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RimWorld => Releases => Mods => Outdated => Topic started by: Aristocat on October 17, 2014, 11:42:20 AM

Title: [MOD] (Alpha 7) Immersive Rim 1.5.1 hotfix Insta-Conduit
Post by: Aristocat on October 17, 2014, 11:42:20 AM
Description
Immersive Rim designed to add missing features and Improve it.



Mods are modular.

(http://i.imgur.com/vyozH7v.jpg)



Download Immersive Rim (https://www.sendspace.com/file/8v60j4%5B/url)


IMPORTANT : If you use ImmersiveCrafting and Weaponry, please Activate Crafting FIRST, THEN Weaponry, so Weaponry overwrite Crafting


ImmersiveCrafting
*Add Smelter
*Hyperweave, Plasteel, Refined metal and Synthread is craftable with Metal
*Turn Wood, Stone blocks, Devilstrand and plants into metal


Tailor changes :
*Craft Medicine(bandage) with clothes
*Craft various apparels  including duster, tribalwear and Collar Shirt
*Cost of craft apparels reduced


*Now Stone cutter's table no longer require research. Tools, Club, Spear, Bows and Pila is craftable in the Stone cutter's table.
*Now club has twice in cap chance, Hunting bow has higher chance to hit, useful for hunting

*Add Modern weaponry crafting table. Guns, Shells for mortar , and Armor is craftable in the Modern weaponry crafting table.
*Add Baston. Baston doesn't harm health a lot(2 damage) but cause 20 pain each hit. VERY useful for in-caping people and suppress psychotic colonist. Wearing baston also increase chance to hit and recruit chance by 30%.

*Now Machining table require modern weaponry research. Power armor and Charge lance, Charge rifle and Minigun is craftable in the Machining table.


Extended Stoneworking : By ItchyFlea        https://ludeon.com/forums/index.php?topic=6461.0
Sandstone - Limestone - Granite - Slate - Marble All have a 75% chance of dropped a chunk of rock for that rock type. Those rock chunks can be processed into stone blocks.
To prevent cluttering up your stockpile, the new rock chunks stack up to 75.

+ Now Stone block is craftable out of Sand, Lime, Granite, Slate, Marble chunks and blocks. and blocks can be turned into metal in the Smelter. Added category for added blocks and chunks, useful for separate them.

Glassworks : By ITOS  https://ludeon.com/forums/index.php?topic=3223.0
This mod adds buildable windows.

+ Now Glass is craftable in the Smelter and no longer require research. and glass can be craftable with stone block



ImmersiveBody
*Add Implants and sub-dermal armor which helps colonist in various ways,
*Sub-dermal armor protect specific body part(e.g. brain, heart, body) and can equipped with other armors.
*Brain, Heart, Bone(Pelvis, Ribs, Spine etc. except skull), Eye and other vital organ sub-dermal armors make specific body part immune to damage
*Sub-dermal armor head protect Skin (Ear, Nose, Jaw, and Head) and Skull by 20%,  equip with Power armor helmet and up to 95% protection
*Body Sub-dermal armor protect body skin(Torso, Arms, Legs, Feet and Hands.) by 15%, equip with Power armor and hyper weave shirt to up to 95% protection

(http://img2.wikia.nocookie.net/__cb20101022212212/fallout/images/thumb/1/15/OpticsEnhancer.png/129px-OpticsEnhancer.webp)
*implants boost efficient at specific job,
*Empathy synthesizer improve trade price, social, gift impact and recurit chance,
*Logic co-processor increase global learning speed and help research and medical operation,
*Optics enhancer, Arm enhancer, and Probability calculator reduce aiming time and increase accuracy, up to thrice faster aiming and twice more accurate.
*Tranquilizer injector calm unstable colonist
*Leg enhancer increase speed.
*Craftable in the implants table.


(http://i.imgur.com/GQ9dzJdl.png?1) (http://imgur.com/GQ9dzJd)
*Shirt now protect arms and hands Duster now protect arms and legs,
*Power Armor now increase colonist's accuracy and aiming speed and
*protect hand and feet,
*Power Armor and helmet Greatly buffed (blunt 30% to 60%. heat 30% to 60%. Electric 0% to 60%. Toxic ? % 60%),
*Power Armor reduce global work speed by 30%,
*Power Armor slow down colonist by 1.5,
*Power Armor helmet reduce psychic sensitivity by 50% and Power armor reduce mental break threshold by 5.


(http://i.imgur.com/UpjJM72.jpg?1)
*Enemy's power armor and implants destroyed on strip
*Scyther Knife damage increased 16 to 45, Power Claw 18 to 35, bionic arm cause twice more pain.
*Add bionic organs (stomach, liver, etc.) and limbs. Craftable in the bionic table
*Add Medical practice table, can practice surgery with corpses
*Trigger Happy and Careful Shooter has been nerfed
*Add peg arm
*All surgery give exprience but all surgerys also require medicine skill
*Add Warhammer organs, Catalepsean Node, Healer, etc, doesn't working as intended but reduce pain twice more than normal bionic
*Each bionic reduce pain so cyborg colonist no longer feel any pain

*Add Cyborg type enemy. Always equipped with full power armor, body and head sub-dermal armor and Optics enhancer, Probability calculator, Leg and Arm enhancer.



Note : Don't activate ImmersiveApparel if you're using ImmersiveBody

ImmersiveApparel
*Shirts now protect arms and hands
*Duster now protect arms and legs
*Armor vest nerfed (60% to 30%)
*Power Armor and helmet Greatly buffed (blunt 30% to 60%. heat 30% to 60%. Electric 0% to 60%. Toxic ? % 60%)
*Power Armor reduce global work speed by thrice more time(10% to 30%)
*Power Armor slow down colonist by 1.5
*Power Armor reduce Aiming Delay by 30%, Helmet Increase Accuracy by 30%(built-in auto-senses)
*Power Armor Now protect Feet and Hands
*Power Armor helmet reduce psychic sensitivity by 50% and Power armor reduce mental break threshold by 5
*Power Armor now protect 70% against piercing, hyperweave shirt protect 20%, total of 90%. create your juggernaut army


(http://i.imgur.com/VcUpuoW.jpg)

ImmersiveWeaponry
Immersive weaponry make battle more intense and less frustrating by significantly increase fire rate and accuracy, also damage per hit is reduced so no more single blind shot cause limb fly off.



Force Fire added in burst weapons (can target ground instead of specific target.)
Colonist no longer lose limb with single hit. Pila(30 to 10), M24(40 to 18), Charge Lance(27 to 10) damage reduced. but fire rate and accuracy is greatly increased.
Significantly reduced or removed cooldown of weapons.

(http://i.imgur.com/VT0zqmK.jpg?1)

Shotguns shoot 12 bullets per burst and can shoot while taking melee hit.
Machine Gun is capable of heavy fire. but has long cooldown time and heavy to carry around. Best suited for large crowd or Centipedes.
Sub-Machine Gun shoot twice faster than rifle, but has shorter range and less damage. Best suited for close quarter combat.
Sniper accuracy greatly increased and aim time is reduced. Sniper is now extremely dangerous, especially on clear day.
Mortar is actual threat. Now each burst shoot 15 bomb, and coodown is reduced to one third, and explosion radius is increased.

Equipping weapon reduce work speed and move speed.

Club in-cap chance is doubled and strike faster. Great for capture psychotic colonist without arrest, or make slaves.

Neolithic weapon is generally weaker.
Now Droid is even more threatening. Centipedes move faster, Inferno Cannon can shoot over wall, Charge Blaster now explode on every hit, and droid weapons no longer require aim.

Generally all weapon damage is halfed but fire rate is double or tripled, which less likely lose limb and make battle more intense and less frustrating.


Immersive Project Armory https://ludeon.com/forums/index.php?topic=7167.0
Project Armory adds new weapons to the RimWorld Universe from different games movies and real world periods from the Victorian era to modern day.

Weapons Kit Switcher:
The Weapons Kit Switcher tool is located in the mod directory were you install your mods. The tool allows you to activate and deactivate groups or singular weapons.


(http://i.imgur.com/jrYgqq7.jpg?1)
Move speed comparison


(http://i.imgur.com/DirMNre.png?1)

ImmersiveCook
*Cook Stove no longer require electric
*Cook Stove is now build-able with stuffs
*Make Survival Packages with Simple meals
*Colonists prefer simple meal over packaged meal

*Paste Dispenser is now 1 square, require research to unlock
*Paste Dispenser cost twice more food(10 to 20)
*Paste Dispenser no longer give nagative-thoughts
*Hopper is walk-over-able and doesn't slow down people
*Simple meal, Packaged meal and nutrients paste fills less hunger (simple meal 85 to 70, paste 80 to 75)

*Add Tofu Machine. Can turn plants into Tofu, alternate resource to meat and sell better. (Texture by Kirid)



Modular Tables By ItchyFlea
Add Modular Tables.
+ Stool no longer slow down colonists.

ImmersiveThought
*Fine meal and lavish meal last 50% longer and stack up to 2.
*Reduced nagative mood of Brawler unhappy (-15 to -5).
*Reduced nagative mood of Shared bed room (-8 to -5).
*Reduced nagative mood of Environment Ugly, Very ugly, Hideous (-5 to -3, -10 to -6, -15 to -9).
*Reduced mood of Prosthophile happy and Prosthophobe unhappy (-12 to -6, +12 to +6).


ImmersiveFloor
*Add soil and sand floor.
*Add Dirt-like floor

By Clutter Mrowka, T's mod Telkir, and Fast floors Igabod. https://ludeon.com/forums/index.php?topic=2541.0, https://ludeon.com/forums/index.php?topic=4373.0, https://ludeon.com/forums/index.php?topic=7097.0

*Add floors from Clutter, T's mod and make them move faster on.

Move speed comparison
(http://i.imgur.com/sg4nGui.jpg?1)




(http://i.imgur.com/wd7t7Py.png)

ImmersivePower
*Added Geothermal Extractor, Build-able Geothermal Generator without steam bents, require 600 metal and 100 plasteel. and 150000 work times(50 times longer than original Geo' generator.) require research.
*Geo' generator now require 500 metal and 10 time longer work-time
*Geo generator and extractor produce less electric (3?00 to 2520)
*Added Mini battery, Water and fire proof battery. require research.
*Added E-Battery. 4 times more efficiently store energy than default battery. extremely fragile. Need plasteel to build. require research.
*Added Wall lights. same as lamps.
*Door cost 15 electric

ImmersiveHydroponicBasin
*Add battery attached hydroponic basin. Immune to solar flare and doesn't require electric, but fertility has been reduced. Need plasteel to build. require research.
*Add Sun lamp attached hydroponics. Has reduced fertility. Need silver to build. require research.
*Add Sun lamp and battery attached hydroponics. Has reduced fertility.Need both silver and plasteel to build. require research.
*Add soil and sand floor.
*Add Hydroponic Soil Floor. require research.
*Woodlog is now growable.



ImmersiveSecurity (Merged Into Immersive Power)
*Added Enforcer, controlled by AI bot. has 100 more health(300), deals half damage but shoot twice faster, more accurate. require plasteel to build. Immune to solar flare.
*Default turret bit buffed(+20 health)

ImmersiveLight
*Lamps cost 50 electric
*Added battery lamp, doesn't require electric, Immune to solar flare but 30% reduced brightness
*Sun Lamp no longer start fire(temporary feature until we get "Roof zone")
*lamp is invisible
*Lamps no longer slow down people

Immersive Conduit
*Add invisible conduit
*Add instant conduit, doesn't require any work or metal. Require research
*Conduit no longer ugly(-2 to 0)



Changelog


1.5
Added ImmersiveBody
Tofu machine texture changed
invisible conduit no longer overwrite default
Add instant conduit, doesn't require any work or metal. Require research



1.4.1
Missing texture

1.4
Price of Sci-fi weapons Increased
Sci-fi weapons greatly buffed (Some are might be op. please report me if you find something is op/unappropriate/ etc.)
Shotgun has buffed
Some weapons got unique characteristics.(explode on hit, Charge lance-like, anti-centipede(Boys-AT), etc.
Some weapons become more appropriate to its original design.
Mortar damage has increased.
Machine gun shoot faster but has longer cooldown.
Lengthen neolithic weapon range
etcs, I might forgot..

Description changed (Make to Manufacture)
Added Tofu Machine
Cost of battery/sun/sun battery hydroponic has halved
Power Armor helmet reduce psychic sensitivity by 50% and Power armor reduce mental break threshold by 5
Integrated mods
Somethingsomethings
Edit : Added Baston reduce Researches cost, etc

This update doesn't break save for me but you might experience glitch



1.3.8
Centipede's speed has been reduced (Slightly slower than Scyther. Very slightly.)
Centipede's size hit chance factor increased 2.0 to 3.0
Centipede's hp has been increased by 50%. (1.3 to 1.8) (If you think this is too much go into ThingDef/Open Race_Mechanoid and reduce  <healthScale>1.8</healthScale> 1.8 to 1.3, also it would be nice if you report any complaints.)
Min range of inferno cannon has been removed
This shouldn't break save.. probably, maybe

1.3.7
Compatible with project armory
Aim time of weapons increased. Should be more vanilla-ish, but still faster than vanilla
Further nerf of damage
Added sub-machine gun role. Faster than rifle but shorter range and slightly lower damage. more suitable for close quarter combat
Machine gun now shoot more continuous
Added <forcedMissRadius> on machine guns, make them shoot against area than single target.
Shorter aim time of grenade but longer cooldown.
Shotgun and T9 launcher has been significantly nerfed.
Centipedes has longer cooldown time after each burst.
Project armory changes, etc.

1.3.6
Mortar cooldown has been reduced to one third
Mortar now shoot 15 bombs per burst
Mortar damage has been reduced (60 to 12. 10 to 8. 420 to 10)
Mortar explosion radius has been increased (except Emp.)
Shotgun texture bug has been fixed.

1.3.5
Significantly reduced or removed cooldown of weapons
Shotguns can shoot while taking melee hit
Centipedes move faster, REALLY fast
Inferno Cannon can shoot over wall.
Charge Blaster now explode on every hit
Minigun never stop shootin'
Minigun and LMG now continuously fire. can be double edged sword
Incendiary Launcher now make small explosion
M24 damage bit nerfed(20 to 18)
Removed coodowns of Grenade
All weapons generally shoot faster
Move speed penalty become more significant
Lee enfield is now affected(basically gimped version of m16)
Reduced damage of frag grenade
Power armor bit nerfed
Woodlog is growable
Immersive Thought added
Fine meal and lavish meal last 50% longer and stack up to 2
Reduced nagative mood of Brawler unhappy (-15 to -5)
Reduced nagative mood of Shared bed room (-8 to -5)
Reduced nagative mood of Environment Ugly, Very ugly, Hideous (-5 to -3, -10 to -6, -15 to -9)
Reduced mood of Prosthophile happy and Prosthophobe unhappy (-12 to -6, +12 to +6)
Forge name changed to smelter
Smelter now smelt faster
Hydroponic Soil Floor added. Has twice more fertility than default soil, but not as good as hydroponic
Descriptions/labels should be more.. readable
Hydroponic fertility has been reduced
Something I might forgot..


1.3.1
Stone and Wood turn to metal ratio is buffed (50 to 40)
Forge now can turn devilstrand into metal
Immersive Apparel is separated
Droid weapons no longer require aim
L15LMG shoot faster
Pistol is bit nerfed

1.3
Added Immersive Weaponry, Overhaul combat to make combat more dynamic
Added Sun hydroponics
Power Armor buffed
Stonecutter changes
Added Tools
Added Hunting Bow
Added Weapon and armor crafting benchs
Club has lower damage and twice incap chance
Added Refined Metal, craftable in the forge
Armor buffs.
etc

1.2.6
Paste dispenser No longer give negative thought


1.2.5
*Geothermal Generator now require 500 Metal instead of 600
*Geothermal Extractor now require 600 Metal instead of 900, and work-to-build time reduced by 40% (250.000 to 150.000) and drop more slags when destroyed
*Mini battery now appear properly
*Enforcer now require research
*Forge now require 180 metal instead of 250
*Building terrain require twice more work time (1500 to 3000 each floor)

1.2
*Lamps, Conduits, Wall lights are multi-select-able(click twice will select everything up to 80).
*Synthread is craftable in forge
*Skill requirement are added in Forge
*Appropriate text added in about.
*Power Armor now protect Hands and Feet

1.1 hotfix
*updated to Modular
*Dispenser research now doesn't require Hydroponic

1.1
bug fixes
*Conduit no longer -2 beauty
*battery Hydro durability reduced. 180 to 100
*Packing meal no longer require Metal due to bug
*Geo' Generator is now immune to fire
*Auto door use 15 electric now.
*Sun lamp now glow with warm colour.

1.0
Release




To do list
*Immersive Body :
*Increase default durability of arms and legs so they no longer fly off like Mr. Potato...
*Craftable body parts
*Buff Bionic arms and legs
*Life-Supporter
*Second Heart, Mult-lungs, etc.




Please delete old versions before update, also don't use "Immersive Rim" folder as it is merged version and no longer updated


How to Use compatible patches :

1.
Activate both mod, e.g. Immersive Cook and T's Crops FIRST.

2.
AND THEN activate patch(e.g. ICook W T Crops) , so patch overwrite both. (don't use extended stone work compatible patch. no longer required)[/size


Download Immersive Rim (https://www.sendspace.com/file/8v60j4%5B/url)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.0
Post by: DracoGriffin on October 17, 2014, 03:02:54 PM
Wow; lot of work went into this. Definitely can't wait to test it out.

Looks like a lot of nice features that seem well-balanced. Nice job, Aristocat!
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.0
Post by: Igabod on October 17, 2014, 05:13:08 PM
Just a couple things I've noticed during the first hour of playing with this mod.

The cook stove still seems to require electricity despite what the OP says. And I'm not seeing any options to create survival meals from simple meals and metal on the bills list, maybe I am missing it though. Also the simple meals still have 85 nutrition value so I'm assuming the NPD paste meals haven't been changed either. The paste dispenser doesn't require any research to unlock. The NPD meals do still give a negative thought.

Regarding the invisible standing lamps and the invisible power conduits, I would prefer to see them myself. Would it be possible for you to make that a modular portion that can be switched off?

I'm wondering if maybe the file provided in the download isn't missing some vital parts. I am anxious to see this mod when all the parts that are described in the OP are working.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.0
Post by: TheSilencedScream on October 17, 2014, 05:38:11 PM
Thanks for the head's up, Igabod. I'd bookmarked this at work to check out at home. I'll give it a little more time, I suspect. :)
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1
Post by: Aristocat on October 18, 2014, 01:45:49 AM
Sorry, uploaded old version. now it should work as intended.

Quote from: Igabod on October 17, 2014, 05:13:08 PM

Regarding the invisible standing lamps and the invisible power conduits, I would prefer to see them myself. Would it be possible for you to make that a modular portion that can be switched off?

I'm wondering if maybe the file provided in the download isn't missing some vital parts. I am anxious to see this mod when all the parts that are described in the OP are working.

Sorry for confusing, I'm making modular.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1
Post by: Aristocat on October 18, 2014, 09:43:27 AM
Modular versions uploaded.

I "accidentally" forgot to remove prequisitions on dispenser, now it should work fine :P
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1
Post by: Aristocat on October 18, 2014, 11:13:08 AM
Wait, I accidentally removed modular version while uploading..

uploaded.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1
Post by: Igabod on October 18, 2014, 11:20:15 AM
Ok so the version with the 4 folders labeled "Immersive Cook, Craft, Hydroponics, and Power" is the full modular version?

[edit to add] or are there other folders supposed to be in there too? like Immersive Security, Light, and Terrain?
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1
Post by: Aristocat on October 18, 2014, 11:30:37 AM
Quote from: Igabod on October 18, 2014, 11:20:15 AM
Ok so the version with the 4 folders labeled "Immersive Cook, Craft, Hydroponics, and Power" is the full modular version?

[edit to add] or are there other folders supposed to be in there too? like Immersive Security, Light, and Terrain?

Security, Light and Door merged into Immersive Power(and terrain in immersive hydroponic). I felt it's bit clunky and confusing to check 5~10 mods, do you think it's better to separate these?(if you don't want no invisible conduit you can go into mod/Immersive power/ThingDefs/open Immersive power xml and remove conduit)
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1
Post by: muskito91 on October 18, 2014, 11:46:21 AM
Thank
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1
Post by: Aristocat on October 18, 2014, 11:47:34 AM
Quote from: Igabod on October 18, 2014, 11:20:15 AM
Ok so the version with the 4 folders labeled "Immersive Cook, Craft, Hydroponics, and Power" is the full modular version?

[edit to add] or are there other folders supposed to be in there too? like Immersive Security, Light, and Terrain?

Aaaaaaaaaaaaaaaaand it's separated. sorry please download again..

Edit : wait.. It seems some research file is missing..

Edit 2 : re-uploaded. please download again..
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1.2 Now Modular
Post by: Igabod on October 18, 2014, 12:15:05 PM
lol I did something similar on my mod on the first day. I uploaded 3 full version changes on the first day. Not to mention the 2 times I had to correct which file was uploaded. No worries. I'll download the latest version and give it a try when I play again tonight.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1.2 Now Modular
Post by: RCX on October 18, 2014, 07:55:05 PM
Awesome! was reluctant to get it when it was all in one, but by making it modular, makes it easier to avoid mod conflicts. Here is hoping for more.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1.2 Now Modular
Post by: Aristocat on October 18, 2014, 11:45:54 PM
Quote from: RCX on October 18, 2014, 07:55:05 PM
Awesome! was reluctant to get it when it was all in one, but by making it modular, makes it easier to avoid mod conflicts. Here is hoping for more.

it should compatible with most mods, only mod I can think of is t's expended cloth which can't deconstruct clothes, and probably space and prison meals mod, and miniature dispenser and maybe techtree minami
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1.2 Now Modular
Post by: Bunkier on October 19, 2014, 03:49:58 AM
Aristocat. Can you repair invisible textures please? Thanks.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.1.2 Now Modular
Post by: Aristocat on October 19, 2014, 04:08:35 AM
Quote from: sma342 on October 19, 2014, 03:49:58 AM
Aristocat. Can you repair invisible textures please? Thanks.

Could you be more specific "repair"? Should it be more visible? or is it bugged?

If you don't want invisible you can turn off conduit, light, and Immersive Rim(this file is not needed, should be removed in next patch)

Wall light is merged in immersive power so you should able to use it without Immersive light.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2 Now Modular, Craftable Synthread
Post by: Aristocat on October 19, 2014, 09:22:13 AM
Updated,

Please remove past versions before download(it should fine with saves.. I hope)
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2 Now Modular, Craftable Synthread
Post by: Igabod on October 19, 2014, 11:28:56 AM
[TLDR]Missing research requirements for some items, slight build cost balance issues. Great mod that is worth playing with again (especially if the build costs are reduced a bit).

Played a full game last night with this mod. I even went so far as to build the ship and escape the planet for the first time (which was kinda a let down). I only noticed a few errors this time around. There were some items that were available in the build menu before I researched them. The enforcer turret and the batteries are all I can think of off the top of my head that had this problem. Other than that and the invisible lamps and conduits (which has already been addressed) there was nothing else actually wrong with it. I enjoyed it a lot.

One thing I suggest is lowering the work to build costs for some of the things. 250,000 WTB (for geothermal extractor) is insanely excessive. I understand that it's an advanced piece of technology but that's still a bit much considering you can build an entire spaceship for less WTB in total. I was a little irked when the standard geothermal generator cost so much more metal and also plasteel (unless my memory is wrong, I've slept since then). I'd cut the metal cost in half of what it currently is in the mod if you are going to keep the plasteel cost in as well as the major increase in WTB to build it as well. I never use solar generators because I hate the exploding batteries thing but I was pretty much forced into using them early on due to the cost increase for geothermal generators. I personally think that exploding batteries event fires way too frequently to make solar generators a viable means of powering the base, but that's nothing to do with this mod.

Over all, I enjoyed the mod and will be using it again. Thanks for putting this all together for us. :)

[several edits to correct spelling and add in missing words here and there. My brain isn't firing on all cylinders today]
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2 Now Modular, Craftable Synthread
Post by: Dave-In-Texas on October 19, 2014, 11:59:07 AM
I feel the need to try this out.. but i found the change in metal costs for the geo power plant too much, so i edited that change out of the def.  sorry :)  can't wait to try the remaining 99%
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2 Now Modular, Craftable Synthread
Post by: Aristocat on October 19, 2014, 01:06:46 PM
Quote from: Igabod on October 19, 2014, 11:28:56 AM
[TLDR]Missing research requirements for some items, slight build cost balance issues. Great mod that is worth playing with again (especially if the build costs are reduced a bit).

Played a full game last night with this mod. I even went so far as to build the ship and escape the planet for the first time (which was kinda a let down). I only noticed a few errors this time around. There were some items that were available in the build menu before I researched them. The enforcer turret and the batteries are all I can think of off the top of my head that had this problem. Other than that and the invisible lamps and conduits (which has already been addressed) there was nothing else actually wrong with it. I enjoyed it a lot.

One thing I suggest is lowering the work to build costs for some of the things. 250,000 WTB (for geothermal extractor) is insanely excessive. I understand that it's an advanced piece of technology but that's still a bit much considering you can build an entire spaceship for less WTB in total. I was a little irked when the standard geothermal generator cost so much more metal and also plasteel (unless my memory is wrong, I've slept since then). I'd cut the metal cost in half of what it currently is in the mod if you are going to keep the plasteel cost in as well as the major increase in WTB to build it as well. I never use solar generators because I hate the exploding batteries thing but I was pretty much forced into using them early on due to the cost increase for geothermal generators. I personally think that exploding batteries event fires way too frequently to make solar generators a viable means of powering the base, but that's nothing to do with this mod.

Over all, I enjoyed the mod and will be using it again. Thanks for putting this all together for us. :)

[several edits to correct spelling and add in missing words here and there. My brain isn't firing on all cylinders today]

I made it so that constructor be more useful but it seems it was over done, now it should take around 6-7 days instead of 11-12

Have you tried use Ebattery?  It has 50% bigger storage and it should make solar panel more useful.. in theory.

Thank you
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2 Now Modular, Craftable Synthread
Post by: Igabod on October 19, 2014, 05:39:08 PM
Quote from: Aristocat on October 19, 2014, 01:06:46 PM
Have you tried use Ebattery?  It has 50% bigger storage and it should make solar panel more useful.. in theory.

Thank you

The capacity of the batteries isn't a problem. It's the fact that they blow up every other day due to faulty wiring. I hate that event. It makes no sense to think that we could build a fully functioning antimatter propulsion system for a space ship and somehow we get the wiring wrong in our homes every single time we re-wire it after it causes an explosion. If you could find a way to make a battery that doesn't trigger that event then I'd happily switch over to solar power. I just had one of my colonists get badly burned by one of those wiring mishaps when I was testing out the Ebattery. The battery itself was impressive as far as capacity and speed of charging up however. Maybe a little too impressive on the speed of charge part if I were to look at balance.

As a side note, this mod played well with every mod I use regularly, including my lamps mod with your lights and conduits mod turned off. I haven't tested the most recent update yet though cause I had just started my game when you released it.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2.5 Now Modular, Craftable Synthread
Post by: Tsilliev on October 20, 2014, 09:27:24 AM
If the enforcer is made out of nano bots does he auto repair slowly if damaged? And also maybe there are enforcer walls that are auto repairing themself slowly?
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2.5 Now Modular, Craftable Synthread
Post by: Aristocat on October 20, 2014, 12:01:43 PM
Quote from: Tsilliev on October 20, 2014, 09:27:24 AM
If the enforcer is made out of nano bots does he auto repair slowly if damaged? And also maybe there are enforcer walls that are auto repairing themself slowly?

No it doesn't, but there's mod that does very similar

https://ludeon.com/forums/index.php?topic=6636.0  One of shield repair near buildings and put out fire.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2 Now Modular, Craftable Synthread
Post by: DracoGriffin on October 20, 2014, 06:08:41 PM
Quote from: Igabod on October 19, 2014, 05:39:08 PM
Quote from: Aristocat on October 19, 2014, 01:06:46 PM
Have you tried use Ebattery?  It has 50% bigger storage and it should make solar panel more useful.. in theory.

Thank you

The capacity of the batteries isn't a problem. It's the fact that they blow up every other day due to faulty wiring. I hate that event. It makes no sense to think that we could build a fully functioning antimatter propulsion system for a space ship and somehow we get the wiring wrong in our homes every single time we re-wire it after it causes an explosion. If you could find a way to make a battery that doesn't trigger that event then I'd happily switch over to solar power. I just had one of my colonists get badly burned by one of those wiring mishaps when I was testing out the Ebattery. The battery itself was impressive as far as capacity and speed of charging up however. Maybe a little too impressive on the speed of charge part if I were to look at balance.

As a side note, this mod played well with every mod I use regularly, including my lamps mod with your lights and conduits mod turned off. I haven't tested the most recent update yet though cause I had just started my game when you released it.

I don't think this mod changes that event at all; you can edit that event out, I thought?
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2.5 Now Modular, Craftable Synthread
Post by: Igabod on October 21, 2014, 04:11:20 PM
Quote from: DracoGriffin on October 20, 2014, 06:08:41 PM
I don't think this mod changes that event at all; you can edit that event out, I thought?

It doesn't, and I know I can. I wasn't making any complaint about the mod except that it pretty much forces you to either mod the game yourself, download another mod that already exists, or deal with the fact that your house is going to explode every other day. Though now that the Work to build has been reduced a lot this is no longer the case. After testing the current version in a 4 year long game last night (at speed 2) I don't absolutely need to build solar panels for my main circuit anymore.

There is still the issue of the Enforcer turret being available to build before you research it though. Just a heads up.
I take that back. I was mistaken. Just started a new game and saw that.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2.5 Now Modular, Craftable Synthread
Post by: Aristocat on October 22, 2014, 03:29:22 AM
Quote from: Igabod on October 21, 2014, 04:11:20 PM
Quote from: DracoGriffin on October 20, 2014, 06:08:41 PM
I don't think this mod changes that event at all; you can edit that event out, I thought?

It doesn't, and I know I can. I wasn't making any complaint about the mod except that it pretty much forces you to either mod the game yourself, download another mod that already exists, or deal with the fact that your house is going to explode every other day. Though now that the Work to build has been reduced a lot this is no longer the case. After testing the current version in a 4 year long game last night (at speed 2) I don't absolutely need to build solar panels for my main circuit anymore.

There is still the issue of the Enforcer turret being available to build before you research it though. Just a heads up.
I take that back. I was mistaken. Just started a new game and saw that.

How about remove conduit explode, but double or triple chance to blight and, electric flare to come every 15 day(in game month iirc),

And maybe make event that pirate to drop pod assault when electric flare /pirate exploded conduit?

Also it would be actually hit the nerve if they ready to siege, they send drop pod assault so player have to fight while getting mortared everywhere, also mortar should 5 time faster than now.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2.5 Now Modular, Craftable Synthread
Post by: Igabod on October 22, 2014, 03:48:52 AM
eww, more blight and solar flares would make the game un-playable. The solar flares thing is already ridiculous as it is. No planet that experiences solar flares that frequently could ever harbor life of any known variety. More blights would hurt me a lot since I almost never eat meat in my games. I don't like hunting cause I always end up killing my own colonists who stupidly walk between the shooter and the target animal.

I'm all for adding new event types and challenges though. More different events would effectively reduce the frequency of the few events that exist currently in the game so you don't get burned out having to fight through the exact same battle a million times per game.

If you did add an event which spawned a pirate drop pod assault that is triggered by  power outage (like they were watching and waiting for a good opportunity or something) then I would suggest a strike team of no more than 4 or 5 guys with really high stats. It should never be a huge invasion force with 30 or 40 guys in that situation since a raid that big requires planning and this would be a spur of the moment kind of attack if looked at from the raiders point of view.

That being said, I wouldn't do that within this mod. Extra events seems like it should be a separate mod all together. But that's just my opinion and I'm sure someone will disagree with it. I look forward to seeing what you do in the future anyway.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2.5 Now Modular, Craftable Synthread
Post by: Aristocat on October 22, 2014, 04:15:02 AM
Quote from: Igabod on October 22, 2014, 03:48:52 AMMore blights would hurt me a lot since I almost never eat meat in my games. I don't like hunting cause I always end up killing my own colonists who stupidly walk between the shooter and the target animal.

I'm currently making immersive weaponry that increase sniper rifle accuracy(not weapon accuracy but wielding it increase hit-chance-factor, it has 100% chance to hit if it's not in dark or under cover.) also shotgun actually shoot like shotgun(range reduced to 8 so less likely attack ally, while shoot 14 bullet so it's impossible to miss, = faster hunting, in theory).

Also all guns(and pila) now shoot twice or thrice shoot faster or more time each burst, but damage is nerfed (half or quarter) so they no longer ridiculously lose limbs( and overall damage is increased e.g., 40 damage(sniper rifle) shoot once, hit limb, limb fly off but it doesn't kill colonist, with weaponry : 20 damage, shoot once, twice, thrice, each hit leg, arm, torso, near death but no limb lose.)

Also droid is even more threat. charged lance damage is halfed(it had 27 damage, when limb has 25. now it's 12) but shoot four time faster, and got hit-chance-factor basically 100% chance to hit if not undercover,
Inferno Cannon is now shoot thrice faster and exploded radius is increased. (ai is still retarded though.. if you hit them in the melee they just doesn't do anything, game flaw...)
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2.5 Now Modular, Craftable Synthread
Post by: MelanisticAlbino on October 22, 2014, 06:16:06 AM
I like this mod! I've been using immersive cook this far. In the description it says that nutrient paste doesn't give bad thoughts anymore, but it does, just slightly lower, I think -5?
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2.5 Now Modular, Craftable Synthread
Post by: Aristocat on October 22, 2014, 06:35:36 AM
Quote from: MelanisticAlbino on October 22, 2014, 06:16:06 AM
I like this mod! I've been using immersive cook this far. In the description it says that nutrient paste doesn't give bad thoughts anymore, but it does, just slightly lower, I think -5?

Sorry! Now it should be fixed.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2.5 Now Modular, Craftable Synthread
Post by: Tsilliev on October 22, 2014, 07:18:30 AM
Quote from: Aristocat on October 20, 2014, 12:01:43 PM
Quote from: Tsilliev on October 20, 2014, 09:27:24 AM
If the enforcer is made out of nano bots does he auto repair slowly if damaged? And also maybe there are enforcer walls that are auto repairing themself slowly?

No it doesn't, but there's mod that does very similar

https://ludeon.com/forums/index.php?topic=6636.0  One of shield repair near buildings and put out fire.

Thanks, I didnt knew they had that.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2.6 Now actually no nutrient nagative thought
Post by: dasfunky on October 28, 2014, 07:29:57 AM
where's the download at?
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.2.6 Now actually no nutrient nagative thought
Post by: Igabod on October 28, 2014, 08:33:37 AM
Quote from: dasfunky on October 28, 2014, 07:29:57 AM
where's the download at?

it's an attachment at the bottom of the original post. yellow letters. you must be logged in to see the link.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3 Sun lamp hydroponic, Craftable Charge lance.
Post by: Aristocat on October 28, 2014, 04:36:59 PM
Updated, it's bit rushed so please tell me if there's anything wrong.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3 Sun lamp hydroponic, Craftable Charge lance.
Post by: Igabod on October 28, 2014, 06:51:58 PM
Haven't had a chance to download and test this yet, but do the hydroponic tables with sun lamps attached require more power than the standard battery powered hydroponics basins?
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3 Sun lamp hydroponic, Craftable Charge lance.
Post by: DracoGriffin on October 28, 2014, 06:53:56 PM
Might have to start a new colony soon for these changes.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3 Sun lamp hydroponic, Craftable Charge lance.
Post by: Krantz86 on October 28, 2014, 09:49:30 PM
sir you got a fan, keep up with the good work! the simple fact that if you don't like somethingyou can simply switch off that feature is greatly appreciated
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3 Sun lamp hydroponic, Craftable Charge lance.
Post by: Aristocat on October 28, 2014, 11:37:42 PM
Quote from: Igabod on October 28, 2014, 06:51:58 PM
Haven't had a chance to download and test this yet, but do the hydroponic tables with sun lamps attached require more power than the standard battery powered hydroponics basins?

Sunlamp attached require electric, battery and sun lamp attached doesn't require electric but fertility is reduced, and cost is ridiculous so user can't spam it, I might nerf them if you suggest.

What do you think about weaponry? I personally think this really should be integrated to game, but not tested for balance yet.

Quote from: Krantz86 on October 28, 2014, 09:49:30 PM
sir you got a fan, keep up with the good work! the simple fact that if you don't like somethingyou can simply switch off that feature is greatly appreciated

Thanks!

Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3 Sun lamp hydroponic, Craftable Charge lance.
Post by: Igabod on October 29, 2014, 12:23:46 AM
Quote from: Aristocat on October 28, 2014, 11:37:42 PM
What do you think about weaponry? I personally think this really should be integrated to game, but not tested for balance yet.

Oct 24. changelog says "All melee and neolithic weapons and most apparel are craftable now." so it seems that this is being added into the game. I still haven't tested the new release yet. I've had a lot of things on my agenda for today but playing Rimworld just hasn't managed to fit into the schedule yet. Hopefully before I go to sleep I'll be able to test it out.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3 Sun lamp hydroponic, Craftable Charge lance.
Post by: Aristocat on October 29, 2014, 02:33:01 AM
Quote from: Igabod on October 29, 2014, 12:23:46 AM
Quote from: Aristocat on October 28, 2014, 11:37:42 PM
What do you think about weaponry? I personally think this really should be integrated to game, but not tested for balance yet.

Oct 24. changelog says "All melee and neolithic weapons and most apparel are craftable now." so it seems that this is being added into the game. I still haven't tested the new release yet. I've had a lot of things on my agenda for today but playing Rimworld just hasn't managed to fit into the schedule yet. Hopefully before I go to sleep I'll be able to test it out.

No. Weaponry is overhaul mod, add force fire into all burst weapons, sniper is actually accurate, shotgun actually shoot like shotgun.

Now every weapon shoot twice or thrice faster so battle is more intense but damage is reduced so no longer ridiculous one throwing spear hit = limb fly off.

Edit : also hunting is a lot easier
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3 Sun lamp hydroponic, Craftable Charge lance.
Post by: Dragoon on October 29, 2014, 04:09:06 AM
Thank you for letting us pick the ones we want (this mod rocks) I cant find immersive apparel in the rar file.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3 Sun lamp hydroponic, Craftable Charge lance.
Post by: Aristocat on October 29, 2014, 05:18:27 AM
Quote from: Dragoon on October 29, 2014, 04:09:06 AM
Thank you for letting us pick the ones we want (this mod rocks) I cant find immersive apparel in the rar file.

It's merged into Crafting, I'll make modular version soon.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.1 Sun lamp hydroponic, Craftable Charge lance.
Post by: Aristocat on October 29, 2014, 08:16:23 AM
Updated, Apparel is now separated, now forge can turn devilstrand into useable metal(10 make 15 metal ratio)

Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.1 Sun lamp hydroponic, Craftable Charge lance.
Post by: Dragoon on October 29, 2014, 10:27:49 AM
YAY
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.1 Sun lamp hydroponic, Craftable Charge lance.
Post by: DracoGriffin on October 29, 2014, 08:17:35 PM
Keep up the good work, Aristocat!

Really enjoy your mod; no way I could go back to vanilla.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.1 Sun lamp hydroponic, Craftable Charge lance.
Post by: DracoGriffin on October 30, 2014, 02:16:26 AM
Other than spelling errors; could you add compatibility with T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!) (https://ludeon.com/forums/index.php?topic=4373.0) and Extended Stoneworking v1.0 (https://ludeon.com/forums/index.php?topic=6461.0)?

The recent update adding primitive weapons to Stonecutter table breaks compatibility with Extended Stoneworking and I think T Mod's ExpandedCrops is breaking CookStove's power requirements; it still requires power for me.

Also, noticed the Sun lamp battery hydroponic research needs to be updated on the name; see attached.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.1 Sun lamp hydroponic, Craftable Charge lance.
Post by: Aristocat on October 30, 2014, 06:47:03 AM
Quote from: DracoGriffin on October 30, 2014, 02:16:26 AM
Other than spelling errors; could you add compatibility with T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!) (https://ludeon.com/forums/index.php?topic=4373.0) and Extended Stoneworking v1.0 (https://ludeon.com/forums/index.php?topic=6461.0)?

The recent update adding primitive weapons to Stonecutter table breaks compatibility with Extended Stoneworking and I think T Mod's ExpandedCrops is breaking CookStove's power requirements; it still requires power for me.

Also, noticed the Sun lamp battery hydroponic research needs to be updated on the name; see attached.

Thanks for report! Compatible patches has been added.

(http://i.imgur.com/emQPpXC.jpg)

I'm fixing label/description errors(I've just noticed sun hydroponic and sun battery hydroponic also has same label, not just research. #yolo, sun lamp with battery cost plasteel by the way.)

Do you have anything else to report?


Edit : does colonists prefer simple meal over packaged? I think I changed quality of meal in one of early patch and that seems made it that way, can anyone confirm?
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.1 Added compatible patches
Post by: DracoGriffin on October 30, 2014, 12:59:31 PM
They did in update 1.2.6; I haven't had sufficient time to test 1.3.1.

I'll make sure to report any other issues!
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.1 Added compatible patches
Post by: Riccars on October 31, 2014, 08:38:50 PM
Could you dummy-proof your post by telling people they have to be logged in to see the attachment link? It took me a while to figure that out.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.5 Less grumpy brawler, baby woodlog
Post by: Aristocat on November 02, 2014, 07:41:06 AM
Updated. I spent most time with weaponry and it's kinda quite bit satisfying. Significantly reduced cooldown of weapons, now they no longer "stuck" after shoot or throw grenade(except some weapon), move speed penalty is now more significant, apparently 0.2 wasn't %, now it should 7 more time slower.

Added Immersive Thought. Tweak things I thought ridicule, and now there's more reason to eat proper meal.

Hydroponic fertility has been reduced for balance.

I think I'll start work on Immersive body. Swap arms with logs, install potato, more healthy limbs, better bionic, surgery require medic skill, maybe warhammer40k stuffs(multi-lungs, second heart, etc)
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.7 Less grumpy brawler, baby woodlog
Post by: millenium on November 07, 2014, 09:39:30 PM
hmmm....

so your the one, THAT GAVE CENTIPEDES ROCKET POWERED SCOOTERS!!!

seriously they are way to fast now early game large map my base is whipped out before the scythes even get within firing range.

in all seriousness i do appreciate the changes to the game making it more difficult its just the centipedes are too fast now. they should keep up to but not outrun scythes.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.5 Less grumpy brawler, baby woodlog
Post by: Nopkar on November 07, 2014, 11:04:33 PM
Quote from: Aristocat on November 02, 2014, 07:41:06 AM
Updated. I spent most time with weaponry and it's kinda quite bit satisfying. Significantly reduced cooldown of weapons, now they no longer "stuck" after shoot or throw grenade(except some weapon), move speed penalty is now more significant, apparently 0.2 wasn't %, now it should 7 more time slower.

Added Immersive Thought. Tweak things I thought ridicule, and now there's more reason to eat proper meal.

Hydroponic fertility has been reduced for balance.

I think I'll start work on Immersive body. Swap arms with logs, install potato, more healthy limbs, better bionic, surgery require medic skill, maybe warhammer40k stuffs(multi-lungs, second heart, etc)

omg yes! redundant systems would be AWESOME. any way to force a colonist to 'sleep' with only half of the brain at a time to keep their working hours higher? (translates to slower loss of 'rest' stat over time).
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.7 Less grumpy brawler, baby woodlog
Post by: Aristocat on November 08, 2014, 06:20:05 AM
Quote from: millenium on November 07, 2014, 09:39:30 PM
hmmm....

so your the one, THAT GAVE CENTIPEDES ROCKET POWERED SCOOTERS!!!

seriously they are way to fast now early game large map my base is whipped out before the scythes even get within firing range.

in all seriousness i do appreciate the changes to the game making it more difficult its just the centipedes are too fast now. they should keep up to but not outrun scythes.

Updated, now they will march with Scythers. Do you have any other complaints?

Centipedes has terrible accuracy, so against Minigun hide under wall, against Blast charger hide targeted colonist, Inferno cannon make colonists break out of cover so you should have way to prevent them from doing so. but best solution is acquire Power armors and sci-fi weapons(Minigun, Charged rifle/Lance, M8 Avenger, etc)

Quote from: Nopkar on November 07, 2014, 11:04:33 PM
omg yes! redundant systems would be AWESOME. any way to force a colonist to 'sleep' with only half of the brain at a time to keep their working hours higher? (translates to slower loss of 'rest' stat over time).

Not sure if possble but increase conscious might do it, maybe.

I'll increase limbs and torso hp so they'll more likely die from pain, while "something"(Not sure each bionic limbs/organs reduce pain or something specific thing. I'm not really good at warhammer 40k lore) reduce pain to 0 so they effectively become hulkish.

Something that reduce aim speed and increase accuracy(Does "Occulobe" helps aiming or is it only dark/light? maybe something like chip near eye also possible) so space marine(or bionic soldier) shoot around three time faster than normal colonist and far accurater.

Something that support brain so even if brain is damaged they can being conscious and they still survive without brain(but only survive) Sus-an membrane?

Not sure if possible but something that prevent psychotic break, something increase learning speed, etc.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.8 Less grumpy brawler, baby woodlog
Post by: Zael on November 09, 2014, 01:25:32 AM
Not to nip-pick, but seems like you might have forgot to upload Immersive Weaponry with the last update. I was really hoping to make those centipedes slow down. I was having issues where they would bug out, rubber band and basically teleport randomly from moving faster than the game can handle. The folder says 1.3.7 but the title post reads 1.3.8, am I missing something obvious?
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.8 Less grumpy brawler, baby woodlog
Post by: Aristocat on November 09, 2014, 03:21:35 AM
Quote from: Zael on November 09, 2014, 01:25:32 AM
Not to nip-pick, but seems like you might have forgot to upload Immersive Weaponry with the last update. I was really hoping to make those centipedes slow down. I was having issues where they would bug out, rubber band and basically teleport randomly from moving faster than the game can handle. The folder says 1.3.7 but the title post reads 1.3.8, am I missing something obvious?


Are you downloding bottom link that says "Download Immsive weaponry with Project armory" and downloading "Immersive Weaponry W Project armory 1.3.1.rar"?  I just tested link and it seems fine(it should contains Races_Mechanoid.) also I tested around 5~7 time and I haven't seen they teleporting.


Edit : I suppose bottom link and top link is confusing.. oh and feel free to nit-picking, I finding lots of odd prices and some weapon isn't well balanced.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.8 Less grumpy brawler, baby woodlog
Post by: Zael on November 09, 2014, 01:55:18 PM
I'm downloading the attached file, Immersive Rim 1.3.7.rar. It doesn't have the Immersive Weaponry folder in it. Also just checked the sendspace link, either does that. Last time I downloaded and updates was 1.3.5 and Weaponry was in it. Do I need to download project armory? Being version 1.3.1 led me to think that it was outdated, so I avoided it.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.3.8 Less grumpy brawler, baby woodlog
Post by: Aristocat on November 09, 2014, 09:07:18 PM
Quote from: Zael on November 09, 2014, 01:55:18 PM
I'm downloading the attached file, Immersive Rim 1.3.7.rar. It doesn't have the Immersive Weaponry folder in it. Also just checked the sendspace link, either does that. Last time I downloaded and updates was 1.3.5 and Weaponry was in it. Do I need to download project armory? Being version 1.3.1 led me to think that it was outdated, so I avoided it.

I separated link because Immersive weaponry + armory is too big but I'll integrate in next patch. Attach file will down due to file size

Some of armory weapon might integrate into weaponry for bit more variety, also maybe craftable in the table too.

Edit : Oh and if you're still have problem try download  attach file(Races_Mechanoid) into your Weaponry/Defs/ThingDefs.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.4 Tofu Machine, Integrated mods+
Post by: Aristocat on November 11, 2014, 09:29:41 AM
Updated.. Now weapons should bit more appropriate, please comment if you find something is odd/not appropriate.

Also some mods has been integrated. I found it really annoying to build tables and tables just for glass or has 7k of other stone blocks but 0 stone block.

Also modern table research amount greatly reduced, now use gun.


This is colony I playing on extreme difficulty. I never used any tower or kill box.

Tip : Guerrilla tactic is very important. Charge blaster has long cooldown time after each burst, hide few colonists near wall to lure fire while other colonist deal damage.

Tip : Great bow is great. It's basically Charge lance, but for rea' proz(low accuracy = require high shoot skill).

Tip : Try to get power armor asap, and make hyperweaved shirt to get 90% protection(yes research skill is important for this).

Tip : NEVER melee scyther

Tip : Trigger happy + Power armor is awesome, use these talented gunners.

(http://i.imgur.com/rR3EOe3.jpg)

(http://i.imgur.com/o05Nv9p.jpg)

(http://i.imgur.com/SKHUFwZ.jpg)

(http://i.imgur.com/6OdeeW2.jpg)

(http://i.imgur.com/Y98DPrM.jpg)

(http://i.imgur.com/SvzrVHT.jpg)
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.4 Tofu Machine, Integrated mods+ FastFloor pack,
Post by: Xfortran on November 11, 2014, 02:39:52 PM
I'm getting missing textures for the modular table and the linkable stool.  Did I miss installing something?
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.4 Tofu Machine, Integrated mods+ FastFloor pack,
Post by: Igabod on November 11, 2014, 08:10:33 PM
Quote from: Xfortran on November 11, 2014, 02:39:52 PM
I'm getting missing textures for the modular table and the linkable stool.  Did I miss installing something?


That's a bug with the vanilla game not the mod itself. Every time you open the mod menu you HAVE to quit to OS and restart Rimworld then you can start your game. Otherwise weird missing textures errors pop up. Hopefully this will be fixed in the next Alpha release.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.4 Tofu Machine, Integrated mods+ FastFloor pack,
Post by: Sparta on November 11, 2014, 09:03:49 PM
I did restart several times, and no textures are coming up for the table or stool. And I'm getting a few errors about not being able to load the textures when I start the game up with the mods enabled. Here's a screenshot: http://imgur.com/nplckPq.jpg (http://imgur.com/nplckPq.jpg)

Edit: I also tried a new game, same issue.
Edit #2: Kind of trivial at this this point cause the screen shot explains it, but "..\Mods\Immersive Cook\Textures\tables" doesn't exist.
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.4 Tofu Machine Integrated mods FastFloo
Post by: Aristocat on November 11, 2014, 10:28:47 PM
Oh my GOD. sorry please download again, it shouldn't break save.. I think
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.4.1 Tofu Machine Integrated mods+ FastFloor pack
Post by: Sparta on November 11, 2014, 10:39:59 PM
Much better! Working now, and seems to be compatible with my save game (Although I literally just started on this world.)
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.4.1 Tofu Machine Integrated mods+ FastFloor pack
Post by: Ded1 on November 18, 2014, 12:27:10 AM
So im curious if you could do an immersive glitterworld as well?  I like the idea of super hightech stuff (and this and project armory give some yes i know) but that would be awesome.  If you cant i will try and modify it on my own to fit in with the game (strongest weapons but not broken OP powerfull)
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.4.1 Tofu Machine Integrated mods+ FastFloor pack
Post by: Aristocat on November 19, 2014, 10:18:39 AM
Quote from: Ded1 on November 18, 2014, 12:27:10 AM
So im curious if you could do an immersive glitterworld as well?  I like the idea of super hightech stuff (and this and project armory give some yes i know) but that would be awesome.  If you cant i will try and modify it on my own to fit in with the game (strongest weapons but not broken OP powerfull)

Not sure what part is conflicting but try activate glitterworld first, and activate immersive rim second. This will enable most of glitterworld contents while Immersive rim overwrite confilcting parts.

If you want nerf guns open Defs/MRG-5Group, EMRG-1, APB-1Group and Advanced_Turrets.

Nano Suit Armour seems op, I'd reduce DamageDeflection to 60% and give something other bonuses (e.g.
    <equippedStatOffsets>
      <AimingDelayFactor>-0.10</AimingDelayFactor>
      <MentalBreakThreshold>-5</MentalBreakThreshold>
    </equippedStatOffsets>
)
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.5 Insta-Conduit
Post by: PiCroft on November 19, 2014, 04:37:24 PM
Hi there, I'm really looking forward to trying out your mods!

I'm really interested in ImmersiveBodies and I'm currently using the TTM Full Pack and Eugenics. I can activate everything up to ImmersiveBodies which seems to give a ton of errors.

http://pastebin.com/kAVXg9NU

I'm not too sure what's going wrong, am I missing a mod, or loading something in the wrong order?

Title: Re: [MOD] (Alpha 7) Immersive Rim 1.5 Insta-Conduit
Post by: PiCroft on November 19, 2014, 06:57:38 PM
Pretty certain Immersive Bodies is broken; I downloaded the full Immersive Rim and extracted it, opened Rimworld, opened Mods, selected Immersive Body and then NewRecipeNurse.

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference: No Verse.ThingDef named Smelter found to give to Verse.WorkGiverDef DoBillsForging

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference: No Verse.ThingDef named Smelter found to give to Verse.WorkGiverDef DoBillsForging

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicLung

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicStomach

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicLiver

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicKidney

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicEar

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallIronHeart

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallHealer

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallCatalepseanNode

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallNeutralizer

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBloodMaker

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallNaturalHeart

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallNaturalLiver

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallNaturalKidney

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallNaturalLung

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallPegLeg

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallPegArm

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicEye

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicArm

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicLeg

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallSimpleProstheticLeg

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallSimpleProstheticArm

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallDenture

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallPowerClaw

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallScytherKnifeProtrusion

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RemoveBodyPart

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)



Note the list of operations at the bottom; none of the sub-dermal implants (or anything contained in Defs/ThingDefs/Implants.xml) appear and none of them can be made-in game or installed. Also, all the implants contained in this file do not appear in the stockpile menu, so they aren't getting added at all as far as I can see.

Is there something wrong with this file? Am I missing a dependency?
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.5 Insta-Conduit
Post by: Aristocat on November 19, 2014, 11:11:31 PM
Quote from: PiCroft on November 19, 2014, 06:57:38 PM
Pretty certain Immersive Bodies is broken; I downloaded the full Immersive Rim and extracted it, opened Rimworld, opened Mods, selected Immersive Body and then NewRecipeNurse.

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference: No Verse.ThingDef named Smelter found to give to Verse.WorkGiverDef DoBillsForging

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference to Verse.ThingCategoryDef named Accessorellocategory

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve cross-reference: No Verse.ThingDef named Smelter found to give to Verse.WorkGiverDef DoBillsForging

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicLung

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicStomach

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicLiver

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicKidney

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicEar

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallIronHeart

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallHealer

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallCatalepseanNode

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallNeutralizer

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBloodMaker

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallNaturalHeart

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallNaturalLiver

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallNaturalKidney

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallNaturalLung

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallPegLeg

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallPegArm

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicEye

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicArm

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallBionicLeg

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallSimpleProstheticLeg

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallSimpleProstheticArm

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallDenture

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallPowerClaw

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

InstallScytherKnifeProtrusion

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RemoveBodyPart

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)



Note the list of operations at the bottom; none of the sub-dermal implants (or anything contained in Defs/ThingDefs/Implants.xml) appear and none of them can be made-in game or installed. Also, all the implants contained in this file do not appear in the stockpile menu, so they aren't getting added at all as far as I can see.

Is there something wrong with this file? Am I missing a dependency?

Oh my god sorry I forgot to remove some of integrated code. I'll make category(missing Accessorellocategory should be Implants) and remove unnecessary code.

Currently it seems you "missing" Immersive craft and apparello mod,

Edit : You're also seems missing something InstallWeaponOnTurretBase mod and ElectronicTacticalImplant which seems not from my mod(my implants doesn't require surgery due to .xml limits).

Hotfixed
Title: Re: [MOD] (Alpha 7) Immersive Rim 1.5.1 hotfix Insta-Conduit
Post by: HBKRKO619 on December 22, 2014, 07:00:26 AM
Hello Aristocat :)
Will this be updated to alpha 8 ?
Even if I was not agree in the changes made in the "immersive weapon" (I prefer using realistic weapon with project armory), I was using every other of your immersive mod ^^ and their is some of your stuff I really miss :)