrexus on August 27, 2014, 03:47:55 PM
Version 2.0 is out!  Lots of new features and balance changes.  Please take a moment to post any bugs you may encounter, and I'll gladly see what I can do to resolve them.  This will require a restart and is not compatible with older versions.

Thanks for the mod Abrexus!! Will be trying it out momentarily!

edit 1: So far, got into game, no loading errors. Looks good so far - will update as play continues.
edit 2: Graphics on furniture selection. Saved, exit and reloading fixed this.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 27, 2014, 05:08:15 PM
Quote from: thrashingmadpl on August 27, 2014, 04:51:04 PM
Awesome, thanks. :) Would this fix a problem with besieging AI not getting resources to build their camp (in my test-run they decided to grab sand from my base)?

Yes, that fixes the problem...the reason it happens is if there is no mortar with that tag in the xml file it interrupts the base building portion of the siege script, and they never get their drop pods with supplies....adding that line allows the script to complete.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: thrashingmadpl on August 27, 2014, 05:10:24 PM
Excellent - keep up the good work. :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: MrWashingToad on August 27, 2014, 05:36:52 PM
Is there a way to clarify the "healing" vs. "treating" the colonist orders? Treating to me should be bandaging, but it seems to be the other way around - it's a bit confusing. Can we get it named so bandaging the injury is called 'triage' and healing is the normal bring food to them, etc?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: JuliaEllie on August 27, 2014, 06:19:01 PM
Quote from: Tasher on August 27, 2014, 05:36:52 PM
Is there a way to clarify the "healing" vs. "treating" the colonist orders? Treating to me should be bandaging, but it seems to be the other way around - it's a bit confusing. Can we get it named so bandaging the injury is called 'triage' and healing is the normal bring food to them, etc?

This is not a mod issue - the "healing" vs "treating" thing is a vanilla feature.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: just_dont on August 27, 2014, 06:33:41 PM
One minor issue noticed so far: stone embrasures are available to build as soon as you get "Security I", not the special "Embrasures" research (which does nothing).
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Krantz86 on August 27, 2014, 06:33:57 PM
wow, and i mean wow, i think i'm drooling...all this new stuff and my last colony just made it to the stars!
i think a new colony is about to be founded or well.. crash-landed!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: MrWashingToad on August 27, 2014, 06:45:38 PM
I know the vanilla feature, but looking at how much else is changed, was hoping mod could clarify it - I should have listed that as a feature request.

The research 'Specialized Turrets (manned)' text doesn't show correctly - can you limit the spacing between the lines?
Also - on the Food Synthesizer description: change 'past' to 'paste' and 'nutricous' to 'nutritious'.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 27, 2014, 07:09:19 PM
Quote from: just_dont on August 27, 2014, 06:33:41 PM
One minor issue noticed so far: stone embrasures are available to build as soon as you get "Security I", not the special "Embrasures" research (which does nothing).

Good catch!  Fixed in the new download link from Nexusmods.

Thank you!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: theubie on August 27, 2014, 07:49:50 PM
Hmm.  I've got parts for the Let's Play I was doing on 1.10 in editing.  I'll get those done and think about doing one for v2.  Looks good so far though.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 27, 2014, 07:57:06 PM
Quote from: Chaplain on August 27, 2014, 05:30:56 AM
I have to say I love this mod.  I would kinda love to see some way to replace existing walls implemented if at all possible.  Nothing infuriates me quite as much as having to tear down all the existing walls in a camp in a manner that doesn't cause cave ins, then replace them with the newly researched type of wa-- ah crap the researcher found the powered type of the same wall...  I get that it makes planning more important but still it would make life easier.

I was going to add that in this update, but there is a change in the way the game reads power transmission, and as far as I can tell the value is now read only...so I couldn't figure out how to toggle it so the walls wouldn't have to be rebuilt.  I did change the build requirements though so you only have 1 resource needed for walls to eliminate the hauling problem.
Title: Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
Post by: Abrexus on August 27, 2014, 07:58:00 PM
Quote from: Killaim on August 27, 2014, 02:47:06 PM
having issues with dismantling power armors and armor vests the pawns will never do the jobs - and one time i saw a pawn going around from armor vest to armorvest carrying one (with the job saying -deconstructing) but he would walk from vest to vest

using the apothecary addon

Fixed in the current version.  I had the quantity set wrong in the recipe xml.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: 2rok on August 27, 2014, 08:37:43 PM
I just played Rimworld with TechTreeMinami and Süperior Crafting enabled and I really think you and Minami26 should make a combined mod pack or something because it was awesome and the two mods would fit really well together!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: sensiman on August 27, 2014, 09:49:13 PM
i cant find a way to make cotton into cloth,the weavers table doesnt have the option. is it only me?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 27, 2014, 09:59:23 PM
Quote from: sensiman on August 27, 2014, 09:49:13 PM
i cant find a way to make cotton into cloth,the weavers table doesnt have the option. is it only me?

The loom is where you make cloth now as well as deconstruct cloth and leather armors.  It's the precursor to my Aparello integration.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: sensiman on August 27, 2014, 10:08:10 PM
aha! got it! only,i cant seem to find the option to construct any loom "workbench". tried resetting game,too,and making a new world to retry.

***EDIT**** doh ,forgot to uncheck the older version of apparello,sorry for the inconvenience.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 27, 2014, 10:48:57 PM
Ok, excellent.  Thanks for taking the time to post.  It certainly could have been broken.  It was a whirlwind week getting the update ready for launch!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: sensiman on August 28, 2014, 01:26:05 AM
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: JuliaEllie on August 28, 2014, 02:47:24 AM
Quote from: sensiman on August 28, 2014, 01:26:05 AM
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)

Thank you for your report. we had a similar problem earlier and will look into it asap
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Ayt on August 28, 2014, 03:12:05 AM
One thing you may want to consider is increasing the amount of xp earned for crafting. Crafting is a very important skill with this mod, yet people level up extremely slowly because they only get a relatively small chunk of xp after completing a crafting task even if it takes them a long time to complete it. Compared to the other skills, crafting levels up very slowly yet it is one of the most important attributes a colonist can have.

This is just an observation from having played with the mod a bit, but I have found myself strongly favoring colonists that start out with high crafting just because it is so hard to level and it is so important.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: just_dont on August 28, 2014, 03:43:05 AM
Quote from: 2rok on August 27, 2014, 08:37:43 PM
I just played Rimworld with TechTreeMinami and S�perior Crafting enabled and I really think you and Minami26 should make a combined mod pack or something because it was awesome and the two mods would fit really well together!
One thing that's great about Superior Crafting -- it's not absolutely *overloaded* with items and constructions and everything else, like Minami's. Everything has reasonable amount of use, everything is in place and giving you the sense of progression. And I'd very much like for it to stay that way. Mods that add 100500 items and things just as the attempt to create variety may be fun for some people, but I consider those more annoying than fun.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: ( Tchey ) on August 28, 2014, 06:49:49 AM
Can you play with the 2 mods together !? How is it possible with the tech tress changes ?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 28, 2014, 07:03:48 AM
Quote from: sensiman on August 28, 2014, 01:26:05 AM
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)

Thanks for the heads up.  One question though, are you sure it's the chemlab?  That's not really a custom building in that it uses the same code to operate as any vanilla building would.  We did have a similar problem with the shooting range, but I've been playing the mod myself (I finally have a chance to play) and it appears to be fixed.  I will certainly test this though.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 28, 2014, 07:11:01 AM
Quote from: Ayt on August 28, 2014, 03:12:05 AM
One thing you may want to consider is increasing the amount of xp earned for crafting. Crafting is a very important skill with this mod, yet people level up extremely slowly because they only get a relatively small chunk of xp after completing a crafting task even if it takes them a long time to complete it. Compared to the other skills, crafting levels up very slowly yet it is one of the most important attributes a colonist can have.

This is just an observation from having played with the mod a bit, but I have found myself strongly favoring colonists that start out with high crafting just because it is so hard to level and it is so important.

This is a great point.  I'll look over the crafting exp values in relation to the amount of work time, and see what can be done.  I agree that leveling up any skill is a bit cumbersome.  I may also slightly increase the amount of EXP gained from the shooting range as well.  Also, what is everyones thought on items that do give skill increases (such as the shooting range for example) having a small chance per gain to also increase a pawns passion for that skill?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Gabriel_Braun on August 28, 2014, 07:55:39 AM
Dude!  Really loving v2 especially the draggable table and firing range :D

One 'bug' I noticed though (it might be deliberate though) is that the tables have all meals disabled as storage items by default? 

Otherwise an awesome mod to keep me happy while waiting for pre-alpha 7 testing to begin, thanks! :D
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 28, 2014, 07:59:04 AM
Quote from: Gabriel_Braun on August 28, 2014, 07:55:39 AM
Dude!  Really loving v2 especially the draggable table and firing range :D

One 'bug' I noticed though (it might be deliberate though) is that the tables have all meals disabled as storage items by default? 

Otherwise an awesome mod to keep me happy while waiting for pre-alpha 7 testing to begin, thanks! :D

That's intentional.  The game dynamics changed from alpha 5 to 6 in that you can't eat from a table that has a meal stored on it.  So during testing we decided to have it toggled off by default.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Gabriel_Braun on August 28, 2014, 08:10:19 AM
Quote from: Abrexus on August 28, 2014, 07:59:04 AM

That's intentional.  The game dynamics changed from alpha 5 to 6 in that you can't eat from a table that has a meal stored on it.  So during testing we decided to have it toggled off by default.

Ah didn't know that, it must have been part of the stackable/accessible meals change.
Still no glower on the default furnace either :)

ps- Sorry if it sounds like I'm being critical as that's not the intention, It's just my nature to notice and question things haha

edit- It also might be an idea to make the shooting range a forbiddable object ;)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: LuisMH on August 28, 2014, 08:29:52 AM
Gratz on making this awesome mod.

Can you please upload it to some other sites too? I'm unable to download from Nexus.
Google Drive works fine, and others too.

Thank you!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: MrWashingToad on August 28, 2014, 09:26:53 AM
Quoted: Also, what is everyone's thought on items that do give skill increases (such as the shooting range for example) having a small chance per gain to also increase a pawns passion for that skill?  -- Abrexus

This would be awesome! What if the character had never shot before, but got assigned the skill with more than 0 just because basic hand-eye coordination. Uses the shooting range, and loves it, gets a small passion for it. I'd say make it a random chance, but keep it low - say 1 to 8% chance, or it could quickly overpower the characters if they stay around a while and get huge passion for every skill. Same with the other crafting skills, or cooking.

Would be awesome if we could toggle the shooting range off - otherwise have to keep toggling the colonists to hunt when I select some animals to kill off, and if I forget - or if they are close to shooting range they run over there first.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: just_dont on August 28, 2014, 09:37:45 AM
Quote from: Abrexus on August 28, 2014, 07:11:01 AMAlso, what is everyones thought on items that do give skill increases (such as the shooting range for example) having a small chance per gain to also increase a pawns passion for that skill?
Passions and traits "define" pawns character, and I don't think it's a good idea to have those changeable. It will inevitably turn into situation where all colonists have every skill (that could be upgraded in this way) set to "Burning". Eventually. Unless you're talking about such extremely small chances that even a 1 upgrade per year per pawn would be considered "lucky". However, I can't imagine it would be easy to properly balance these chances.

This could work better with a "passion cap": a pawn with low number of passions could have some potential for an increase, and thus could eventually get a new passion or even two. But a pawn with already solid amount of passions shouldn't be getting any more. This way, you won't need to fine-tune extremely small chance values, and pawns will generally stay within their own original character and won't all turn into know-it-alls (or rather want-it-alls).
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: CosmicKobal on August 28, 2014, 10:59:05 AM
First, I just want to say that I love this mod :). I'm glad to see you merging it with select features from others.

now that that's out of the way, I've noticed a couple problems so far.

1. Sometimes, when I draft my colonists, have them fight for anywhere between a couple seconds to a couple minutes, once I undraft them, only a few of them will go back to their lives. the rest will just stand there with their thumbs up their A**. sometimes one or two of the colonists WILL break away from the 'stupid ball' and go back to doing stuff, but that seems to be the exception.

2. Whenever I try to set a bill with the chemlab, If I have the supplies to make 10 shroom-stims for example, I will see five actual, and separate options to click to make it. like this;

             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim


Eventually, it will push things like the med kits and agave gel off of the screen so that I cant select them as a bill.

3. After researching EVERYTHING available except the shipbuilding section, I still was unable to find the agave tank in the architect menu.

4. No matter what skills I enabled or supplies I had on hand, I was unable to make any colonists work at the brewery.

5.Not sure if this is a bug or not, but when my colonists are mining deep into a mountainside, they keep stumbling on empty room with crafted stone walls and floors. I can understand this if they had been near the edge of the mountain, but finding one more than 75 blocks in just seems weird. like, "HTH did that random room just appear there?"*scratches head*


I think That's all for now.

Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 28, 2014, 11:10:24 AM
Thanks for the bug report!  The brewery is indeed broken, and to fix it you can add

  <WorkGiverDef>
    <defName>DoBillBrewery</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Cooking</workType>
    <priorityInType>100</priorityInType>
    <workTableDef>Brewery</workTableDef>
    <verb>cook</verb>
    <gerund>cooking</gerund>
  </WorkGiverDef>

to the end of the BaseWorkGivers.xml file.  I'll have an updated version out later today with a few quality of life improvements as well.  That may also account for colonists standing around as they may be trying to work the brewery but can't.  As for the shroom-stim bug, I'll have to test that and figure out what's going wrong.  The Agave Tank is now the Medical Pod.  It works in a similar fashion, except it also is like a regular bed now, but if you put a hopper next to it with Agave Gel, it heals amazingly fast!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: MrWashingToad on August 28, 2014, 01:20:56 PM
Would be a cool additions to the mod (these aren't finished, but would be awesome!):
Animal feeders: http://ludeon.com/forums/index.php?topic=5615.0
Fish tanks (and my wants - aquaponics additions): http://ludeon.com/forums/index.php?topic=5547.0
Fishing: http://ludeon.com/forums/index.php?topic=4001.0
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Conred on August 28, 2014, 02:17:33 PM
I cant download from nexus :(
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: CosmicKobal on August 28, 2014, 02:36:23 PM
Quote from: Abrexus on August 28, 2014, 11:10:24 AM
Thanks for the bug report!  The brewery is indeed broken, and to fix it you can add

  <WorkGiverDef>
    <defName>DoBillBrewery</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Cooking</workType>
    <priorityInType>100</priorityInType>
    <workTableDef>Brewery</workTableDef>
    <verb>cook</verb>
    <gerund>cooking</gerund>
  </WorkGiverDef>

to the end of the BaseWorkGivers.xml file.  I'll have an updated version out later today with a few quality of life improvements as well.  That may also account for colonists standing around as they may be trying to work the brewery but can't.  As for the shroom-stim bug, I'll have to test that and figure out what's going wrong.  The Agave Tank is now the Medical Pod.  It works in a similar fashion, except it also is like a regular bed now, but if you put a hopper next to it with Agave Gel, it heals amazingly fast!


ooooh. I guess I must have been having a blond moment as far as the Healing Pod is concerned... Am I the only one having trouble figuring out how to work the learning tapes? I have several desks connected to power and a bill set up but I cant seem to get colonists to use it.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Matthiasagreen on August 28, 2014, 03:02:38 PM
So, I just thought about the wine and wanted to know if it would be fun to give the wine a 1% chance of destroying your liver?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Abrexus on August 28, 2014, 03:48:56 PM
Updated to 2.01

Floor tile cost changed to 1/2/3
fixed text entry manned sniper turret
fixed Brewery not being workable
fixed Desk not being workable
changed exp gain from Shooting Range - now 100 per shot instead of 50
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: LuisMH on August 28, 2014, 03:58:48 PM
Sendspace worked for me!
Thank you very much!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: gamerjeh on August 28, 2014, 07:24:58 PM
I dont know if it is just me or are the white circle range of the towers are all the same even tho the range in the description are different? well this is when im using the 2.0 version.

And when i try to download the main file in the nexus site is still gives me the SuperiorCraftingV20.zip-47-2-0 file.


And the Poll voting is close so i cant cast a vote.  :P
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Abrexus on August 28, 2014, 09:03:47 PM
Quote from: gamerjeh on August 28, 2014, 07:24:58 PM
I dont know if it is just me or are the white circle range of the towers are all the same even tho the range in the description are different? well this is when im using the 2.0 version.

And when i try to download the main file in the nexus site is still gives me the SuperiorCraftingV20.zip-47-2-0 file.


And the Poll voting is close so i cant cast a vote.  :P

There were two versions of the file on the nexus site.  I deleted the old version from yesterday.  The tower ranges are all "supposed" to be different, and as far as I can see by the file they should be.  Funny thing about the display range is it's not 100% accurate however.  They are different, but may be off by 1 or 2 squares.  I'll have to do some range testing.

As for the poll, it wont let me reset the poll once it closes.  I can change it, but not open it up with a new date.  If someone know how to do that without deleting the thread and starting a new one, let me know.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: sensiman on August 28, 2014, 10:38:03 PM
Quote from: Abrexus on August 28, 2014, 07:03:48 AM
Thanks for the heads up.  One question though, are you sure it's the chemlab?  That's not really a custom building in that it uses the same code to operate as any vanilla building would.  We did have a similar problem with the shooting range, but I've been playing the mod myself (I finally have a chance to play) and it appears to be fixed.  I will certainly test this though.

it may be that is malfunctions when the stimpac is researched. i didnt really pay much attention on when it startedot occur,but it DID occur on a new colony though. one little detail i noticed too is that when i tried to add another bill (medikit was already in place.) the list of available tasks (like the additional shroom0stim and agave gel) was being reiterated ad infinitum.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: CosmicKobal on August 28, 2014, 10:49:24 PM
Due to the Poll being closed, I'll answer it here if that's alright. I Absolutely like the shooting range. Once I have my production optimized, there isn't a whole lot of excess hauling going on and a base can only get SO clean before my colonists have nothing left to do. The shooting range helps with that. It would be great if there was some kind of leisure activitie for your colonists. A basketball court or something. It could fulfill the same purpose as the wine in that if your colonist is having a REALLY bad day, he can go blow off some steam.It would balance in that, instead of needing to be crafted and take up a small amount of storage space like the wine, it would instead be a 1 time construction that takes up a decent amount of space but requires no crafting or upkeep after that. or maybe some kind of books on tape could be played at the desk just like the skill tapes. only difference is that instead of it training your skill it will give you a mood modifier.

While on the topic of the tapes, I've never ONCE gotten a crafter high enough to be able to make power armor. I think the tapes should provide more than a measly 1000 exp points. The only power armor I can ever use is what I'm able to salvage... One last thing. It would be convenient if your colonist would automatically strip a corpse before turning it into soylent green. I accidentally wasted a power armor before I realized this.


ooooooone more thing. It would be nice to be able to lockdown my base somehow. if there could be an option to LOCK Blast doors for example, so that colonists can't go out and attract raiders, or friendly visitors can't swarm my base and start dying all over the place, that would be great.

some kind of passive offense like electrified doors would be pretty cool as well. say for example a boomrat goes insane, it can kill itself against your electrified door instead of having to send a colonist out to get burned.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: bluestrike15 on August 28, 2014, 11:20:04 PM
Torches are burning out again... WHY! Whats the code for them in this version or is it still the same?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: LZPanzer on August 28, 2014, 11:21:46 PM
it may be just me but the rate at which a single brewery creates etenal seems a bit low. ive got two good cook (6,9) cooking etenol all the time and they barely manage to keep up with my 3 gas generators rate of consumption( all three are fed from one hopper.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: nacker1776 on August 28, 2014, 11:32:19 PM
New drag able tables don't have a gathering point.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Abrexus on August 28, 2014, 11:38:20 PM
Quote from: CosmicKobal on August 28, 2014, 10:49:24 PM
Due to the Poll being closed, I'll answer it here if that's alright. I Absolutely like the shooting range. Once I have my production optimized, there isn't a whole lot of excess hauling going on and a base can only get SO clean before my colonists have nothing left to do. The shooting range helps with that. It would be great if there was some kind of leisure activitie for your colonists. A basketball court or something. It could fulfill the same purpose as the wine in that if your colonist is having a REALLY bad day, he can go blow off some steam.It would balance in that, instead of needing to be crafted and take up a small amount of storage space like the wine, it would instead be a 1 time construction that takes up a decent amount of space but requires no crafting or upkeep after that. or maybe some kind of books on tape could be played at the desk just like the skill tapes. only difference is that instead of it training your skill it will give you a mood modifier.

While on the topic of the tapes, I've never ONCE gotten a crafter high enough to be able to make power armor. I think the tapes should provide more than a measly 1000 exp points. The only power armor I can ever use is what I'm able to salvage... One last thing. It would be convenient if your colonist would automatically strip a corpse before turning it into soylent green. I accidentally wasted a power armor before I realized this.


ooooooone more thing. It would be nice to be able to lockdown my base somehow. if there could be an option to LOCK Blast doors for example, so that colonists can't go out and attract raiders, or friendly visitors can't swarm my base and start dying all over the place, that would be great.

some kind of passive offense like electrified doors would be pretty cool as well. say for example a boomrat goes insane, it can kill itself against your electrified door instead of having to send a colonist out to get burned.

Great feedback!  I will be doing a pass on all the EXP gains and try to balance them a bit better to allow for easier skill gains.  One thing of note is a pawn who does not have at least a passion in a skill, only gains 30% of the amount normally gained.  So for example, if you set the gain at 100 exp, they will only gain 30.  That's hardcoded into the game, and I'm not sure I want to tackle changing that.  I will however see about upping the exp gains, especially from tapes and items.

I will be adding more items like the shooting range that can be used to max various skills.  I'm very pleased with how it turned out, and now that I know it's working as intended adding new items is much easier.

As for stripping, then using the soylent green machine, I would have to write a new workgiver script, and I'm not quite that good with C# yet.  It's something to look into though.

I will be adding the options to lock doors in the next update, along with walls that are already constructed being auto updated to power walls when the research is complete so you don't have to go back and rebuild them to add conduits.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Abrexus on August 28, 2014, 11:41:21 PM
Quote from: nacker1776 on August 28, 2014, 11:32:19 PM
New drag able tables don't have a gathering point.

That's on purpose.  The reasoning will become evident in the next update.  The bar is a gather spot, and also a storage area for the wine.  The problem with the code and gather spots is if you have too many of them the colonists never actually gather, but rather randomly wander between them.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Abrexus on August 28, 2014, 11:44:28 PM
Quote from: bluestrike15 on August 28, 2014, 11:20:04 PM
Torches are burning out again... WHY! Whats the code for them in this version or is it still the same?

Torches are lights that require no power and for balance reasons burn out after 15 mins (real time, not game time).  I may extend that time for you in the next update.  If you want to stop them from burning out, remove the <tickerType>Normal</tickerType> line from the Building_FurnitureL.xml file for the torches, they wont burn out.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: CosmicKobal on August 29, 2014, 12:00:41 AM
What about Gear that increases a trait only while worn? A power armor helmet could increase shooting by 2 or 3 due to a HUD. or maybe even Cybernetic implants that require 18 crafting and a certain amount of 'downtime' for the colonist to 'recover' from the installation surgery. this way you could add a trait or two to a colonist. you would need a colonist with a HIGH level of medicine as well to do the surgery and it would also occupy a Healing pod for say... 5 days of game time. These implants would count as traits and would be limited to no more than 3 per colonist. 1 trait and 2 implants, 2 traits and 1 implant, etc.

'Happy Chip' - when stress levels reach critical levels(i.e. when a mental break is imminent), this implant releases Oxytocin,Seratonin,Dopamine and endorphins into your colonists brain.

'Bionic Legs' - 50% percent increase to movement speed.

'Bionic arms' - 25% increase to melee damage and 20% faster constructions.

'Automated metabolism' - Colonist needs 20 percent less food.

Integrated tazer - 30% higher chance to incapacitate.

Night Vision - No penalty to being in the dark.


I'm sure that I'll think of more. If you think this has any merit, let me know and I'll keep a running list of new traits/implants/ etc
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Abrexus on August 29, 2014, 12:11:57 AM
Quote from: CosmicKobal on August 29, 2014, 12:00:41 AM
I'm sure that I'll think of more. If you think this has any merit, let me know and I'll keep a running list of new traits/implants/ etc

I should get you to write my flavor text :)

We actually considered a missing parts replacement system for version 2, but it appears that alpha 7 is going to include cybernetics and body part replacement.  Currently the list for a pawns missing parts appears to be read only, and we tried for 3 days to see if we could get it to remove or replace missing parts, but eventually gave up.  I would at this point wait to see what alpha 7 brings us.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: CosmicKobal on August 29, 2014, 12:49:28 AM
I appreciate the thought :). If you're at all serious, I would love to be a part of this mod.

Something that I think would be relatively quick and easy to implement(with my limited knowledge of the games systems); a Battle Serum that rapidly coagulates blood when exposed to atmosphere (prevents bleeding out), Increases movement speed by Hyper-oxygenating the blood and tissues, increases Melee damage and increases percentage of crippling hits(and Headshots) with melee and shooting by inducing a primal Rage.

Ingredients could be 1 mushroom, 3 agave gel, 20 silver, 5 Soylent green and the pink flower thing used to make medkits whose name escapes me right now, lol.

The capabilities of this Battle Serum could be balanced by the fact that most hits are more fatal and less debilitating than without the serum. this would mean few(to no) prisoners in exchange for actually surviving the battle. The affected colonist wouldn't be able to be undrafted until The Serum wore off; Itwould only last 3 minutes of game time, so stockpiles would need to be strategically placed to maximize effectiveness. There would also be a Negative mood modifier after coming down off of the Serum. possibly even have 'Serum Poisoning' as a medical condition that needs to be treated after using the Serum.

Quote from: Abrexus on August 29, 2014, 12:11:57 AM
Quote from: CosmicKobal on August 29, 2014, 12:00:41 AM
I'm sure that I'll think of more. If you think this has any merit, let me know and I'll keep a running list of new traits/implants/ etc

I should get you to write my flavor text :)

We actually considered a missing parts replacement system for version 2, but it appears that alpha 7 is going to include cybernetics and body part replacement.  Currently the list for a pawns missing parts appears to be read only, and we tried for 3 days to see if we could get it to remove or replace missing parts, but eventually gave up.  I would at this point wait to see what alpha 7 brings us.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Mitrophan on August 29, 2014, 01:06:11 AM
Many thanks for the mod! Have you ever thought about how to make the electricity consumption of machine tools during the creation of objects? In life, it is so.

Sorry for the Google transliteration ((
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 29, 2014, 08:52:29 AM
Quote from: sensiman on August 28, 2014, 01:26:05 AM
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)

Well, I tested this a bit in the game I'm playing now and I was able to duplicate the problem.  The only difference between the chemlab recipes and the other crafting recipes is that they give medical EXP.  I may test it by changing the EXP back to crafting to see if the issue resolves itself.  If so, then the problem is with the code in the game that may not be setup to handle non crafting/cooking recipes.  I'll see what I can come up with.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: CounterFact on August 29, 2014, 10:43:19 AM
Quote from: Abrexus on August 29, 2014, 08:52:29 AM
Quote from: sensiman on August 28, 2014, 01:26:05 AM
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)

Well, I tested this a bit in the game I'm playing now and I was able to duplicate the problem.  The only difference between the chemlab recipes and the other crafting recipes is that they give medical EXP.  I may test it by changing the EXP back to crafting to see if the issue resolves itself.  If so, then the problem is with the code in the game that may not be setup to handle non crafting/cooking recipes.  I'll see what I can come up with.

I have noticed something similar. The colonist I set as doctor prioritizes healing people (doctoring) over taking care of himself (not eating/sleeping). Maybe making the crafting of those recipes 'medical', made it so that this too becomes priority over pretty much anything as it's treated with the same priority as doctoring. Maybe adding eating/sleeping to the 'patient' tag in the priority tab would solve this (or manual task to go eat/sleep).
Another annoying consequence is that it's not possible to lower the priority of crafting stim gel and medkits, unless you also lower the priority of healing people (doctoring).
Putting medkits and stims on equal standing with stone blocks and the other crafting items would give good gameplay. But maybe you could try adding crafting medkits and stims to the research thing. Chemestry and research is closely related I think. :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 29, 2014, 11:49:42 AM
Quote from: CounterFact on August 29, 2014, 10:43:19 AM
Quote from: Abrexus on August 29, 2014, 08:52:29 AM
Quote from: sensiman on August 28, 2014, 01:26:05 AM
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)

Well, I tested this a bit in the game I'm playing now and I was able to duplicate the problem.  The only difference between the chemlab recipes and the other crafting recipes is that they give medical EXP.  I may test it by changing the EXP back to crafting to see if the issue resolves itself.  If so, then the problem is with the code in the game that may not be setup to handle non crafting/cooking recipes.  I'll see what I can come up with.

I have noticed something similar. The colonist I set as doctor prioritizes healing people (doctoring) over taking care of himself (not eating/sleeping). Maybe making the crafting of those recipes 'medical', made it so that this too becomes priority over pretty much anything as it's treated with the same priority as doctoring. Maybe adding eating/sleeping to the 'patient' tag in the priority tab would solve this (or manual task to go eat/sleep).
Another annoying consequence is that it's not possible to lower the priority of crafting stim gel and medkits, unless you also lower the priority of healing people (doctoring).
Putting medkits and stims on equal standing with stone blocks and the other crafting items would give good gameplay. But maybe you could try adding crafting medkits and stims to the research thing. Chemestry and research is closely related I think. :)

I agree with your assessment that it treats it with the same priority as healing a patient.  As for making the change you request, that would be altering the actual game code itself and I am hesitant to do that.  That's something Tynan himself would be better qualified to address.

Adding it to research however is an excellent idea.  Look for that in the next patch.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: daft73 on August 29, 2014, 02:11:42 PM
This looks interesting. ::) Will give it a go.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Taishimoonshadow on August 29, 2014, 05:11:19 PM
For some reason I get an error involving terrain and the screen was white when I installed this and tried to load up my save any idea how to fix this. I also get several big errors when I try to make a new save.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: JuliaEllie on August 29, 2014, 05:28:52 PM
Quote from: Taishimoonshadow on August 29, 2014, 05:11:19 PM
For some reason I get an error involving terrain and the screen was white when I installed this and tried to load up my save any idea how to fix this. I also get several big errors when I try to make a new save.

Hey I saw this error yesterday on a stream and its usually caused by other mods messing around with the base game and/or compatibility issues of those mods. I would recommend to make a new game and deactivate your other incompatible mods. In some cases you can savely ignore the errors e.g. working with Apparello or Project Armory.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: CosmicKobal on August 30, 2014, 01:22:39 AM
Is there anyway to make Hauling and cleaning into a level-able skill? Something like, the higher the skill level, the faster the colonist will move while hauling. up to 2x speed at level 20.

Maybe add a Punching bag to train Melee. It could be associated with 'Warden'. I figure a warden would need to be capable of pacifying his charges.

CPR dummy to train Medicine.

Once Art is used for something, you could make an Easel or Piano or something to train Art. at the same time it would provide a mood modifier to anyone withing hearing distance named Pleasant Sounds/'Soothing Sounds'/'Beautiful Sounds' in that order with a different modifier level for each level of enjoyment.

Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: JuliaEllie on August 30, 2014, 04:33:03 AM
Quote from: CosmicKobal on August 30, 2014, 01:22:39 AM
Is there anyway to make Hauling and cleaning into a level-able skill? Something like, the higher the skill level, the faster the colonist will move while hauling. up to 2x speed at level 20.

Maybe add a Punching bag to train Melee. It could be associated with 'Warden'. I figure a warden would need to be capable of pacifying his charges.

CPR dummy to train Medicine.

Once Art is used for something, you could make an Easel or Piano or something to train Art. at the same time it would provide a mood modifier to anyone withing hearing distance named Pleasant Sounds/'Soothing Sounds'/'Beautiful Sounds' in that order with a different modifier level for each level of enjoyment.

Hey you have some nice ideas :)
Yes it might be possible to to change that technically but  its too deep into the vanilla game in  my opinion.

A punching bag is a cool idea.

You can already learn the medicine skill with the new tapes learning system. You only have to buy the right tape from the trader.

Art can already be used so its possible to do that here and now technically.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Patrykbono20 on August 30, 2014, 04:58:46 AM
Maybe add something like "High population Storyteller" and "Cannons and Turrets"
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: MrWashingToad on August 30, 2014, 10:34:01 AM
Quote from: sensiman on August 28, 2014, 01:26:05 AM
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)

Yes, having same issue, running mod v2.01. Have a bill to make the shroom stims, and the colonist was urgently hungry, with meals right next to him, and urgently tired, with his bed right there. Ended up going on a rampage. Subdued and another colonist took the job, same issue is occurring to the new colonist.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.0: The New Beginning!
Post by: Abrexus on August 30, 2014, 10:57:29 AM
Quote from: Tasher on August 30, 2014, 10:34:01 AM
Quote from: sensiman on August 28, 2014, 01:26:05 AM
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)

Yes, having same issue, running mod v2.01. Have a bill to make the shroom stims, and the colonist was urgently hungry, with meals right next to him, and urgently tired, with his bed right there. Ended up going on a rampage. Subdued and another colonist took the job, same issue is occurring to the new colonist.

This is a known issue with the game and anything that uses the doctor skill as outlined here http://ludeon.com/forums/index.php?topic=5728.0 (http://ludeon.com/forums/index.php?topic=5728.0).

In update 2.02 I'll be changing the chemlab recipes to use the research skill instead to resolve this as a temporary fix until the main game is updated.  I have tested it, and they work fine when assigned to the research skill.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: MrWashingToad on August 30, 2014, 11:37:50 AM
Ahh, cool, thanks Abrexus!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Javaman on August 30, 2014, 01:42:31 PM
Hey Abrexus this mod is great. I like that a lot of techs have other research requirements before you can study them(I am a fan of diverse technology progression). You should consider adding some cool future techs to the end of the tech tree. I have not seen what is at the end (I assume ship building so you can escape the planet) but some cool stuff like robots and replicators would be awesome. I  recommend the Miscellaneous mod by haplo. Also I am glad you are adding Apparello. Perhaps you could add more progression with the weapon crafting. I find your current selection of manned and unmanned turrets is perfect(combined with the mortars they each fill a different role), but unique weapon crafting would be cool so we could focus on an alternate defense method through our colonists, or even some more unique creations like the missile launcher or animal zapper from the TTM mod. Just a thought.

O ya also the Better Power mod has some neat stuff like wind power or laserdrilling. Always cool to have some alternate methods of power or resource generation.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Spare74 on August 30, 2014, 02:14:48 PM
Small feedback : on my map I can't make any geothermal thingy near (only have 2 geyser at the other end of the map) so I'm rolling all solar panel right now and you just need SO MANY of them I have like 40 of them and it bearly powers my base ( I have to shut down lots of stuff at night not to drain my battery in 10sec.

It might be cool to buff the energy production a bit or make a researchable upgrade to make them product a little bit of power at night (like in TTM).
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: LZPanzer on August 30, 2014, 02:59:38 PM
my colony is addicted to shroom stims. IS there a way to make it so that they can only use the stim if they are under the influence of a psychic drone?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: CounterFact on August 30, 2014, 03:51:56 PM
Quote from: Spare74 on August 30, 2014, 02:14:48 PM
Small feedback : on my map I can't make any geothermal thingy near (only have 2 geyser at the other end of the map) so I'm rolling all solar panel right now and you just need SO MANY of them I have like 40 of them and it bearly powers my base ( I have to shut down lots of stuff at night not to drain my battery in 10sec.

It might be cool to buff the energy production a bit or make a researchable upgrade to make them product a little bit of power at night (like in TTM).

40 solar panels should provide +-7500Wd on a sunny day. This is the equivalent of 2 geothermal installations, 7.5 log burning plants or 1 nuclear reactor. I would suggest getting some uranium and go for the nuclear reactor, or go for the geothermal anyway, even when it's really really far.

Quote from: LZPanzer on August 30, 2014, 02:59:38 PM
my colony is addicted to shroom stims. IS there a way to make it so that they can only use the stim if they are under the influence of a psychic drone?
Yea, my colonists are stim junkies as well. Making it a forbidden item should do the trick though.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Skip on August 31, 2014, 03:50:28 AM
Is it just me or is there no more way to craft Hyperweave since 2.0?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Taishimoonshadow on August 31, 2014, 08:43:42 AM
Quote from: JuliaEllie on August 29, 2014, 05:28:52 PM
Quote from: Taishimoonshadow on August 29, 2014, 05:11:19 PM
For some reason I get an error involving terrain and the screen was white when I installed this and tried to load up my save any idea how to fix this. I also get several big errors when I try to make a new save.

Hey I saw this error yesterday on a stream and its usually caused by other mods messing around with the base game and/or compatibility issues of those mods. I would recommend to make a new game and deactivate your other incompatible mods. In some cases you can savely ignore the errors e.g. working with Apparello or Project Armory.

I tried to remove all mods and did a fresh save but still had the same error and how would you ignore the errors with apparello and project armory as both of those are mods that I have installed. Now I did make a few changes to the core game mostly with stacking items as well as tweaking the power output on the ship reactor and making it work as a power supply for the base as well as made it able to build under roofs.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: ShamblerDK on August 31, 2014, 11:16:29 AM
For some reason I can't get any of my colonists to use the comms console? I select a colonist and right click the comms console but no menu comes up. Yes, I do have a beacon :-)

EDIT: Also, I am playing with Cassandra on 'Rough' difficulty, but the craziest thing that happens is literally a deer going crazy... are any enemies going to be implemented at some point?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Jerethi50 on August 31, 2014, 12:02:56 PM
Some bug reports for you, using only your mod.

1. Chemlab
   a. Chemlab has multiple copies of the shroom stim and agave gel recipe, seems to keep adding to the copies, at my current point i have about 7 or 8 of each recipe listed in the menu.
   b. People working at the chemlab seem to work continually until they either pass out or starve to death, or if their mood is low enough, until they rebel against the colony or go bonkers.

2. Shroom stims and Berry Wine.
   a. I think you somehow mixed these items up code wise, I have never seen the colonists use berry wine except when they are about to mentally break, and only during a psychic drone event, and yet the shroom stims, my colonists go for as soon as they get a little moody.

3. Shooting Range
   a. Colonists seem to prioritize this over other things, they do occasionally quit using it but colonists will run to a free shooting range before doing anything else it seems, as soon as one is free, some one runs to it, i have hunting set to 4, the lowest priority, and yet they run straight for it, even when there is plenty of work to be done, tons of stuff to haul (hauling is set to 3 on everyone, so it outranks hunting) 

That is all i have found so far, Ill keep an eye out for more bugs.

PS: Never mind the wine, peeked at your code a bit, the wine is apparently working as intended (only used when a pawn is about to mentally break, it probably works outside of psychic drone to, just haven't had a pawn almost mentally break outside of that event yet. sorry for the premature bug report on that, however shroom stims are broken, I'm speculating on this, but I'm not certain a map starts out at psychic drone level none, or something along those lines, Ill talk at ya some when you come online. see if we can figure that out.


Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Abrexus on August 31, 2014, 12:49:31 PM
Quote from: Jerethi50 on August 31, 2014, 12:02:56 PM
Some bug reports for you, using only your mod.

1. Chemlab
   a. Chemlab has multiple copies of the shroom stim and agave gel recipe, seems to keep adding to the copies, at my current point i have about 7 or 8 of each recipe listed in the menu.

Cannot replicate.  Have a chemlab and tried multiple loads/saves but still only have the set number of recipes.  I am only running this mod however, so there may be a mod conflict in play.  What mods are you running?
Quote
   b. People working at the chemlab seem to work continually until they either pass out or starve to death, or if their mood is low enough, until they rebel against the colony or go bonkers.
This has already been reported and is a bug with the doctor skill itself.  The workaround will be to move these recipes to level the research skill instead.  Until Tynan fixes the doctor skill (unless he wants the doctors to pass out) this is the only workaround.

Quote2. Shroom stims and Berry Wine.
   a. I think you somehow mixed these items up code wise, I have never seen the colonists use berry wine except when they are about to mentally break, and only during a psychic drone event, and yet the shroom stims, my colonists go for as soon as they get a little moody.
Has already been reported and will be fixed in 2.02.  The Berry Wine is working as intended.

Quote3. Shooting Range
   a. Colonists seem to prioritize this over other things, they do occasionally quit using it but colonists will run to a free shooting range before doing anything else it seems, as soon as one is free, some one runs to it, i have hunting set to 4, the lowest priority, and yet they run straight for it, even when there is plenty of work to be done, tons of stuff to haul (hauling is set to 3 on everyone, so it outranks hunting)

This is also working as intended.  It works of the priority of the hunter skill, so if you have that prioritized they will go to the shooting range before doing anything of a lower priority.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Jerethi50 on August 31, 2014, 01:09:17 PM
Im only running your mod, I know better than to bug report on mods when running multiple mods. :) also, as i said, I have hunting set to the lowest priority possible, they still use the shooting range as if it is their highest priority.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.01: The New Beginning! [Updated]
Post by: Jerethi50 on August 31, 2014, 01:15:05 PM
odd ... I just quit the game entirely and reloaded my game, both the chemlab recipes and the shooting range issue seem to have fixed themselves.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: Abrexus on August 31, 2014, 11:31:33 PM
Updated to v2.02

Complete review of all crafting recipes.  Output and exp gain increased on most recipes.
Energy output on Solar Panels increased to 500.
Chemlab recipes no longer tied to doctor skill to avoid the "work to death" bug.  Now tied to research.
Shroom-stims no longer as addictive, and should only be consumed during a Psychic Drone event.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: nAKIR on August 31, 2014, 11:51:15 PM
awesome mod!

Reference the Chemlab bill bug, I noticed the bills go all wonky (multiple instances of stim/gel pushing the medkit off the list) if I build the lab after I've researched the stims (or it may have been after I researched the med tank). in any case, I had a chemlab I built right after I unlocked it, it worked fine. I built a second lab after I unlocked the stims/gel and that one went haywire, though it didn't affect the first lab. As mentioned, restarting did seem to fix it though.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: LZPanzer on September 01, 2014, 03:22:28 AM
id love to see the trap pack mod made by super pirson included in this tech tree
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: Lambert2191 on September 01, 2014, 06:25:57 AM
Not sure if it's a bug or I'm just stupid, but I cannot for the life of me work out how to research. It says "Cannot prioritize (research is a long term project)" so... how does it work?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: LittleMikey on September 01, 2014, 06:55:39 AM
Quote from: Lambert2191 on September 01, 2014, 06:25:57 AM
Not sure if it's a bug or I'm just stupid, but I cannot for the life of me work out how to research. It says "Cannot prioritize (research is a long term project)" so... how does it work?

By default research is the lowest priority, colonists set to research will only do it if they have no other tasks queued. If you go to Overview you can see who's set to research. Either remove other tasks from the person you want to research or click the "Manual" button and set Research to a higher priority then all the other tasks.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: CounterFact on September 01, 2014, 06:59:23 AM
Quote from: Lambert2191 on September 01, 2014, 06:25:57 AM
Not sure if it's a bug or I'm just stupid, but I cannot for the life of me work out how to research. It says "Cannot prioritize (research is a long term project)" so... how does it work?
Click the 'overview' button, you can go to the 'Work' tab. There you can tell your colonists what to do and they will do it giving the highest priority to the left, lowest to the right. Checking the little box that says 'manual priorities' gives you options to further manage priorities (1 highest priority, 4 lowest).

edit: ninja'd by LittleMikey
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: Abrexus on September 01, 2014, 02:48:42 PM
Update incoming later today with new items.....here's a preview:

(http://i.imgur.com/beRuVp4.png)

What could this be used for?  Let the speculation begin  :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: mrofa on September 01, 2014, 02:49:35 PM
Medic droid ?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: Shinzy on September 01, 2014, 03:13:48 PM
Heated slab of vampire binding! Clearly! No question about it
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: mrofa on September 01, 2014, 03:31:27 PM
So medical vampire droid :D
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: zenkmander on September 01, 2014, 03:37:34 PM
Hey Abrexus, do you have any plans on adding lockable doors? I just finished my last game with v1.10 and near the end, the huge number of visitors from other colonies would either eat all my food or get stuck in a part of my base and kill each other. I've tried adding both Colonist Only Doors and Misc w/ MAI, but neither worked properly. COD has an issue with incorrect textures (independent of your mod), and Misc w/ MAI also had textures issues which I assume is some sort of conflict.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: mrofa on September 01, 2014, 03:42:17 PM
Kinda strange, since vanilia doors require key to open ;p

Edit: just checked misc mod it got wrongly modified draw, its simple to fix with this draw, just need to change texture to one that got both side of doors, if its locked :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: Javaman on September 01, 2014, 03:51:06 PM
Ya i managed to get Lockable doors from the Mai mod working. It was a little messy with the code. I would recommend integrating that mod into this one since it is very independent of other mods.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: Abrexus on September 01, 2014, 03:56:43 PM
Quote from: Javaman on September 01, 2014, 03:51:06 PM
Ya i managed to get Lockable doors from the Mai mod working. It was a little messy with the code. I would recommend integrating that mod into this one since it is very independent of other mods.

I'll see if I can squeeze that in this update.....also update on the update...
1:  Added soylent green to slave and agriculture trader.
2:  Adjusted exp gain and work time for the tapes.  Work time reduced by 50% and exp gain increased to 2500.
3:  Reworked training system and added a medical dummy, punching bag, and holodeck.
4:  Working on adding lockable doors.

(http://i.imgur.com/beRuVp4.png)

That is a medical dummy used for training the medical skill.  I'll be adding 2 new training items like the shooting range for your colonists to use.  Also, I am changing the way the priority works, so you'll have better control over who trains what in their idle time.

PS:  This should NOT be a save breaking update.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: CounterFact on September 01, 2014, 04:01:33 PM
Quote from: Abrexus on September 01, 2014, 02:48:42 PM
Update incoming later today with new items.....here's a preview:

(http://i.imgur.com/beRuVp4.png)

What could this be used for?  Let the speculation begin  :)
A mummy/burnvictim who got stabbed in the stomach twice, turning the knife 90 degrees between the 2 stabs?
Either that or fully healing someone by replacing shot off parts through the complicated process of mumification and rebirth as a semi-god :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: Javaman on September 01, 2014, 04:43:05 PM
Nice work Abrexus. the Mai mod adds only a couple independent items. I would recommend adding them further down the tech trees. If you are going to add the mai robot I would recommend adjusting the cost and balancing the overall work required to get them up and running.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: Iwillbenicetou on September 01, 2014, 06:25:35 PM
You should add a mod which has all the features, but uses vanilla research.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: Killaim on September 01, 2014, 10:02:24 PM
any way to add a "strip" corpse before "burial/cremation" ?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: Iwillbenicetou on September 01, 2014, 11:14:47 PM
Yep, just use a colonist and right click on the corpse... Should work.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: CosmicKobal on September 01, 2014, 11:25:16 PM
:D :D :D :D


It's so cool to look at the updates for this mod and see my input and suggestions becoming a reality!


... It's like it's my brain baby... ;)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Abrexus on September 02, 2014, 05:02:16 AM
Updated to version 2.1
Added soylent green to slave and agriculture trader.
Steam Generators can once again be built inside.
Fences now buildable at start.
Locakable doors courtesy of Colonist Only Doors by Neurotoxin!
adjusted exp gain and work time for the tapes.  Work time reduced by 50% and exp gain increased to 2500.
Reworked training system and added three new items...a medical dummy, punching bag, and holosuite!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: Killaim on September 02, 2014, 05:41:17 AM
Quote from: Iwillbenicetou on September 01, 2014, 11:14:47 PM
Yep, just use a colonist and right click on the corpse... Should work.

ah ill change my question

would be nice if modded in that they auto stripped corpses before they buried/cremated them
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.02: The New Beginning! [Updated]
Post by: CounterFact on September 02, 2014, 09:02:02 AM
Quote from: Killaim on September 02, 2014, 05:41:17 AM
Quote from: Iwillbenicetou on September 01, 2014, 11:14:47 PM
Yep, just use a colonist and right click on the corpse... Should work.

ah ill change my question

would be nice if modded in that they auto stripped corpses before they buried/cremated them
How I do this is: have your crematorium powered off, collect bodies on bodypile near clothing stockpile, let 1 colonist do the stripping, turn on crematorium. But I agree that it would be nice if it were an option at the cremator.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Kumai0214 on September 02, 2014, 10:15:43 AM
Not sure why but I am currently using v2.1 and in the chem lab it still gives me a spam list of Agave Gel and Shroom Stims.

Edit: Okay... After reloading the world, the recipes are back to Medkit, Agave Gel, and Shroom Stims instead of the spam list.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: RayvenQ on September 02, 2014, 11:49:05 AM
The Med Beds don't seem to be using agave gel in a hopper next to them, regardless of whether you tell them to rest or draft them and tell them to man the med bed. Despite the description suggesting it.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Abrexus on September 02, 2014, 12:07:46 PM
Quote from: RayvenQ on September 02, 2014, 11:49:05 AM
The Med Beds don't seem to be using agave gel in a hopper next to them, regardless of whether you tell them to rest or draft them and tell them to man the med bed. Despite the description suggesting it.

They are definitively working, just tested them again.  Keep in mind, they will not heal missing body parts.  Also the agave gel wont heal blood loss.  The damage system has changed dramatically in alpha 6, and there is still some things that are locked out from being changed (which is why you have the bug with having a red health bar, but no visible injuries).  It's a known bug reported here http://ludeon.com/forums/index.php?topic=5449.0 (http://ludeon.com/forums/index.php?topic=5449.0)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Abrexus on September 02, 2014, 12:10:35 PM
Quote from: Kumai0214 on September 02, 2014, 10:15:43 AM
Not sure why but I am currently using v2.1 and in the chem lab it still gives me a spam list of Agave Gel and Shroom Stims.

Edit: Okay... After reloading the world, the recipes are back to Medkit, Agave Gel, and Shroom Stims instead of the spam list.

This is a bug with the load/save system of the game itself.  It doesn't reset all internal variables when simply loading a save, and leaves some of them stored in memory.  They do get cleared when the game is exited and restarted.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Kumai0214 on September 02, 2014, 05:49:54 PM
Ahh okay. Thanks. I realized that after I completely closed the game and went back into the saved colony.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: MrWashingToad on September 02, 2014, 07:54:43 PM
Is there some way to prioritize the crafting? Say I want to make wood more than I want stone blocks - is there an easy way to set them to do wood before stone, without having to micromanage and suspend the other crafting types?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: CosmicKobal on September 02, 2014, 08:20:13 PM
Quote from: Tasher on September 02, 2014, 07:54:43 PM
Is there some way to prioritize the crafting? Say I want to make wood more than I want stone blocks - is there an easy way to set them to do wood before stone, without having to micromanage and suspend the other crafting types?

At the moment, I don't believe so. In the future the UI might change so as to allow that, but for now you just have to Micro it.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Lambert2191 on September 03, 2014, 03:51:02 AM
How do I find Uranium? The only time I've ever seen it is when it dropped in a pod in my last game.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: CounterFact on September 03, 2014, 04:13:19 AM
Quote from: Lambert2191 on September 03, 2014, 03:51:02 AM
How do I find Uranium? The only time I've ever seen it is when it dropped in a pod in my last game.

Buy it from a trader. It's pretty expensive, but worth it.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: CosmicKobal on September 03, 2014, 08:06:44 AM
Quote from: Lambert2191 on September 03, 2014, 03:51:02 AM
How do I find Uranium? The only time I've ever seen it is when it dropped in a pod in my last game.


Another option is the meteorite mod. Its the only other way to get uranium that I've found. My last test with it was completely compatible with superior crafting.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Killaim on September 03, 2014, 08:18:23 AM
love the shooting range and other skill enhancers ( might wanna lower them alittle though (get to 20 max skill pretty fast)

I would really love if there was a "prevent use" like on the tailors/loom other crafting tables on the shooting range

sometimes i want my soldiers to go out and be usefull and instead of having to lower their skill down i would much rather just click the shooting range/punching bag/holo..etc..etc to not be used.

awesome stuff keep it up ;)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: DDRMANIAC007 on September 03, 2014, 10:23:30 AM
How do you get sand?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Matthiasagreen on September 03, 2014, 10:26:21 AM
Quote from: DDRMANIAC007 on September 03, 2014, 10:23:30 AM
How do you get sand?

Sand is crafted on the same bench that makes stone blocks. This table (I beleive the stonecutters table) can be made as soon as the game starts. It is just a different job than the stone blocks job. Hope that helps!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Lambert2191 on September 03, 2014, 11:21:10 AM
started doing well today for the first time. Over 10 colonists, been able to repel many waves of attackers with minimum losses.
One thing I would suggest, some way to tell your colonists "DON'T GO HERE!!!" like a zone. When those spaceship parts fall with the mechanoid centipedes (which are an absolute t*@ to kill btw) I want to be able to tell my guys to stay way the hell away while I mortar them into non-existance.

Also, question: How do I find/make an AI core for the autosentries. I have 3 AI Persona cores.

edit: found it, traded for it. They seem to be a LOT cheaper than they probably should be.

New question: the crematorium, does destroy apparel also apply to armour like metal plate and power armour? If so, possibility to include a mode that destroys only clothing that isn't armour?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: daft73 on September 03, 2014, 12:20:18 PM
Great to see the new update! WormHoles, anomalies, bugs, etc will be brought to your attention.  ;)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Cr0ss0vr on September 03, 2014, 12:55:32 PM
Having a little trouble with power here... http://i.gyazo.com/44cea5b0bf1466cff81a8b6a02109825.png

edit: log pastebin: http://pastebin.com/JGBVggGD
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Abrexus on September 03, 2014, 01:43:12 PM
Quote from: Cr0ss0vr on September 03, 2014, 12:55:32 PM
Having a little trouble with power here... http://i.gyazo.com/44cea5b0bf1466cff81a8b6a02109825.png

edit: log pastebin: http://pastebin.com/JGBVggGD

There must be a problem with another mod.  Your error log states "XML error: <descriptionBefore>Allows collonists to harness the power of the wind.</descriptionBefore> doesn't correspond to any field in type ResearchProjectDef." among other things.  Lava, wind, dig steam holes, and so forth I think are from TTMI's mod.   Did you have his mod installed then remove it maybe for this save?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Abrexus on September 03, 2014, 01:45:40 PM
Quote from: Killaim on September 03, 2014, 08:18:23 AM
love the shooting range and other skill enhancers ( might wanna lower them alittle though (get to 20 max skill pretty fast)

I would really love if there was a "prevent use" like on the tailors/loom other crafting tables on the shooting range

sometimes i want my soldiers to go out and be usefull and instead of having to lower their skill down i would much rather just click the shooting range/punching bag/holo..etc..etc to not be used.

awesome stuff keep it up ;)

In 2.1 the best way to prevent their use is to uncheck the priority for them in the overview window.  if that's unchecked, they wont get the script sent to them to use that item.  I may add a forbid-able button though in the next update.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Abrexus on September 03, 2014, 01:50:19 PM
Quote from: CosmicKobal on September 02, 2014, 08:20:13 PM
Quote from: Tasher on September 02, 2014, 07:54:43 PM
Is there some way to prioritize the crafting? Say I want to make wood more than I want stone blocks - is there an easy way to set them to do wood before stone, without having to micromanage and suspend the other crafting types?

At the moment, I don't believe so. In the future the UI might change so as to allow that, but for now you just have to Micro it.

Cosmic is correct.  The priority is set via the BaseWorkGivers.xml file.  In game there is no UI interface item that can adjust those.  Other than add new work givers for my items, I left the default values for those alone.  I agree, it would be great to be able to adjust those priorities, but that would require the work of a good UI designer, and sadly that's a bit beyond my skills with C# at the moment.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Leird on September 03, 2014, 02:13:03 PM
Is it possible to deconstruct or destroy the armor breastplate? Not power armor but the regular armor plates.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: Abrexus on September 03, 2014, 02:21:37 PM
Quote from: Leird on September 03, 2014, 02:13:03 PM
Is it possible to deconstruct or destroy the armor breastplate? Not power armor but the regular armor plates.

You should be able to "Deconstruct Vest Plate" at the smithing table.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
Post by: JuliaEllie on September 03, 2014, 03:18:10 PM
Quote from: Cr0ss0vr on September 03, 2014, 12:55:32 PM
Having a little trouble with power here... http://i.gyazo.com/44cea5b0bf1466cff81a8b6a02109825.png

edit: log pastebin: http://pastebin.com/JGBVggGD

The errorlog is full of errors from BetterPower+ I would bet its BetterPower+'s "fault" *prepares poopoo to throw at bad coding*
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on September 03, 2014, 04:29:49 PM
Updated to 2.11
Fixed the Wine & Shroom-Stim code so they work as intended.  Shroom-Stims will now be properly consumed during the psychic drone event only (addiction removed).  Berry Wine will only be consumed if the pawn is close to having a mental break.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Matthiasagreen on September 03, 2014, 05:15:51 PM
Quote from: Abrexus on September 03, 2014, 04:29:49 PM
Updated to 2.11
Fixed the Wine & Shroom-Stim code so they work as intended.  Shroom-Stims will now be properly consumed during the psychic drone event only (addiction removed).  Berry Wine will only be consumed if the pawn is close to having a mental break.

will this update break a save?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on September 03, 2014, 05:17:33 PM
Quote from: Matthiasagreen on September 03, 2014, 05:15:51 PM
Quote from: Abrexus on September 03, 2014, 04:29:49 PM
Updated to 2.11
Fixed the Wine & Shroom-Stim code so they work as intended.  Shroom-Stims will now be properly consumed during the psychic drone event only (addiction removed).  Berry Wine will only be consumed if the pawn is close to having a mental break.

It shouldn't....I loaded from multiple saves with it and it worked fine.
will this update break a save?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Cr0ss0vr on September 03, 2014, 09:41:45 PM
Weird, i've tried this setup on 4 different computers, and on the first computer the game works as normal, with errors about wind turbines and digging from Power+ but everything works as it should, i have all powerplants (wind and log-powered steam)... the second works like the first, both using windows 7 the 3rd uses windows 8, also working perfectly. The 4th has these errors, the only difference I think it could be is Visual C++ redist. 2010\12
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on September 03, 2014, 10:11:05 PM
Quote from: Cr0ss0vr on September 03, 2014, 09:41:45 PM
Weird, i've tried this setup on 4 different computers, and on the first computer the game works as normal, with errors about wind turbines and digging from Power+ but everything works as it should, i have all powerplants (wind and log-powered steam)... the second works like the first, both using windows 7 the 3rd uses windows 8, also working perfectly. The 4th has these errors, the only difference I think it could be is Visual C++ redist. 2010\12

Sadly Better Power ++ is not yet updated for alpha 6, so there may be any number of glitches going on there.  According to their thread he ran into a bit of a snag, but is working on it I believe.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Cr0ss0vr on September 04, 2014, 03:18:19 AM
im not sure whether or not this fits into the category of this mod, but a farmhouse could be awesome, where u'd "capture" deer and can be bred somehow or something
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CounterFact on September 04, 2014, 04:23:45 AM
Great mod. I'm getting close to actually finishing a game in a proper way, I might post a screenshot right before I blast off into space.
A thing that would be great though is a way to craft kevlar helmets and powerhelmets.

Edit: http://imgur.com/2GuE9r9 :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CosmicKobal on September 04, 2014, 02:53:54 PM
I noticed what appears to be a bug with the steam generator. Building the first one is no problem, but when trying to 'power up' any more, you have to lower your energy requirements so that you have a SURPLUS of extra energy. otherwise the new steam generator that you're trying to turn on won't actually turn on. I triple checked each time i tested this. I DID have a hopper full of wood connected to the generator.

unitil/unless this is fixed, just double click all your lights or powered doors or turrets, turn them all off and then back on again as soon as the new generator turns on.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on September 04, 2014, 03:38:48 PM
Quote from: CosmicKobal on September 04, 2014, 02:53:54 PM
I noticed what appears to be a bug with the steam generator. Building the first one is no problem, but when trying to 'power up' any more, you have to lower your energy requirements so that you have a SURPLUS of extra energy. otherwise the new steam generator that you're trying to turn on won't actually turn on. I triple checked each time i tested this. I DID have a hopper full of wood connected to the generator.

unitil/unless this is fixed, just double click all your lights or powered doors or turrets, turn them all off and then back on again as soon as the new generator turns on.

Save exit and reload fixes it.  It's a bug that affects many things including the missing textures.  The code is correct and there is no workaround.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CosmicKobal on September 04, 2014, 06:17:09 PM
Quote from: Abrexus on September 04, 2014, 03:38:48 PM
Quote from: CosmicKobal on September 04, 2014, 02:53:54 PM
I noticed what appears to be a bug with the steam generator. Building the first one is no problem, but when trying to 'power up' any more, you have to lower your energy requirements so that you have a SURPLUS of extra energy. otherwise the new steam generator that you're trying to turn on won't actually turn on. I triple checked each time i tested this. I DID have a hopper full of wood connected to the generator.

unitil/unless this is fixed, just double click all your lights or powered doors or turrets, turn them all off and then back on again as soon as the new generator turns on.

Save exit and reload fixes it.  It's a bug that affects many things including the missing textures.  The code is correct and there is no workaround.

speaking of save,exiting and reloading... that doesnt seem to work for me in regards to the duplicate bills in the chem lab.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Rannzou on September 05, 2014, 03:16:30 AM
Best mod ever!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: TheGrover on September 06, 2014, 02:31:35 AM
How do you guys set up your first three colonists? Im finding it a massive struggle to get set up, i usually dont have any structures within the first week due to a lack of processed resources :(
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Patrykbono20 on September 06, 2014, 09:11:30 AM
How do you craft Cloth Bolt, needs to make better beds, dont havent any craft table for this
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: MrWashingToad on September 06, 2014, 09:32:35 AM
For the cloth bolt, you need to farm cotton, then use the loom to make cloth bolts
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: MrWashingToad on September 06, 2014, 09:35:03 AM
Quote from: TheGrover on September 06, 2014, 02:31:35 AM
How do you guys set up your first three colonists? Im finding it a massive struggle to get set up, i usually dont have any structures within the first week due to a lack of processed resources :(

I usually require a crafter of skill 8 or more, with at least a little passion for it. I also make sure to have a good researcher and builder. I try and not have any of the psychically challenged ones if I can help it, unless my namesake is a colonist, then I take that one as is. A decent medic is helpful, as well as constructing and growing.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CounterFact on September 06, 2014, 09:57:01 AM
Quote from: TheGrover on September 06, 2014, 02:31:35 AM
How do you guys set up your first three colonists? Im finding it a massive struggle to get set up, i usually dont have any structures within the first week due to a lack of processed resources :(

Try patching up some ruins to get set up quickly, best near some soil. Also, consider building log structures if trees are plenty or mine into the mountain to get some rooms.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on September 06, 2014, 11:48:52 AM
Quote from: TheGrover on September 06, 2014, 02:31:35 AM
How do you guys set up your first three colonists? Im finding it a massive struggle to get set up, i usually dont have any structures within the first week due to a lack of processed resources :(

(http://i.imgur.com/IU2MEee.jpg)
Here's my starting area....I like to make use of any natural areas I can use to limit the amount of walls I have to build.

(http://i.imgur.com/8Jwolql.jpg)
This is after a bit of playtime (2 zombie raids and two tribesman raids)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Patrykbono20 on September 06, 2014, 03:53:29 PM
Quote from: Tasher on September 06, 2014, 09:32:35 AM
For the cloth bolt, you need to farm cotton, then use the loom to make cloth bolts

which research give a loom ?
I have all resarch from construction/crafting/agriculture,
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Cr0ss0vr on September 07, 2014, 12:32:11 AM
Quote from: patrykbono20 on September 06, 2014, 03:53:29 PM

which research give a loom ?
I have all resarch from construction/crafting/agriculture,

i believe its in Crafting I: Learn the basics of crafting useful materials from this harsh environment.  Unlocks the ability to grow cotton, and craft it into useful cloth.
Done by using a growing zone set to cloth
      
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Patrykbono20 on September 07, 2014, 02:11:54 AM
from Crafting I get only Sewing Table, where are only appreal, dont have a recipe for cloth.

Have Apparello mod, latest version, download latest version of Superior Crafting, this both dont work correct ?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on September 07, 2014, 08:24:30 AM
Quote from: patrykbono20 on September 07, 2014, 02:11:54 AM
from Crafting I get only Sewing Table, where are only appreal, dont have a recipe for cloth.

Have Apparello mod, latest version, download latest version of Superior Crafting, this both dont work correct ?

There may be a mod conflict between the two.  The loom unlocks with crafting I - we are working on an apparello integration that should be released Tuesday.  That will give you everything in one mod (Thanks to Shinzy's kind support)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: MelanisticAlbino on September 07, 2014, 08:37:14 AM
I love this mod! Been using it together with Project Armory+Realistic Weapons.

I have noticed a massive bug though and I believe it could be caused by this mod. When a large number of hostiles attack my base, it lags like hell. It drops to 1 FPS sometimes, and all the hostiles only focus on destroying my CRAM shield, but immediately when the CRAM shields get destroyed the game is super smooth again. Could it be that because the CRAM has such a high priority that it somehow messed up the game? All I know is that this doesn't happen if I don't have any shields.

Edit: It appears that it might not solely be the CRAM but also blast doors causing this. I'll have to keep testing.

Besides that, I love it.

Oh, and also, something like barbed wire and trenches!!! :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on September 07, 2014, 11:30:59 AM
Quote from: MelanisticAlbino on September 07, 2014, 08:37:14 AM
I love this mod! Been using it together with Project Armory+Realistic Weapons.

I have noticed a massive bug though and I believe it could be caused by this mod. When a large number of hostiles attack my base, it lags like hell. It drops to 1 FPS sometimes, and all the hostiles only focus on destroying my CRAM shield, but immediately when the CRAM shields get destroyed the game is super smooth again. Could it be that because the CRAM has such a high priority that it somehow messed up the game? All I know is that this doesn't happen if I don't have any shields.

Edit: It appears that it might not solely be the CRAM but also blast doors causing this. I'll have to keep testing.

Besides that, I love it.

Oh, and also, something like barbed wire and trenches!!! :)

I'm glad you're enjoying it!  The blast doors shouldn't be a problem as they are simply a standard door with a different texture and health.  The shields however could be.  That is actually Jaxxa's shield mod he kindly allowed me to integrate, and unfortunately the code is all his.  You may want to post in his thread and see if there is a known issue and I'll look as well.  If there's an update to his shields, I'll include it in the next update.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: TheGrover on September 07, 2014, 11:45:07 AM
Just been playing with the mod, and it seems that the doors dont have built in power conduits like the vanilla doors do. is this intentional?

for those wanting to add them to make power distribution a little simpler, just add the following code into the def of the object. just go to [Rimworld Base]\Mods\Superior Crafting\Defs\Thingdefs\Buildings_Structure.xml and the doors should be the first few objects (you will see <label>Log Door</label>  for example)

<comps>
<li>
<compClass>CompPowerTransmitter</compClass>
<transmitsPower>true</transmitsPower>
</li>
</comps>


my last colony managed to survive much longer than the rest, ending as i missed a few key crafters going to gather resources... out through the "Death Tunnel" (designed to make most raiders go insane before they reach the killbox), whilst my colony was under siege and raiders were climbing through to gather my sand for their defences... the lack of a colony alarm or "Stay the F**k inside" button was my downfall :"
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Patrykbono20 on September 07, 2014, 11:56:17 AM
Quote from: Abrexus on September 07, 2014, 08:24:30 AM

There may be a mod conflict between the two.  The loom unlocks with crafting I - we are working on an apparello integration that should be released Tuesday.  That will give you everything in one mod (Thanks to Shinzy's kind support)

Thanks Man
Maybe You know "T`s Mod", add a few improvent with new floor, beds and few others


E:

@TheGrover - research construction on high level, first door are from beginning are from log, second are from wood and metal, but without power, next are with the power
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Leird on September 07, 2014, 01:25:13 PM
I just wanted to hear if it was right that 5 cotton gives you 10 cloth. I'm thinking it should be the other way around?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on September 07, 2014, 02:56:55 PM
Quote from: Leird on September 07, 2014, 01:25:13 PM
I just wanted to hear if it was right that 5 cotton gives you 10 cloth. I'm thinking it should be the other way around?

It originally was that way, but based on some feedback I changed it around.  I'm open to changing it back though if you find the balance a bit off.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Leird on September 07, 2014, 05:47:53 PM
Quote from: Abrexus on September 07, 2014, 02:56:55 PM
Quote from: Leird on September 07, 2014, 01:25:13 PM
I just wanted to hear if it was right that 5 cotton gives you 10 cloth. I'm thinking it should be the other way around?

It originally was that way, but based on some feedback I changed it around.  I'm open to changing it back though if you find the balance a bit off.

I think that 10 cotton should give you 5 cloth, as that would make alot more sense. So if you've changed it to that, that's perfect!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: MrWashingToad on September 07, 2014, 07:04:34 PM
Is there a way to show the amounts in-game at the crafting tables for the recipes? Would help to know right there how much of each item is needed to make stuff.

Edit: Can you integrate the colonist only doors in next version upgrade? Just started a new colony, and not 2 minutes after landing about 15 visitors came past and ate all my ration packs right off the bat. Walked right in my room I had just moved them to, and ate every one of them.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on September 07, 2014, 07:37:02 PM
Quote from: Tasher on September 07, 2014, 07:04:34 PM
Is there a way to show the amounts in-game at the crafting tables for the recipes? Would help to know right there how much of each item is needed to make stuff.

Edit: Can you integrate the colonist only doors in next version upgrade? Just started a new colony, and not 2 minutes after landing about 15 visitors came past and ate all my ration packs right off the bat. Walked right in my room I had just moved them to, and ate every one of them.

Colonist only doors is integrated in 2.11 - I know it's working because those pesky colonists really get on my nerves and they haven't been bothering me since it was added :)

On a grand note.....Haplo has graciously accepted my offer to integrate Miscellaneous with MAI mod, so expect to see that very soon!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: LZPanzer on September 07, 2014, 09:40:28 PM
so i tired out the new training dummies. my thoughts on them, in short really over powered.

in about 2 in game days one colonist trained his shooting from a 5 to an 11(he had a passion multiplier of 1.5)

rather than a straight nerf to the training equipment i suggest a stepped aproach.Ie for really low skill pawns they should train really fast. say from skill level 0-6 it trains that skill as fast as it does currently. At levels 6-10 it goes at 75% of current rate. Levels 10-15 goes at 50% rate and levels 15-20 goes 25% the current rate.( you can only perform cpr on that dummy so many times before there is nothing left to learn)

with a stepped aproach you can re train a colonist to be usable in a field relativly quickly but for them to master the field takes a while. ie you just suffered a huge raid and your doc died you have casualties you need a medic fast. the doc that died would have had a 15 or so medicine but your new  replacement medic in a day could have 5 or 6 med with depending on his passion.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CosmicKobal on September 07, 2014, 11:14:32 PM
Once I reach year 2, my colonists started to exhibit strange behavior;

They would become hungry, pick up some soylent green, and then walk around while holding the soylent green and slowly starving to death. drafting the colonist doesn't make them drop the soylent green and they eventually either go insane/die. Once they die, their body veeery slowly starts sliding across the map towards the upper right corner. Insane animals will then focus on this sliding corpse and try to kill it until they themselves die of starvation... 0_o

EDIT: If I try to arrest the starving colonist at that point, he simply disapears... no where on the map or my roster. his weapon and gear are gone as well.


EDIT: correction, The colonist disapears and in unselectable, but IS still in my roster

EDIT: I have 50 colonists at this point if that helps?

wtf?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: JuiceBox on September 08, 2014, 08:45:18 PM
Why don't my colonists gather silver? Do I need to make a separate zone or storage? Its not even listed in the Zone which makes me think I do but WHAT... WHHHHHHAT? haha sorry i'm searching but can't find anything maybe due to it having to be researched?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: JuiceBox on September 08, 2014, 08:47:57 PM
^^^^^^^^^^^ I take this back I figured it out. :) Nice mod I like it.. let me log more hours.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Spotty on September 10, 2014, 02:45:23 AM
I'm having issues finding where to craft sand. The stonecutter's workbench only has cut stone, statues, and loose rock options. Am I doing something wrong here? Aside from this hang up I'm really enjoying the mod, it's really opened up the game and given it a more natural flow to a small group of crash survivors.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on September 10, 2014, 03:00:50 AM
Quote from: Spotty on September 10, 2014, 02:45:23 AM
I'm having issues finding where to craft sand. The stonecutter's workbench only has cut stone, statues, and loose rock options. Am I doing something wrong here? Aside from this hang up I'm really enjoying the mod, it's really opened up the game and given it a more natural flow to a small group of crash survivors.

It sounds like there may be a mod conflict.  The stonecutter's bench from SC doesn't have statues, so whatever mod you have that adds that is most likely the culprit.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: tovs on September 10, 2014, 03:26:56 PM
Hi!

Gotta say, I love your mod. Gives a whole new level of gameplay.
However, I want to start a Cannibal colony (evil laugh), so all those pesky bandits can be of some use.

It seems like you can't butcher humans with the Food prep station, though?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CosmicKobal on September 10, 2014, 07:08:14 PM
By researching one of the food replicator techs, it unlocks the Protein extractor as well. you make a bill with the protein extractor and any colonist with the cooking work enabled will make soylent green out of ANY non-forbidden humanoid corpse. I recommend SAVING the soylent green in the early game to sell to slave traders and agricultural traders for 3 silver each(each body makes 75 Soylent Green). Only eat it in the late game. Eventually you will be making so much soylent green that you wont even need to grow food anymore.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: tovs on September 11, 2014, 01:21:20 AM
Quote from: CosmicKobal on September 10, 2014, 07:08:14 PM
By researching one of the food replicator techs, it unlocks the Protein extractor as well. you make a bill with the protein extractor and any colonist with the cooking work enabled will make soylent green out of ANY non-forbidden humanoid corpse. I recommend SAVING the soylent green in the early game to sell to slave traders and agricultural traders for 3 silver each(each body makes 75 Soylent Green). Only eat it in the late game. Eventually you will be making so much soylent green that you wont even need to grow food anymore.

OK, so there is a way to use those bandits. However, will my colonists receive the mood boost from being a Cannibal if they eat the Soylent Green made by humans?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CosmicKobal on September 11, 2014, 01:28:31 AM
Quote from: tovs on September 11, 2014, 01:21:20 AM
Quote from: CosmicKobal on September 10, 2014, 07:08:14 PM
By researching one of the food replicator techs, it unlocks the Protein extractor as well. you make a bill with the protein extractor and any colonist with the cooking work enabled will make soylent green out of ANY non-forbidden humanoid corpse. I recommend SAVING the soylent green in the early game to sell to slave traders and agricultural traders for 3 silver each(each body makes 75 Soylent Green). Only eat it in the late game. Eventually you will be making so much soylent green that you wont even need to grow food anymore.

OK, so there is a way to use those bandits. However, will my colonists receive the mood boost from being a Cannibal if they eat the Soylent Green made by humans?

No flippin clue :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Redrabbitromp on September 12, 2014, 10:08:41 AM
How do you get sand in this mod?  I can't figure it out.  I'm not in desert biome if that matters.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: TheGrover on September 12, 2014, 12:44:47 PM
Quote from: Redrabbitromp on September 12, 2014, 10:08:41 AM
How do you get sand in this mod?  I can't figure it out.  I'm not in desert biome if that matters.

use the stonecutters table or powered workbench, theres a bill to create sand (uses rock chunks). if theres no option, there may be a conflict between some mods installed
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CounterFact on September 12, 2014, 12:48:19 PM
Quote from: Redrabbitromp on September 12, 2014, 10:08:41 AM
How do you get sand in this mod?  I can't figure it out.  I'm not in desert biome if that matters.

It should be a bill on the stonecutter's bench. Are you by any chance using any other mods?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Redrabbitromp on September 12, 2014, 12:51:17 PM
Quote from: TheGrover on September 12, 2014, 12:44:47 PM
Quote from: Redrabbitromp on September 12, 2014, 10:08:41 AM
use the stonecutters table or powered workbench, theres a bill to create sand (uses rock chunks). if theres no option, there may be a conflict between some mods installed

Thank you Grover.  I've been in desperate need of it.  Now how about leather and AI chips?  I swear I've built everything and checked all the bills but I still can't find it. 
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: JuliaEllie on September 12, 2014, 03:58:28 PM
Quote from: Redrabbitromp on September 12, 2014, 12:51:17 PM
Quote from: TheGrover on September 12, 2014, 12:44:47 PM
Quote from: Redrabbitromp on September 12, 2014, 10:08:41 AM
use the stonecutters table or powered workbench, theres a bill to create sand (uses rock chunks). if theres no option, there may be a conflict between some mods installed

Thank you Grover.  I've been in desperate need of it.  Now how about leather and AI chips?  I swear I've built everything and checked all the bills but I still can't find it.

Leather can be made in the Loom and the ai chips are made in the machining table :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CosmicKobal on September 12, 2014, 06:33:05 PM
Quote from: JuliaEllie on September 12, 2014, 03:58:28 PM
Quote from: Redrabbitromp on September 12, 2014, 12:51:17 PM
Quote from: TheGrover on September 12, 2014, 12:44:47 PM
Quote from: Redrabbitromp on September 12, 2014, 10:08:41 AM
use the stonecutters table or powered workbench, theres a bill to create sand (uses rock chunks). if theres no option, there may be a conflict between some mods installed

Thank you Grover.  I've been in desperate need of it.  Now how about leather and AI chips?  I swear I've built everything and checked all the bills but I still can't find it.

Leather can be made in the Loom and the ai chips are made in the machining table :)

I thought it was called the blacksmith table?.. I could be wrong. I might be thinking of a different mod
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Patrykbono20 on September 13, 2014, 01:54:07 AM
as they go to work on the new update ?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: JuliaEllie on September 13, 2014, 05:16:34 AM
We are constantly working on new updates :D Sometimes we even finish big projects only to decide that we cant/dont want to integrate :D
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Patrykbono20 on September 13, 2014, 06:17:40 AM
maybe not integrate but compatypility, ok ?:)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: therandomgamer420 on September 14, 2014, 12:39:56 PM
I can only put food or manufactured things into a hopper? How do i use the stream generator then?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CounterFact on September 14, 2014, 12:56:55 PM
Quote from: therandomgamer420 on September 14, 2014, 12:39:56 PM
I can only put food or manufactured things into a hopper? How do i use the stream generator then?
There should be an option to put raw resources - wood into the hopper.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CosmicKobal on September 20, 2014, 08:02:36 AM
Hey there Julie and Abrex, just wondering if this mod is on hiatus or something? I'm tried messaging you Abrex but no response. anyway, just wanted to say that I DO love the mod and I hope everything is alright with you in RL. :) I've had some decent Ideas recently that I'd like to share via the Teamspeak soon if you want.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Funkmissile on September 22, 2014, 05:31:37 AM
Hey, love the mod, however I seem to be getting a problem with it wherein my colonists cannot be tasked to use most of the production benches nor the shooting range. Even if I leave them to their own devices, they will rarely work on the tables. I am running Apparello and Project Armory alongside this
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Xenobia on September 22, 2014, 04:44:55 PM
Hey I'm hoping someone can help me out here.  I can't seem to find where I make cotton bolts in game.  I can buy them from traders, but there doesn't seem to be anywhere I can make a bill to craft them (not even on the sewing machine, which is where I was assuming they'd be done on).

Any ideas? It's preventing me from making medkits :\
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Patrykbono20 on September 22, 2014, 05:21:54 PM
You have Apparello mod ?
If, yes, its confilct with theese both
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Xenobia on September 22, 2014, 05:29:28 PM
Ah, yes I do, I was just in the process of testing that out actually because I'm pretty sure apparelo items is the only thing I can seem to make at that table. Thanks :).. time to restart.. again
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Patrykbono20 on September 23, 2014, 01:55:44 AM
Why is different beetwen Superior Crafter 2.11, mod include in a file and mod sepparate Clutter, Appetharius ?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Xubrim on September 23, 2014, 06:17:59 AM
Just starting trying the mod out a couple days ago; great work. The mod feels pretty complete, but the absence of some recipes I'm used to having kind of hurts. I'm not picky on where and if I get items back, but could you make a workstation destroy all weapon/grenade types, like the crematory does with clothing?

Either way, thanks again.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: MelanisticAlbino on September 23, 2014, 09:06:14 AM
I love this mod! I really can't live without it. I'd love to see it updated with more features though, or at least future compatibility for alpha 7.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Romi on September 23, 2014, 09:10:38 AM
Best total conervsion mod ever :D
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Kin0806 on September 23, 2014, 04:30:06 PM
Hi!
I,m having a hard time finding sand in your mod! ( by hard time I mean I didn,t find any!)
Care to give me some pointers? Anyone? :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: sensiman on September 23, 2014, 04:38:27 PM
Quote from: Kin0806 on September 23, 2014, 04:30:06 PM
Hi!
I,m having a hard time finding sand in your mod! ( by hard time I mean I didn,t find any!)
Care to give me some pointers? Anyone? :)

look at stonecutter table,there is another bill to make sand (same at the powered working table)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CounterFact on September 28, 2014, 06:17:42 PM
Hey Abrexus. Love the mod and appreciate all the hard work you put into it so far.
Hope to hear something about this mod soon.
And if not, I still thank you for being able to play this great mod.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Dickhat on September 29, 2014, 10:04:47 AM
I'm really torn between this and Minami's.  :-\

Could someone point me the major differences? I tried using both and they seem very similar (didn't play a lot).

The thing Minami's has going ahead of Superior Crafting is the Clutter mod integration which is sick.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: MelanisticAlbino on September 29, 2014, 12:09:57 PM
I tried both, they both have a lot of features, some of the my favorite features of superior crafting (like the nuclear-energy) doesn't exist in minami's and vice versa.

I liked superior crafting more because it feels more polished and it's less complicated. It feels more like a natural extension of the game, whereas minami's is radically different.. I didn't like the fact that you needed to make building tools, metal hearths etc... it just seemed like a pain in the ass to me.

Like I said earlier in the thread, I really hope this mod survives to later alpha's. Alpha 7 is going to be released soon but I haven't seen any signs of the authors posting here in a while. Is it dead?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Lucan on September 29, 2014, 08:04:56 PM
What i like more about Superior Crafting is, the items that get Added into the game looks more like they belong into it.
In TTM there are tons of items, some of them looks like they are pulled out of other games.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Coolpey on September 29, 2014, 09:20:30 PM
Communication seems to never work with me on this mod, I know what to do because I have played the game for months now but no traders ever come to the thing, any help?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Iwillbenicetou on September 29, 2014, 11:01:45 PM
Well, did you install correctly? (I'm geussing yes) And how long has it been. If you still have trouble, just dev cheat it in.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Romi on September 30, 2014, 10:27:49 AM
Nah there is no problems in this mod you just had bad luck.I tested it and everything is working.Think about tradeships come rarely if they would come often the game balance will broke.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: AtoningUnifex on September 30, 2014, 12:33:34 PM
Just started trying out this mod. It's pretty good. Adds quite alot of new stuff which the game sorely needs. I'll make suggestions for improvements as I come across them.

The first thing that I think needs changing relates to the creation of AI Chips. I've just obtained automated turrets from Security III, however I just found out that I cannot actually create the required AI chips, and hence the turrets until I get the machining table, which looks like it's under Crafting IV. This seems disjointed to me. The implication of the Security III research is that it allows the creation of automated turrets, hence this should include the ability to create the required chips, however in reality I have to then research Crafting III and IV before it will unlock.

It seems to me that Security III should unlock the Machining table with just the AI Chip crafting option, or perhaps make it an AI specific research, allowing all AI related stuff (such as deconstruction of mechs) but no weapon manufacture.

At the very least I think that AI Chips should be on the same or earlier research level as automated turrets (so perhaps Crafting III to match Security III) - you really wouldn't be able to design an automated turret until you had a working AI!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: AtoningUnifex on September 30, 2014, 01:10:53 PM
Oh yes there is one other thing; Electrical conductivity. I certainly get having conductive and non-conductive walls & doors but I don't see why any wall or door type cannot have a conductive counterpart - even fences. It's not hard to imagine burying a conduit underneath the wall, or embedding it into the wall, or even just hanging a cable on the wall! This mod is already pretty good in allowing mostly conductive walls, but there are only the powered doors that do it. I mainly create mountain complexes and I find that many places don't get electricity because a door doesn't conduct, and naturally I don't want to have all my doors powered for conservation reasons, basically I think that there should be doors that have conductivity but without being powered.

Perhaps make a metal (or other) floor type that conducts power. This could then be placed in any doorway to bridge the gap?

Also an observation on the cost of powered vs non-powered walls. It seems logical that a powered stone wall, for example, would cost the same as a normal stone wall (10 stone blocks) plus the cost of a power conduit (1 metal bar), however it actually costs 12 stone blocks. Just a minor point for realism!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CounterFact on September 30, 2014, 01:30:00 PM
Quote from: AtoningUnifex on September 30, 2014, 01:10:53 PM
Oh yes there is one other thing; Electrical conductivity. I certainly get having conductive and non-conductive walls & doors but I don't see why any wall or door type cannot have a conductive counterpart - even fences. It's not hard to imagine burying a conduit underneath the wall, or embedding it into the wall, or even just hanging a cable on the wall! This mod is already pretty good in allowing mostly conductive walls, but there are only the powered doors that do it. I mainly create mountain complexes and I find that many places don't get electricity because a door doesn't conduct, and naturally I don't want to have all my doors powered for conservation reasons, basically I think that there should be doors that have conductivity but without being powered.

Perhaps make a metal (or other) floor type that conducts power. This could then be placed in any doorway to bridge the gap?

Also an observation on the cost of powered vs non-powered walls. It seems logical that a powered stone wall, for example, would cost the same as a normal stone wall (10 stone blocks) plus the cost of a power conduit (1 metal bar), however it actually costs 12 stone blocks. Just a minor point for realism!

You can build powered doors, then turn their power off. But that's just a workaround, a conductive non-powered door would be a great idea.
It used to be so that a stone wall with power conducts would require 10 stone and 1 metal, but since colonists can only carry 1 material at the time, building stone walls would require too much labour and that's why they changed it I think.
About the crafting and security tech, I understand what you're trying to say, but the way it is now, the advanced turrets are shielded by a wall of tech, meaning that there's no 'quick' way to power through some tech and get advanced stuff. And if it were the case that you got Security III and not crafting, you can still buy them from a trader. If AI chips are easy to get, they would lose their status as a rare, hard to obtain object in the mid-game.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: AtoningUnifex on September 30, 2014, 04:21:50 PM
Quote from: CounterFact on September 30, 2014, 01:30:00 PM
You can build powered doors, then turn their power off. But that's just a workaround, a conductive non-powered door would be a great idea.

Oh yeah! That's so obvious I never thought about it! It'll do for now ;)

Quote from: CounterFact on September 30, 2014, 01:30:00 PM
It used to be so that a stone wall with power conducts would require 10 stone and 1 metal, but since colonists can only carry 1 material at the time, building stone walls would require too much labour and that's why they changed it I think.

Oh right. Yeah I guess that makes sense. It's more of a game limitation that anything then. I wonder if it's possible to mod the power conduit so it can be placed on top of walls - so you build a wall then add a conduit to it? I guess it's not big enough of an issue to worry about really!

Quote from: CounterFact on September 30, 2014, 01:30:00 PM
About the crafting and security tech, I understand what you're trying to say, but the way it is now, the advanced turrets are shielded by a wall of tech, meaning that there's no 'quick' way to power through some tech and get advanced stuff. And if it were the case that you got Security III and not crafting, you can still buy them from a trader. If AI chips are easy to get, they would lose their status as a rare, hard to obtain object in the mid-game.

Hmmmm. Ok yeah I get the point of this - you can maybe get a mid-game automated turret but only if you're lucky. I'm in two minds about this. It seems misleading to have researched something that supposedly gives you automated turrets but doesn't - maybe a better description is needed. It also feels a cheat that you can somehow design this turret based on a chip you've never seen before.

Could it be possible to allow the deconstruction of mechs at this point? Makes it still rare to get chips but more likely that just via trading. Perhaps it might be possible to limit the research to until you get your first chip?

One other option could be to have an intermediate stage of turrets - remote controlled. Where you have to man a console to control the turret(s).
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Coolpey on September 30, 2014, 11:49:01 PM
It really must just be me, I have had it off ever since I saw trading was not working for me, guess i'll just wait for Alpha 7
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Sooner535 on October 02, 2014, 12:40:03 AM
You can disassemble mechs 5 AI chips apiece (with just this mod 1 hour in and I had around 40 turrets) also you can craft AI chips, if that's still not enough add custom events mod, if you get a solar eclipsed darkness it spawns void and each one (I usually have 50-80 everywhere) nets you 25 metal ore and 5 AI chips (using these mods I got an eclipse once and just had under 1k chips)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: MelanisticAlbino on October 02, 2014, 03:12:06 AM
Will this be updated for compatibility with Alpha 7?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Patrykbono20 on October 02, 2014, 09:57:51 AM
and compattibility with Apparello ?? :D
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Romi on October 02, 2014, 12:59:51 PM
Abrexus tell me you are going to update this awesome mod!I cannot play without this!This is my life bro!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Merc on October 02, 2014, 04:42:45 PM
Ermagerd update XD
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Ramsis on October 02, 2014, 06:31:12 PM
HELLO FANS OF SUPERIOR CRAFTING!

So I just got off the phone with Abrexus actually and on his behalf I would like to inform you all that he will be working towards an update probably this weekend :>

He's been rather sick as of late and had to focus on more pressing matters but he's back.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: LZPanzer on October 02, 2014, 11:02:43 PM
hope he gets better soon . RL always comes first
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: MelanisticAlbino on October 03, 2014, 02:54:02 AM
Quote from: Ramsis on October 02, 2014, 06:31:12 PM
HELLO FANS OF SUPERIOR CRAFTING!

So I just got off the phone with Abrexus actually and on his behalf I would like to inform you all that he will be working towards an update probably this weekend :>

He's been rather sick as of late and had to focus on more pressing matters but he's back.

Oh, I hope he gets better. But the fact that this mod is still alive is great news! I really can't play without it.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Romi on October 03, 2014, 08:05:14 AM
abrexus whis you to get healthy soon mate!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Hand on October 06, 2014, 03:53:08 AM
yeah i realy love this mod and cant wait to it gets updated but your health comes first hope you get well soon.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Khadi on October 06, 2014, 07:35:15 AM
Any news about update? I don't know if i should create new colony now, or wait for the update. x]
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on October 08, 2014, 03:23:49 PM
Hey everyone, I'm back!

I'm very sorry I haven't had a chance to post until today.  I built myself a new PC last week, then got hit with a very nasty cold.  I am just now getting my voice back.  I'm going to start on the Alpha 7 conversion, and hope to have it out before long.  Fell free to message or reply, and if you have ideas for new features or changes I am more than happy to entertain them!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Matthiasagreen on October 08, 2014, 03:25:45 PM
Quote from: Abrexus on October 08, 2014, 03:23:49 PM
Hey everyone, I'm back!

I'm very sorry I haven't had a chance to post until today.  I built myself a new PC last week, then got hit with a very nasty cold.  I am just now getting my voice back.  I'm going to start on the Alpha 7 conversion, and hope to have it out before long.  Fell free to message or reply, and if you have ideas for new features or changes I am more than happy to entertain them!

Glad you are back and OK!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: LZPanzer on October 08, 2014, 04:47:50 PM
Quote from: Abrexus on October 08, 2014, 03:23:49 PM
Hey everyone, I'm back!

I'm very sorry I haven't had a chance to post until today.  I built myself a new PC last week, then got hit with a very nasty cold.  I am just now getting my voice back.  I'm going to start on the Alpha 7 conversion, and hope to have it out before long.  Fell free to message or reply, and if you have ideas for new features or changes I am more than happy to entertain them!

id love to be able to craft artillery shells at a work bench, been eyeing jaxas new mod pack, enhanced defense but dont like the idea of "growing arty shells", relying on traders.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CounterFact on October 08, 2014, 04:56:21 PM
Nice to see you back. Alpha 7 is great, but without doubt it would be more awesome with your mod. :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Patrykbono20 on October 08, 2014, 05:51:57 PM
Welcome back :D

Superior Crafting in A7 be compatibility with Apparello and T`S Mod ( Tailor Banch are not work correct with this mod)? And maybe you add more theme from Clutter and Apothecarius ?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: JasonCD on October 08, 2014, 06:04:03 PM
Nice to hear you're back online, guy. Eagerly awaiting the update.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Jenner on October 08, 2014, 06:32:19 PM
Quote from: Abrexus on October 08, 2014, 03:23:49 PM
Hey everyone, I'm back!

I'm very sorry I haven't had a chance to post until today.  I built myself a new PC last week, then got hit with a very nasty cold.  I am just now getting my voice back.  I'm going to start on the Alpha 7 conversion, and hope to have it out before long.  Fell free to message or reply, and if you have ideas for new features or changes I am more than happy to entertain them!

Welcome back and good to hear you're ok!

Every time I see this thread bumped I get super excited thinking there's been an update, love the mod!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CounterFact on October 09, 2014, 10:43:18 AM
Some suggestions:
- Make Devilstrand grow in the dark, it needs 45 days, that's near impossible to get without a solar storm which will cause them to die because the hydrophonic tables. I know I can grow it outside, but I want to grow it inside. :)
- Outdoor lighting, so basicly lamps that won't be affected by rain. Outdoor growing lamp might be a bit unbalanced, so maybe not that.
- Since bionics arrived, I came up with some cool things:
                                 * Brain chip: converts prisoner instantly, but then they can only do dumb labour
                                 * Bionic torso enhancement: counters bad backs, increases strenght etc., still contains organs, but protects them better
                                 * Advanced life support bed: all my prisoners die before I extract all their organs :(
                                    this machine can keep them alive long enough to harvest all organs :)
                                 * Bionics assembly: uses (converted) AI chips, pure gold electric circuiting and solid plasteel casing
                                    to build a range of bionic parts
                                 * Prostetics assembly: uses metal and wood to create basic prostetics
- Nuclear Pressure steelmaker: converts steel to plasteel at a rate of 1->5 or so, needs uranium to build
- Marble as a luxury resource for tiles and walls

Not all of them the best ideas/suggestions, but some of them would be very useful in the way I play :)

Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Matthiasagreen on October 09, 2014, 10:49:50 AM
I just recommend you take a look at Julia Ellie's Nurse Recipe Mod, though you usually work closely with her, so you probably already are!

https://ludeon.com/forums/index.php?topic=6640.0
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Khadi on October 09, 2014, 02:05:27 PM
Quote from: Abrexus on October 08, 2014, 03:23:49 PM
Hey everyone, I'm back!

I'm very sorry I haven't had a chance to post until today.  I built myself a new PC last week, then got hit with a very nasty cold.  I am just now getting my voice back.  I'm going to start on the Alpha 7 conversion, and hope to have it out before long.  Fell free to message or reply, and if you have ideas for new features or changes I am more than happy to entertain them!

Good to see you back then. About the new features, a few cool mods came out, why don't talk to the authors and make the compatible with superior crafting? I'm thinking about these:
https://ludeon.com/forums/index.php?topic=6528.0
https://ludeon.com/forums/index.php?topic=6461.0
https://ludeon.com/forums/index.php?topic=5930.0
and https://ludeon.com/forums/index.php?topic=6679.0 or https://ludeon.com/forums/index.php?topic=6699.0



Quote from: CounterFact on October 09, 2014, 10:43:18 AM
Some suggestions:
[...]
                                  * Advanced life support bed: all my prisoners die before I extract all their organs :(
                                    this machine can keep them alive long enough to harvest all organs :)
I think this is a bad idea. How you want to keep him alive if you harvest both lungs? He can't breathe, and any life support machine isn't able to change that. On the other hand a possibility to harvest from the dead people, for like a day, or half a day after their death would be awesome. Organs don't spoil immediately after the death so this would be more logical. Although this might be difficult to make.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: shadowstreaker on October 09, 2014, 02:14:51 PM
CounterFact, the mod Apothecarius Seven by JuliaEllie adds a life support system which you can use to keep people alive while you steal all their organs, or just to keep a colonist alive until you find a *Ahem* Willing Donor
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: MelanisticAlbino on October 09, 2014, 02:24:22 PM
Welcome back! We've missed you!

I'm really looking forward to the A7 update, will it be compatible with extended surgery? That mod is definitely a must-have!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: CounterFact on October 09, 2014, 03:23:14 PM
Quote from: shadowstreaker on October 09, 2014, 02:14:51 PM
CounterFact, the mod Apothecarius Seven by JuliaEllie adds a life support system which you can use to keep people alive while you steal all their organs, or just to keep a colonist alive until you find a *Ahem* Willing Donor
Cool, I'll look into that.
Quote from: Khadi on October 09, 2014, 02:05:27 PM
Quote from: CounterFact on October 09, 2014, 10:43:18 AM
Some suggestions:
[...]
                                  * Advanced life support bed: all my prisoners die before I extract all their organs :(
                                    this machine can keep them alive long enough to harvest all organs :)
I think this is a bad idea. How you want to keep him alive if you harvest both lungs? He can't breathe, and any life support machine isn't able to change that. On the other hand a possibility to harvest from the dead people, for like a day, or half a day after their death would be awesome. Organs don't spoil immediately after the death so this would be more logical. Although this might be difficult to make.
Well, 'advanced' life support not only pumps and filters the blood, it also adds the needed nutrition and oxygen, all the while the subject is under in a chemicly induced coma. It's really high tech.
Harvesting from dead bodies is a bad idea imo. In theory they don't spoil, but from a gameplay perspective organs would become as common as a rock in the desert.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Florence on October 09, 2014, 04:54:51 PM
Hey man I'm glad to hear that you're feeling better and I can't wait to be able to play the mod again.

In terms of suggestions the only thing that crosses my mind is to perhaps increase enemy difficulty in the late game somehow.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Xubrim on October 09, 2014, 08:52:01 PM
QuoteHarvesting from dead bodies is a bad idea imo. In theory they don't spoil, but from a gameplay perspective organs would become as common as a rock in the desert.

I have a feeling they'll still become overly common with the life support system, too. Instead of trying to milk as many organs from a prisoner, or take organs from dead bodies, it might be more interesting to look into nonlethal weapons. I haven't tried the stun gun mod yet, but the idea of charging/flanking raiders with tasers equipped sounds a lot more engaging. More importantly (to me), it carries some degree of risk instead of just "build X for more organs".

I wonder if the life support system could be tweaked to be more like cyrostatis. The colonist remains alive, but surgery is impossible. Not sure if it'd be worth the effort, though.

edit: That said, totally on board with extending the amount of prosthetics and cybernetics. It looks like it could be a really fun system.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Patrykbono20 on October 13, 2014, 02:27:31 PM
How works of update ? :D
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Nopkar on October 13, 2014, 05:53:56 PM
Quote from: CounterFact on October 09, 2014, 03:23:14 PM
Quote from: shadowstreaker on October 09, 2014, 02:14:51 PM
CounterFact, the mod Apothecarius Seven by JuliaEllie adds a life support system which you can use to keep people alive while you steal all their organs, or just to keep a colonist alive until you find a *Ahem* Willing Donor
Cool, I'll look into that.
Quote from: Khadi on October 09, 2014, 02:05:27 PM
Quote from: CounterFact on October 09, 2014, 10:43:18 AM
Some suggestions:
[...]
                                  * Advanced life support bed: all my prisoners die before I extract all their organs :(
                                    this machine can keep them alive long enough to harvest all organs :)
I think this is a bad idea. How you want to keep him alive if you harvest both lungs? He can't breathe, and any life support machine isn't able to change that. On the other hand a possibility to harvest from the dead people, for like a day, or half a day after their death would be awesome. Organs don't spoil immediately after the death so this would be more logical. Although this might be difficult to make.
Well, 'advanced' life support not only pumps and filters the blood, it also adds the needed nutrition and oxygen, all the while the subject is under in a chemicly induced coma. It's really high tech.
Harvesting from dead bodies is a bad idea imo. In theory they don't spoil, but from a gameplay perspective organs would become as common as a rock in the desert.

The balancing factor would be the expense of building the life support system in the first place. once you can build one you would in theory have a stable colony with geared pawns and the industry already laid out. Think of it as more of end-game content
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Khadi on October 15, 2014, 03:19:17 AM
So, how is the update going?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: sanya02 on October 15, 2014, 09:02:02 AM
Please make this mod to version 7 alpha! Thank you!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Lightning83 on October 15, 2014, 10:41:57 AM
Greetings

I normally just lurk these forums. But I have to step in here and tell you that this mod is great and I would really LOVE to see a version for A7.

Thank you for your great work so far.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: mathwizi2005 on October 17, 2014, 11:40:10 PM
So far this is the last mod that I use that hasn't updated.
No rush, just hope you're ok right now.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: theubie on October 25, 2014, 01:17:41 AM
Everything ok, A?  You need help with anything?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Romi on October 26, 2014, 03:13:01 AM
Well is this mod going to get updated to alpha 7?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Khadi on October 31, 2014, 01:05:59 PM
Quote from: Romi on October 26, 2014, 03:13:01 AM
Well is this mod going to get updated to alpha 7?

I hardly doubt it. That's a shame though. This was a good mod.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Moriros on November 09, 2014, 04:02:20 PM
Abrexus, you may don`t know me, but i know You for mod known as SuperiorCrafting! I`m great fan of this modification und will be pleased it could be upgrade to ALPHA 7 :)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: ZeroBeat on December 05, 2014, 11:49:19 AM
I love this mod, I played it with Alpha 6 and then with my error I updated to Alpha 7 without thinking about mods now my question is, Will this be taken to 7? I've waited some time now and I'm still hoping that it will happen.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Iwillbenicetou on December 06, 2014, 10:19:19 AM
I doubt it D:
I found this on his profile
Quote
Last Active: October 10, 2014, 02:32:01 PM
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: FuzzieMann on December 07, 2014, 04:16:04 AM
Is there going to be an update to Alpha 7?
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: mathwizi2005 on December 07, 2014, 11:29:27 AM
Please let this mod rest peacefully until Abrexus returns.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Komarov on December 18, 2014, 07:12:42 AM
So... there no alpha 8 update? :C
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: MelanisticAlbino on December 18, 2014, 07:14:14 AM
Quote from: Komarov on December 18, 2014, 07:12:42 AM
So... there no alpha 8 update? :C

It's been dead since Alpha 6.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Abrexus on March 25, 2015, 10:28:57 PM
In less than 12 hours be on the lookout for something new and exciting ;)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: mathwizi2005 on March 25, 2015, 10:40:26 PM
LIFE!!!
Take your time, dude. I have yet to even extract 9d yet so full hands on when released.

Move thread when able.
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: skullywag on March 26, 2015, 04:54:08 AM
Cant wait to see what youve done. ;)
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: Rauminen on April 15, 2015, 02:15:02 AM
There's an a9 update over at nexus for anyone interested, works perfectly!
Title: Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
Post by: skullywag on April 15, 2015, 02:56:54 AM
*ahem*
https://ludeon.com/forums/index.php?topic=11741.0

;)