Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: C. Fenderson on September 14, 2014, 12:18:18 PM

Title: [MOD] (Alpha 6) [LINUX ONLY] AgriBusinessV2: Dye and Fabrics!
Post by: C. Fenderson on September 14, 2014, 12:18:18 PM
Is your garden looking somewhat pathetic?  Don't worry, it isn't your fault.  You only have two hydroponic plants to grow, after all.  Would you like a few more that actually do something besides look pretty?  I mean, in real life most plants can be used for some hobby or another.  This mod may help you out if that sounds like you.  Welcome to AgriBusiness, where we focus first and foremost on the farm life.  Having added in five additional hydroponic plants, with many more to come, you'll be sure to find something you enjoy.
(http://i.imgur.com/qpM0uTY.png)
Here we have an example of some fine chefs preparing Lavish meals with tofu.  No more are you tethered to hunting for your meat fix!  We have discovered how to replicate meat flavor, and are giving you this technology free of charge.
(More screenshots to come.  I seem to have lost a good chunk of them to the mysterious hand of not saving properly.)
I hope you do enjoy our discoveries.

Changelog:
Added:
Items: Knit Fabric, Ball of Yarn, Raw Cotton, Yellow Dye, Black Dye, Onion, Blackberry
Plants: Cotton Plant, Blackberry Plant, Onion Plant
Workspaces: Yarnworking Station, Dye Station
Furniture: Arch Carpet
Floors: Soil
Removed Functionality:
Workspaces: Grinder, Presser (Replaced by cook stove)
Removed:
None

Older changelog available in the about folder.

EDIT: I swear I can't do anything right the first time.  Got the changelog in both files wrong, don't worry about it too much.

[attachment deleted by admin: too old]
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: konst on September 14, 2014, 01:20:13 PM
Thank You! I needed that! Less meat and something to keep my colony busy.

When it comes to making carpets from cotton, I think(?) it is in the SuperiorCrafting mod. However, it would be nice to have it sepretly too. But maybe it is somehere already?
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: C. Fenderson on September 14, 2014, 01:36:18 PM
Quote from: konst on September 14, 2014, 01:20:13 PM
Thank You! I needed that! Less meat and something to keep my colony busy.

When it comes to making carpets from cotton, I think(?) it is in the SuperiorCrafting mod. However, it would be nice to have it sepretly too. But maybe it is somehere already?
I knew I wasn't the only one! :D
I'm not sure, and I don't think I'll wake up dead if I add it to mine if it is.  I'll be adding other stuff to do with it, anyway, like a penguin decoration.  Happier colonists is always better, I'd say.
The only problem I could see with adding it is for people running this and SuperiorCrafting at the same time.  Having five different green carpets would get old pretty quick.  Might cause conflicts, though, depending on what the tags of the carpets in there are.  Oh well, I'll find a way to work around it.
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: Reaper on September 14, 2014, 03:40:27 PM
Quote from: konst on September 14, 2014, 01:20:13 PM
Thank You! I needed that! Less meat and something to keep my colony busy.

When it comes to making carpets from cotton, I think(?) it is in the SuperiorCrafting mod. However, it would be nice to have it sepretly too. But maybe it is somehere already?

it is one of T's mods
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: Buccee on September 14, 2014, 04:32:51 PM
Thank you for this mod. =) i try it out in my next colony!
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: C. Fenderson on September 14, 2014, 09:36:28 PM
I've been messing around with this for a while, and having two crafting stations for one thing is a pain in the ass.  I could set the priorities better, but I'd rather give you guys the ability to do that, so the Grinder and Presser are getting removed and being combined into one station instead.  The textures for the grinder and presser will be removed in v2, and the code for them will be gone in v3.  When you download the new version of the mod, make sure to deconstruct them and make the new station.  I'll set it up so that the new station will cost the deconstruct cost of the other 2 stations, so you won't have to worry about losing anything.  They will be completely removed in v3, though.
I've also realized how lazy I was with this.  The new soy station (whatever I decide to call it) will have a different recipe entirely in v3.  It'll be a bit more related to what I imagine is going on inside those machines.  V1 was a weekend project, after all.  Wanted to see if I could do it, and I can, so I'll be working on getting better from here on.
Let's hope that better translates into learning pixel art, as well...
Quote from: Buccee on September 14, 2014, 04:32:51 PM
Thank you for this mod. =) i try it out in my next colony!
Good to hear!  Hope you enjoy it :D
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: konst on September 15, 2014, 05:34:50 AM
When it comes to textures, I heard there is a user named Clayton who apparently can do art for modders for free. You can contact him here:
http://ludeon.com/forums/index.php?action=profile;u=12300
I got this info from Timber in this thread: http://ludeon.com/forums/index.php?topic=6039.msg58722#msg58722

Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: Matthiasagreen on September 15, 2014, 11:10:51 AM
If I am not mistaken, Okra is a plant, not a soy byproduct....
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: C. Fenderson on September 15, 2014, 03:45:15 PM
Quote from: Matthiasagreen on September 15, 2014, 11:10:51 AM
If I am not mistaken, Okra is a plant, not a soy byproduct....
Guess I didn't read my sources right.  After digging around for a while, it's spelled Okara.  Looks like that's another thing to be changed!  Thanks for pointing that out :D  Thought it just shared a name or something, since okra was a pretty common thing for me growing up.
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: Matthiasagreen on September 15, 2014, 03:47:53 PM
Now that makes more sense!
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: klad123 on September 16, 2014, 05:26:00 AM
I'm sorry for point out a few problems. I played this mod on Rimworld.
I found some problem. it may be conflict between another mod or coding problem.
First, Colonist didn't eat Find meal made by Tofu. They take eating action but almost eat Find meal, it take back to save area. Then roof this act.
Second, soy beans -> okra & okra->Tofu work 1 by 1 it is inefficient process. 
Third, Tofu image didn't load on Rimworld.

I'm sorry for just point out some mistakes. I repect your endeavor and I hope this mod much better in time.
Have a good day~
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: C. Fenderson on September 16, 2014, 05:25:16 PM
Quote from: klad123 on September 16, 2014, 05:26:00 AM
I'm sorry for point out a few problems. I played this mod on Rimworld.
I found some problem. it may be conflict between another mod or coding problem.
First, Colonist didn't eat Find meal made by Tofu. They take eating action but almost eat Find meal, it take back to save area. Then roof this act.
Second, soy beans -> okra & okra->Tofu work 1 by 1 it is inefficient process. 
Third, Tofu image didn't load on Rimworld.

I'm sorry for just point out some mistakes. I repect your endeavor and I hope this mod much better in time.
Have a good day~
Don't be sorry to point out problems.  If I didn't want criticism, I wouldn't have made this public :D
I might need to add a work file or something.  I ran into a similar problem before I added one for the new workspaces.  I'll look into it and (hopefully) fix it.
Third, I might add another recipe to turn more than 1 at a time into tofu.  That's if I can get the previous one working, though.
Anyone know a mod that adds food like this in?  I might be able to find some hints there.
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: C. Fenderson on September 16, 2014, 05:46:53 PM
So, as it turns out, colonists aren't too fond of eating things that have an ingredient that isn't food.  There goes my plan of making wood into bread, I guess.  Oh well, I guess beaver colonies will have to wait for another mod.  I'll fix a few more things and post up v1p1 in a couple of minutes/hours.  Keep a look out!  I also fixed the texture problem, I think.
EDIT:
Just uploaded it.  Have fun with this, you guys!  I'll get to work on the recipes a little later, when my eyes aren't falling out from staring at code for 2 hours today :D
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: Landerote on September 16, 2014, 11:15:44 PM
Hi,

I was checking your mod, and when my colonists use the grinder they got nothing! they just work there with the soy beans but get nothing in return. Another thing, the grinder has not the possibility of produce till x quantity, nor continuously.

kind regards!
Title: Re: [MOD] Alpha 6: AgriBusinessV1: Soy Beans!
Post by: C. Fenderson on September 17, 2014, 07:42:31 AM
Quote from: Landerote on September 16, 2014, 11:15:44 PM
Hi,

I was checking your mod, and when my colonists use the grinder they got nothing! they just work there with the soy beans but get nothing in return. Another thing, the grinder has not the possibility of produce till x quantity, nor continuously.

kind regards!
It seems to work fine in both of the workstations you can grind/press in.
It appears that it does, since that's what I was using.
I can't seem to recreate this bug, so I kind of can't fix it.  I'll be removing the functionality of the Grinder/Presser in v2, so it should be fine after that.

I'm almost done with v2, speaking of which.  I just have a couple more plant defs to add in and it'll be rockin'!  Time for me to get ready for school, though, so I'll see you guys in a few hours.
Title: Re: [MOD] Alpha 6: AgriBusinessV2: Soy Beans!
Post by: C. Fenderson on September 20, 2014, 07:01:28 PM
After a few hours of testing, version 2 is out!  Have fun toying with your new plants and workstations!  I'd recommend not using cotton quite yet, since I haven't thought of a good use of it yet.  I might add the ability to compress items down into muslin sacks, which will take a while to add in.
Title: Re: [MOD] Alpha 6: AgriBusinessV2: Dye and Fabrics!
Post by: C. Fenderson on September 21, 2014, 09:48:34 PM
Decided to play RimWorld for reasons other than just seeing if stuff worked and everything seems decently balanced.  The bonsai trees kind of suck, but they're not supposed to be amazing sources of wood, they're just supposed to be a little trickle between big projects so you don't have to deforest your whole map right before you start building.  Haven't started any soy production yet, and I don't think I'll be doing dye production.  I think I'll just remove the dye system entirely, because it seems kind of against the overall point of the game.  It doesn't seem like you're supposed to have multiple trees intersecting just to craft a single thing, plus there aren't many, if any, second tier resources in the game at all.
Also, I spelled bonsai wrong in the game itself.  Gedit may be good for coding, but not very good for spell checking.  I'll be changing that next time.

Things I plan to change:
Probably going to remove the dye system.  Seems pointless in retrospect.  Anyone want a poll on this?
I'll (obviously) be removing the grinder and presser completely when I go to the next version.  Deconstruct them now!
I'll implement more uses for cotton, definitely.  Probably in the form of sacks (storage) for use in trading.  This will mostly be for things in the Raw Resources tab.  I might show a picture of how to configure these things to not suck up all of your resources for those of you who don't already know.  Maybe carpets, as well.
I might add more Linux items, just for fun.  I won't focus on references too much, since I know most of you don't give a boomrat's carcass about Linux at all.
I'll be adding fences if I can figure out how Atlases work.  Shouldn't be too hard.
I'll be adding in barn related items.  Red wood walls and 2 wide doors!  Maybe even a tractor if I can get a texture for it.  This will be decorative only, though.
Finally, I'll be changing the default categories for Soy Beans and Okara.  It's annoying as hell to have to untick them for meals that use raw veggies.
One final note: if I add any floors in, they won't ever get dirty.  I hate having to have a colonist dedicated to just cleaning the place up so the rest of them aren't all moody because they have to walk in some dirt.  Wusses.

Should be a productive week!  Thankfully I have an hour of a break between classes on MWF that I can (maybe) use for this.  Have fun with V2 until then!  Report any bugs/problems/suggestions in the comment section and I'll at least read them.  Sorry for the wall of text :D
Title: Re: [MOD] Alpha 6: AgriBusinessV2: Dye and Fabrics!
Post by: MisterLock on September 23, 2014, 09:13:41 AM
Now...I should say,awesome mod!I've enjoyed it thus far,being able to grow some kind of other crop other then Potaterz...But I have a few issues,First of all,let me get this out of the Way,I do play with other mods,here's a list of them:Knockouts,Tech Tree Minami,It's event mod and the newly integrated Mobile Artificial Intelligence mod(MAI),I also play with a animal mod:Rimrats and with the Zombie Apocalypse mod.Now that's taken care off to my issues...

First of all,I don't know if this is from your mod or what,but when I try to cultivate something else other the taters and soy beans,none of the other plans give yields,The blackberry bush for example doesn't give anything when harvested,and I don't know if this is in your mod,but some other plant,the onions don't give results either.

I'm also experiencing the soy beans don't produce anything bug,Every time I tell my colonist to crack one of those soy beans into Okara they just grind them and nothing happens...I've just been stuck to cultivating it and using it to make Fine meals.

And my last issue is,In v2 the game just simply won't run with this mod on,I'm still using all my other mods,just when I update your mod in my folder the game blackscreens.It doesn't crash,It's still running technically since It does respond but it just doesn't bring up the main menu,So i've been stuck just to v1 for the time being.I guess the cause could be that some items interferee with each other from my other mods,but eh...I'm not a modder so I cannot do anything.

Hope this helped somewhat,sorry for the long post.
Title: Re: [MOD] Alpha 6: AgriBusinessV2: Dye and Fabrics!
Post by: C. Fenderson on September 23, 2014, 01:16:49 PM
Quote from: MisterLock on September 23, 2014, 09:13:41 AM
Now...I should say,awesome mod!I've enjoyed it thus far,being able to grow some kind of other crop other then Potaterz...But I have a few issues,First of all,let me get this out of the Way,I do play with other mods,here's a list of them:Knockouts,Tech Tree Minami,It's event mod and the newly integrated Mobile Artificial Intelligence mod(MAI),I also play with a animal mod:Rimrats and with the Zombie Apocalypse mod.Now that's taken care off to my issues...

Thanks for the compliment!

Quote from: MisterLock on September 23, 2014, 09:13:41 AM
First of all,I don't know if this is from your mod or what,but when I try to cultivate something else other the taters and soy beans,none of the other plans give yields,The blackberry bush for example doesn't give anything when harvested,and I don't know if this is in your mod,but some other plant,the onions don't give results either.
This one might be your mods, unless no one else has been reporting this.  This part runs fine for me, and I always get 1 soy bean from every harvested plant.

Quote from: MisterLock on September 23, 2014, 09:13:41 AM
I'm also experiencing the soy beans don't produce anything bug,Every time I tell my colonist to crack one of those soy beans into Okara they just grind them and nothing happens...I've just been stuck to cultivating it and using it to make Fine meals.
I think Linux may have something to do with this.  Someone else said this, and I'm not sure how to fix it, since I can't recreate it.

Quote from: MisterLock on September 23, 2014, 09:13:41 AM
And my last issue is,In v2 the game just simply won't run with this mod on,I'm still using all my other mods,just when I update your mod in my folder the game blackscreens.It doesn't crash,It's still running technically since It does respond but it just doesn't bring up the main menu,So i've been stuck just to v1 for the time being.I guess the cause could be that some items interferee with each other from my other mods,but eh...I'm not a modder so I cannot do anything.

My girlfriend is having the same issue.  I'll send her a new version with all of the xml files that have a twiddle at the end deleted, since that might have something to do with it not running on Windows.  I didn't expect this many problems to come without a single DLL being made.  It's quite annoying.  Like I said, the version that I had before I zipped the file works, and so does the one from the site itself.  I'll add Linux to the title until I get it working on Windows.  Sorry all of you Windows users out there, I'll work on fixing this for you!
Quote from: MisterLock on September 23, 2014, 09:13:41 AM
Hope this helped somewhat,sorry for the long post.
It did let me know it wasn't just my girlfriend having an off day or something.  And don't worry about a post being long, Mine are too.

EDIT:
Think I may have found the problem.  I asked in the help section of this forum, and as it turns out Windows doesn't like the way Linux names their line returns.  *Strongly resists the urge to flame Windows for 3 hours straight*
Think I may have found a fix for it.  I'll be uploading a new version of this if I do.  Any Windows user want to let me throw the new version of it at them so I don't provide any false hope to the masses?
Title: Re: [MOD][LINUX ONLY][Alpha 6] AgriBusinessV2: Dye and Fabrics!
Post by: skullywag on September 23, 2014, 05:46:46 PM
If you use a proper source control system like Git you can make it handle CRLF (line endings) for you then it doesnt matter which system you do your code on they get set the same when committed to the repo. Id highly recommend looking into it.
Title: Re: [MOD][LINUX ONLY][Alpha 6] AgriBusinessV2: Dye and Fabrics!
Post by: C. Fenderson on September 23, 2014, 06:52:27 PM
Quote from: skullywag on September 23, 2014, 05:46:46 PM
If you use a proper source control system like Git you can make it handle CRLF (line endings) for you then it doesnt matter which system you do your code on they get set the same when committed to the repo. Id highly recommend looking into it.
I was considering looking into GitHub for the older versions of the mod once I get it to be bigger, but I'll go ahead and look into it now.  Didn't think I'd ever need to do it for any practical reason with just XML, though.  Oh well, thanks for the advice!
Title: Re: [MOD][LINUX ONLY][Alpha 6] AgriBusinessV2: Dye and Fabrics!
Post by: Landerote on September 23, 2014, 10:01:50 PM
Hi there,

With V1 of the mod, I was having the same issue as someone pointed, when using the grinder I was getting nothing. And with V2, the game simply goes in a blackscreen and never starts....

Regards!
Title: Re: [MOD] Alpha 6: AgriBusinessV2: Dye and Fabrics!
Post by: MisterLock on September 24, 2014, 03:30:13 PM
Honestly I don't know if I would be a perfect candidate for trying out this new version solely,just because of the other 3-5 mods I run along,I'll just have to see if you do manage to take care of it,thought if you do release a new link for windows I'll surely try it even with my mods.My point is I don't want to be the sole guy that tries it,kinda weird huh?
Title: Re: [MOD] Alpha 6: AgriBusinessV2: Dye and Fabrics!
Post by: C. Fenderson on September 24, 2014, 04:17:11 PM
Quote from: MisterLock on September 24, 2014, 03:30:13 PM
Honestly I don't know if I would be a perfect candidate for trying out this new version solely,just because of the other 3-5 mods I run along,I'll just have to see if you do manage to take care of it,thought if you do release a new link for windows I'll surely try it even with my mods.My point is I don't want to be the sole guy that tries it,kinda weird huh?
Gave it to a guy in class today, and it works apparently.  It was just that I didn't save the files with the right Line Endings.  I still want to flame Windows for 3 hours.  Whining about the enter key isn't cool, man.  I'll attach it here if you (or anyone else) wants to try it and confirm/deny that it works fully.  The only bugs I know of right now are that it won't start (probably because of the new cook stove recipe), and that it didn't let people craft soy stuff.  I haven't messed with anything but that so far, so have at it.

[attachment deleted by admin: too old]