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RimWorld => Releases => Mods => Outdated => Topic started by: ItchyFlea on November 07, 2014, 12:09:04 AM

Title: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: ItchyFlea on November 07, 2014, 12:09:04 AM
Neolithic Mod

Preamble:
Crash-landing on an unknown RimWorld after using escape pods from your ship isn't exactly the most efficient way of colonising a new world. As such, your colonists have been basically thrown back into the stone age. You start with the usual things, except you don't get weapons to start with, and the metal has no use except to be sold for a nice profit.
Mining and Chopping down trees requires the appropriate tool.

Project Goal:
To build a mod that prevents the player from immediately being able to build technological things from the get go, but rather makes them advance up a tech tree. Starting with simple stone tools, and advancing up a tech tree until metalworking becomes accessible.

Current Status:
First Public Release

Mod Team:
ItchyFlea (https://ludeon.com/forums/index.php?action=profile;u=959) - .XML Code
Duncan (https://ludeon.com/forums/index.php?action=profile;u=13558) - .DLL Code
Shinzy (https://ludeon.com/forums/index.php?action=profile;u=8918) - Some Textures
ToXeye (https://ludeon.com/forums/index.php?action=profile;u=27606) - Pit Texture

Download:
NOTE: This mod makes a huge number of changes to the base game, and as such will be incompatible with most other mods. It has been designed to be played alone without other mods.

How To Play:
This mod is more or less split into ages, you start in the stone age, and can work your way up to the iron age and beyond fairly quickly if your starting location has been kind to you.
I highly recommend choosing a mountainous starting location. (Better chance of tin ore spawning)

This mod makes a huge number of changes regarding how things are done.
The very first thing you'll probably notice is that the growing zone is gone. You'll have to rely on foraging for food and hunting during the early game. You can craft foraged food into seeds, which you can then use to plant your own food plants. (Plants take about 20 days to mature. Thankfully you can harvest them multiple times.)
You won't be able to mine anything, or chop down trees without the appropriate tool. You'll need deer antlers in order to mine, and a stone axe in order to chop down trees.
Metal that spawns on the map when you start is completely useless. The only thing it can be used for is selling, and since you can't do that until the Iron Age, you might as well ignore it.
If a building requires power, it'll need copper wire. Guess what that's crafted from. (If you guessed wood, this mod might not be for you.)
More information can be found in the project thread, here: https://ludeon.com/forums/index.php?topic=3303.0

This is what you start in. I advise that your first port of call is to build a neolithic butchery table, and possibly a neolithic weapons table. Once those are built, make yourself some basic weapons (or just equip a piece of wood) and hunt down a deer or two.
Deer, when butchered with the appropriate bill, give you antlers, which can be used as a pickaxe for mining.
Once you've got a deer antler, get someone to equip it and start mining copper.

You access this pretty much as soon as you've mined your first piece of copper.
In this age you can craft better tools for mining, as well as better weapons for defending yourself against the local wildlife. Once you're in this age, you should look for tin ore. If you're lucky a vein of it will be exposed somewhere. If not, you'll have to mine into a mountain and hope to encounter some.
Copper needs to be smelted into bars before it can be worked into tools and weapons.

You access this after you've smelted your first bronze ingot.
This age is like the copper age, better tools and weapons. You'll need a decent amount of bronze in order to craft an iron smelter in order to move into the Iron Age.

This is the age where things really kick into gear. Along with even better tools and weapons, you can also craft chainmail armour.
You should also now be able to build things that use/create power.

Just a small upgrade from the Iron Age really. You can craft better tools, weapons and armour in this age.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: ItchyFlea on November 07, 2014, 12:09:19 AM
If you encounter any bugs of any sort, or just get stuck at some point, post below. I haven't written a very good description of how to play, and am generally bad at doing so. So if you wish to write one, I'll post it (with credit of course) in this post below.
If you wish to contribute better textures, please do so. Most of the textures are placeholder and need to be replaced. I can't draw to save myself.
If you wish to propose a better name for the mod, please do so.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: ZeLolzies on November 07, 2014, 05:35:17 AM
I really like the idea of this mod.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: DracoGriffin on November 07, 2014, 02:13:52 PM
I'll have to install a separate RimWorld to fully test this without forgetting some weird setting I changed in the modding folders.

Looks very interesting; what type of feedback are you looking for besides bug reports?
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: ItchyFlea on November 07, 2014, 03:08:19 PM
Looks very interesting; what type of feedback are you looking for besides bug reports?
Pretty much anything right now. The mod is mostly complete, it's only missing a few small elements now so balance feedback is one of the major things I'll need.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: Canute on November 07, 2014, 07:45:19 PM
Very challenging mod !!

Prepare carefuly and  TechTreeMinami  mod show that you can change the starting resources. When the ship metal is useless, you should eliminate it.

When you got a map without Tin, you prolly can stop and start a new map. Happen to my favoured map Desert plains.
At last you let some deer's spawn on these biome.
Edit: Ok, next try with more mountains got Tin, but no deer's !
Can you change that the buildings can use any fabric/hide not just with deerhide ?

What is the different between butcher deer and butcher creature. I don't see any. If there isn't any, you should remove butcher deer.



Bug: I think the grafic for the the ore's are missing. At last the icon's for copper and iron ore allways change everytime i move the map.


Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: Halinder on November 07, 2014, 09:39:52 PM
Could you boost the stats of the swords/lower the stats of the spears/clubs? Feels kinda backwards when a spear does 1 additional point of damage than a short sword, the only downside being an additional .25 seconds of cooldown.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: ItchyFlea on November 07, 2014, 10:02:14 PM
- When the ship metal is useless, you should eliminate it.
- Can you change that the buildings can use any fabric/hide not just with deerhide ?
- What is the different between butcher deer and butcher creature. I don't see any. If there isn't any, you should remove butcher deer.
- Bug: I think the grafic for the the ore's are missing. At last the icon's for copper and iron ore allways change everytime i move the map.
- It has a reason for being there. It just can't be used for anything other than being sold.
- I don't think such a thing is possible in A7. The improvements to the stuff system might make this possible in A8.
- Butcher deer gives you deer antlers when a deer is butchered. Butcher creature doesn't allow such a thing. (Not without a .dll anyway)
- There's an odd bug with RimWorld where the game sometimes needs to be restarted after activating a mod that adds/changes a lot of textures. So this shouldn't occur when you next play the game.

Could you boost the stats of the swords/lower the stats of the spears/clubs? Feels kinda backwards when a spear does 1 additional point of damage than a short sword, the only downside being an additional .25 seconds of cooldown.
When I added craftable weapons I didn't think to check the weapon stats. Apparently I should have. Will fix.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: Halinder on November 07, 2014, 10:09:10 PM
Oh, another thing. Iron handaxes and pickaxes use ship metal instead of iron.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: DracoGriffin on November 07, 2014, 10:59:29 PM
Well, I just got roflstomped into oblivion very early; I assume I probably shouldn't play with Cassandra on 100% challenge.

Weapons seem very weak; I had a prisoner riot and my colonists with stone axes lost to fists. Also, a ranged weapon is desperately needed for hunting; trying to attack with melee weapons is difficult. I didn't see any options for bows but I saw the tribals carrying them when they raided.

Also, once you reach Iron Age, do you basically do what you normally do in vanilla RimWorld? (E.g., the end-game of this mod is to reach the vanilla RimWorld technology?) I was somewhat hoping the research would be tweaked; making sense to research tin/bronze etc, but making research slower and the vanilla technologies twice/three times as much to prevent players from skipping ahead (although you still need the materials which you can only get step by step as you designed).

Lastly, can you change the raw food thoughts so colonists don't mentally break so easily given the setbacks from the mod? Or maybe a firepit that can at least makes meals that don't give negative thoughts?

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Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: Halinder on November 07, 2014, 11:32:58 PM
First of all, don't use axes or pickaxes -- they're awful at melee.

I had a siege earlier, 1 incendiary mortar against my wooden colony, 6 raiders with pistols, 3 with shives and an axe. Each of my colonists had different sections of chainmail (but none with a complete set) and an assortment of spears with 1 short sword. Chainmail is actually /really/ good, so rush the living crap out of it -- even the coif and shirt are good enough. The melee fighters will overextend to attack you, letting you kill them and probably making the others rush your colony. After the first step recall everyone into you colony and make sure it has a crap ton of small hallways and entrances. You can usually get small amounts to separate and attack different doors if you do this, so picking off each entrance with 2-3 melee fighters gives you their guns to deal with the rest of the attack (I didn't use the pistols, just kept using the tactic as the rush seemed to prevent them from doing any damage).
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: DracoGriffin on November 08, 2014, 12:20:12 AM
I'm not real keen on micromanaging weapons/tools; so maybe that's why I ended up losing again.

Had a psychic wave that turned all the boomrats hostile (there was a ton on the map); they tore through the doors, having already incapacitated two colonists that were mining and harvesting berries. The last four of my colonists were overrun and somehow a few of the boomrats died (maybe from attacking each other? I couldn't tell) and that lit my wooden fort on fire. So everyone essentially died from fire burning them alive or starvation/infections.

Looks like this mod is just too much for me. :P

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Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: Halinder on November 08, 2014, 12:47:14 AM
Yeah, psychic waves causing animal insanity is possibly the most deadly event there is. If your entire colony is in danger you should probably send one person to the outside to constantly deter at least some of the animals away. If you can't directly face them, you could try kiting them until they starve.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: Igabod on November 08, 2014, 04:34:19 AM
Could you boost the stats of the swords/lower the stats of the spears/clubs? Feels kinda backwards when a spear does 1 additional point of damage than a short sword, the only downside being an additional .25 seconds of cooldown.

In reality a spear is generally more powerful than a short sword. You have MUCH further reach which means more force can be generated. Also, spears are not noticeably slower than swords in real life and can sometimes (in the hands of someone very skilled with spears) be used more effectively than a short sword in 1v1 duels though their real strength lies in fighting on a line. All in all, I think spears should have even more than 1 point of damage more than the short sword. And due to the fact that both sides of the spear can be utilized as a weapon, I don't see any reason there should be less speed than a sword. Also, clubs should do far more damage (though they should have less speed) than short swords.

Just my opinion based upon my years of studying historical combat.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: ItchyFlea on November 08, 2014, 05:52:27 AM
Oh, another thing. Iron handaxes and pickaxes use ship metal instead of iron.
Oops.

-snip-
My personal experience with medieval weapons mostly agrees with this. However I'm going to tweak the spear to lower it's effectiveness as an early-game weapon.

Can others please give their feedback regarding the weapons balance?
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91)
Post by: ItchyFlea on November 08, 2014, 06:24:27 AM
Updated the mod. Changelog below:

Changes:
Spear damage reduced by 2 and cooldown time increased by 10.
Additions:
Raw Fruit/Vegetables and Raw Meat can be cooked at a campfire. The campfire is in the production tab.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
Post by: Canute on November 08, 2014, 09:52:52 AM
Spear vs Sword.
Basicly you are right.
But from the gameplay sight, you need to refect that a sword is much difficult to craft then a spear, and this point should be reflect at the sword stats.  Or there wouldn't be a reason to produce and use sword.

"Plants take about 20 days to mature. "
But do any plant can survive these 20 days with the random blight events ?
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
Post by: ToXeye on November 08, 2014, 11:09:40 AM
I have a suggestion.

Wolf artwork, very simple.

They attack in packs, but mostly wild animals, not humans (because humans are scary!)


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Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
Post by: ToXeye on November 08, 2014, 12:44:20 PM
Add to the how to play that you have to spawn in a Temperate Forest, otherwise there will be no deer antlers to get copper with.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
Post by: ToXeye on November 08, 2014, 01:07:50 PM
I made a pit artwork for you. It can be used for the copper smelting pit. Just resize it to fit. It should be 1x1 or 2x2 but it's up to you then.

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Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
Post by: DracoGriffin on November 08, 2014, 01:22:34 PM
Spear vs Sword.
Basicly you are right.
But from the gameplay sight, you need to refect that a sword is much difficult to craft then a spear, and this point should be reflect at the sword stats.  Or there wouldn't be a reason to produce and use sword.

"Plants take about 20 days to mature. "
But do any plant can survive these 20 days with the random blight events ?

Just as there are copper/bronze hand axes/pickaxes, why not have spears with metallic shafts or such that would be indicative of this sword vs spear debate (I would imagine a spear with a wooden shaft may not last too long against a sword when parrying or deflecting as it could be cleft in half).

Not to get into the whole macuahuitl debate since I don't think obsidian is available in this mod or vanilla RimWorld. :P

And I believe plants survive the blight as they are not grown in a growing zone; so they should be immune like the wild plants are. (I haven't seen a blight event yet)

edit: Suggestions below:
I believe Armour making table should have build requirements changed to Bronze/Deerhide like Iron tool making table to fit the production of goods from the building (Armour making table makes chainmail/platemail).

Perhaps bifurcating the Neolithic weapon making table into two: Mousterian weapon table & Blacksmith/Metallurgist forge as the first two weapons make basic armaments that require easy supplies (Spear/club) and the others require a form of ingots (Copper, bronze, iron, steel).

Also, can modding allow growing zones to be granted when researched? A research topic like horticulture would be great to simulate early farming practices.

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Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
Post by: ItchyFlea on November 08, 2014, 02:57:33 PM
Add to the how to play that you have to spawn in a Temperate Forest, otherwise there will be no deer antlers to get copper with.
I've made deer spawn in all biomes with the same frequency.

I made a pit artwork for you. It can be used for the copper smelting pit. Just resize it to fit. It should be 1x1 or 2x2 but it's up to you then.
Thankyou. That'll be in the next version of the mod.

- I believe Armour making table should have build requirements changed to Bronze/Deerhide like Iron tool making table to fit the production of goods from the building (Armour making table makes chainmail/platemail).

- Perhaps bifurcating the Neolithic weapon making table into two: Mousterian weapon table & Blacksmith/Metallurgist forge as the first two weapons make basic armaments that require easy supplies (Spear/club) and the others require a form of ingots (Copper, bronze, iron, steel).

- Also, can modding allow growing zones to be granted when researched? A research topic like horticulture would be great to simulate early farming practices.
- This makes sense.
- This makes sense as well.
- Yes, but growing zones don't require seeds for food to be planted, which is why they were axed.

"Plants take about 20 days to mature. "
But do any plant can survive these 20 days with the random blight events ?
They should do, as the blight event targets growing zones/hydroponics and plants aren't grown in either of those. :)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
Post by: ToXeye on November 08, 2014, 03:19:59 PM
There's no point to chopping trees with a dead beaver. You could try to make a beaver tooth pickaxe, which is super effective against tree men.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
Post by: ItchyFlea on November 08, 2014, 03:40:19 PM
Mod has been updated.

Changes/Additions:
- Armour making table now requires bronze to make.
- Split weapon table. Swords now require a different table to make,
- Removed spear crafting recipe. Replaced it with the handful of stones ranged weapon.
- Added ToXeye's pit texture.
- A secret change. :)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
Post by: DracoGriffin on November 08, 2014, 03:44:14 PM
Would ranged javelins be possible for early hunting since throwing rocks and bow & arrows are not implemented yet? See Paleolithic spears (http://archive.archaeology.org/9705/newsbriefs/spears.html), here (http://www.ucl.ac.uk/prehistoric/past/past26.html), here (http://humanorigins.si.edu/evidence/behavior/punctured-horse-shoulder-blade) and here (http://en.wikipedia.org/wiki/Javelin#Prehistory).

Although could expand productions by having butchered animal corpses produce sinew which could be used as string for bows. Sinew could also be used as raw material for a number of other products too, eventually. Early tailoring, food, crafting tools (used as "rope" to tie products together; flint and wood handle for instance).
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92)
Post by: DracoGriffin on November 08, 2014, 04:56:10 PM
Didn't notice the secret change but the handful of rocks is helpful now instead of having colonists injured every time they hunt.

Just finished a game: psychic wave of squirrels, and luckily survived due to a friendly group of outlanders near colony helped as bodyshields (their pistols were helpful too). Then I got raided by a ton of pirates with M-16s, Uzis, Pistols, grenades; didn't even stand a chance. However, one of my colonists somehow escaped a pirate that had kidnapped him and got away safely. Only problem was he had bleeding issues and contracted malaria so he wasn't going to live very long.

Well, shortly after a spaceship crashed and started the psychic droning. So I figured to see some mechanoids, sent my heroic colonist to attack the ship and he promptly was shredded by a scyther.

Next game I am just going to do builder mode instead of Cassandra/Randy 100%. :P

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Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92)
Post by: Canute on November 08, 2014, 04:57:37 PM
Camp fire:
Can you add the cooking skill with skill need of 0 to the recipes !
At moment the campfire don't got any priority and you allwas need to assign a colonist to work there.

Idea to the advancement:
Can you made different research table with different researches ?
When yes, create for each age a research table with the researches for these age.


Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92)
Post by: DracoGriffin on November 08, 2014, 04:59:31 PM
Camp fire:
Can you add the cooking skill with skill need of 0 to the recipes !
At moment the campfire don't got any priority and you allwas need to assign a colonist to work there.

I had no issues with colonists working automatically at the campfire. Are you sure cooking was set to a high enough priority? Game I just finished had colonist cooking meals at campfire without having to be assigned.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92)
Post by: Canute on November 08, 2014, 06:46:51 PM
Since no skill is used at the campfire, cooking arn't nessesary to craft there.
Crafting is the related skill there.
I can let colonists work at the campfire without been assigned for cooking.

At moment the mod is a huge improvement at the difficult of the game.
You need to fight/handle tribes and pirates who are both better equiped with weapons and armor then your poor colonists.
Sure the chain/plate armor are nice and plate are maybe even better then power armor. But mining and smelting take's ages before you got a decent amout of it.
I suggest to reduce the the amount of resources you need for smelting.
All ingots from 7 to 5 ore.
bronze  =  1 copper +1 tin (at real you should get 2 bronze)
steel = 1 carbon + 1 iron.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
Post by: Igabod on November 08, 2014, 07:23:03 PM
I would imagine a spear with a wooden shaft may not last too long against a sword when parrying or deflecting as it could be cleft in half.

Just because I like to share my knowledge with people I'd like to correct you on this.

A proper hardwood spear shaft that is heat treated properly is almost as hard as iron. In fact, the most commonly used wood for spear shafts in medieval times was called ironwood precisely because of the fact that it was so strong.

Sure there would inevitably be nicks and gouges in the wood after each battle, which could easily be removed with a quick sanding against a grind stone much like a sword, but the idea of completely cleaving a spear in twain is purely hollywood.

Using the typical one handed sword of the day and the strongest man in the world (winner of Mr. Universe or Mr. Olympia competition, I can't remember which) against properly crafted ironwood, it was proved in an experiment a couple decades ago that you cannot chop it in half like you see in movies.

And just think, if they were really that easy to chop in half, armies would have stopped using wood when stronger materials were discovered. It was used so commonly because of the fact that it was cheap and highly effective, the same reason any army uses any weapon in large numbers.

Pro Tip: Don't use soft wood like pine for your spears.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92)
Post by: ItchyFlea on November 08, 2014, 07:42:00 PM
Camp fire:
Can you add the cooking skill with skill need of 0 to the recipes !
At moment the campfire don't got any priority and you allwas need to assign a colonist to work there.

Idea to the advancement:
Can you made different research table with different researches ?
When yes, create for each age a research table with the researches for these age.
I literally slapped my forehead when I figured out why cooks didn't use the campfire. :o
From what I understand of research, I can't have different research benches for different tiers of research.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: ItchyFlea on November 08, 2014, 07:50:41 PM
New version up.

This fixes the campfire so it works with the cooking skill and not the crafting skill.
This also adds several new textures made by Shinzy.

My favourite is the neolithic butcher table. It looks just how I had imagined it. :)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: Shinzy on November 08, 2014, 08:00:06 PM
New version up.

This fixes the campfire so it works with the cooking skill and not the crafting skill.
This also adds several new textures made by Shinzy.

My favourite is the neolithic butcher table. It looks just how I had imagined it. :)

Wee! the butcher table is the only one with any real detail on it though! (I'm still rooting for the seed packet =P it has a little sunflower logo on it and everything)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.91b)
Post by: DracoGriffin on November 09, 2014, 12:55:30 AM
I would imagine a spear with a wooden shaft may not last too long against a sword when parrying or deflecting as it could be cleft in half.

Just because I like to share my knowledge with people I'd like to correct you on this.

A proper hardwood spear shaft that is heat treated properly is almost as hard as iron. In fact, the most commonly used wood for spear shafts in medieval times was called ironwood precisely because of the fact that it was so strong.

Sure there would inevitably be nicks and gouges in the wood after each battle, which could easily be removed with a quick sanding against a grind stone much like a sword, but the idea of completely cleaving a spear in twain is purely hollywood.

Using the typical one handed sword of the day and the strongest man in the world (winner of Mr. Universe or Mr. Olympia competition, I can't remember which) against properly crafted ironwood, it was proved in an experiment a couple decades ago that you cannot chop it in half like you see in movies.

And just think, if they were really that easy to chop in half, armies would have stopped using wood when stronger materials were discovered. It was used so commonly because of the fact that it was cheap and highly effective, the same reason any army uses any weapon in large numbers.

Pro Tip: Don't use soft wood like pine for your spears.

I don't think ItchyFlea is going to be able to mod that much in-depth though. :P That was kinda what I was getting at; balance between gameplay/realism.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: Canute on November 09, 2014, 02:54:35 AM
Yes Igabod is right with his history of ironwood and spears, but he forget to tell that ironwood isn't very common and not available at any culture/biome.
This made spears with ironwood very expensive and only wealthy fighter used them. Spears for the army are made from some cheap regional wood/bamboo.

Bugs:
-Handful of stone, when any colonist drop these at any reason they are gone. You can't store them on a weapon rack.
- Venison, the meat from deer's arn't listed at the meat section. And i allways was wondering why these damn butcher didn't store that at the stockpile next to the fire.

What do you think about to add some lowtech defence systems ? Like traphole's/caltrops from the  TechTreeMinami or Wood spikes.
This would improve the gameplay since it takes time until you realy can build some stronger structures.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: ItchyFlea on November 09, 2014, 03:45:25 AM
Bugs:
-Handful of stone, when any colonist drop these at any reason they are gone. You can't store them on a weapon rack.
- Venison, the meat from deer's arn't listed at the meat section. And i allways was wondering why these damn butcher didn't store that at the stockpile next to the fire.

What do you think about to add some lowtech defence systems ? Like traphole's/caltrops from the  TechTreeMinami or Wood spikes.
This would improve the gameplay since it takes time until you realy can build some stronger structures.
Thanks for the bug reports.
The first one is an easy fix. I had forgotten that stones were set to vanish when placed on the ground.
As for the venison, I can't reproduce it. Venison is there for me. There isn't anything I could do about it anyway, as the game generates meat definitions when they are needed.

I'm planning to add medieval siege weapons to the game. Ballista, based on info from this video (https://www.youtube.com/watch?v=jn2wbZow8cw)
That will make an appearance in the next day or so.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: Canute on November 09, 2014, 08:40:39 AM
Neolithic butcher table, same issue like the camp fire.

These ballista's are like the mortars. I don't think you should waste your time on these. Except you try to converte all the other faction into mediveal ones first and remove all the modern weapons.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: millenium on November 09, 2014, 02:56:00 PM
i like thebidea of this mod and will be doing a playthrough soon.

on the note of ballistae there are many sizes. laryer ones could be like more accurate mortars and then smaller ones could be used for siect fire mounting . the thing is is people underestimate an arrow due to its increased size and weight an arrow can easily pierce standard kevlar and thinner ceramic plates and the smaller ballistae shoot bolts both larger and faster than the standard hunting arrow. tue biggest issue is mostly one of range since no weapon in this game fires as far as the real life equivelent.  taking something like the mounted m2 from another mod upping the damage and making it shoot only 1 bolt would be a good defense.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.9)
Post by: StealthHunterX on November 09, 2014, 05:11:25 PM
One thing that would really help if all the enemies were tribal people. When Raids come in and they have guns, If I do survive using a pistol Wouldn't be fun for being neolithic
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: Halinder on November 09, 2014, 06:57:29 PM
If you can lure pistol-wielding enemies close enough with melee weapons, their death is almost guaranteed. Using pistols in response to pistols in your own base leaves you at a slight disadvantage, at least if you have close-quarter buildings.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: ItchyFlea on November 09, 2014, 07:11:05 PM
When I get home a new build will be made available which does the following:

Fixes:
Handful of stones show on the ground when dropped
Neolithic Butcher table uses cooking skill.

Additions:
Ballista - Min Range 15, Max Range 150, Direct Hit = 50 damage. No damage radius. Inaccurate.
Trebuchet - Min Range 15, Max Range 150, Direct Hit = 250 damage. No damage radius. Extremely inaccurate.

Both fire instantly (as if they were always ready to fire) and take 15 seconds to get ready to fire again.
Unfortunately the game doesn't render a maximum distance outline (like it does with the minimum), but it does tell you when a selected target is out of range.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: TheXIIILightning on November 09, 2014, 09:45:41 PM
Can't wait for the new update!
I had no idea that this mod had already progressed so much. I'll definitely look into it tomorrow and give you some feedback once I'm bored with my first colony. ^^

Good luck!
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
Post by: ItchyFlea on November 09, 2014, 10:37:55 PM
The new build is up.

I didn't have time to make placeholder graphics, so for the meantime the mortar weapons are using standard mortar graphics.
They don't require research so they can be built from the start. Sortof. They require 250 wood and 25 bronze. I at least changed the sound effects they use, so there's that. :)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: Igabod on November 09, 2014, 11:19:38 PM
Yes Igabod is right with his history of ironwood and spears, but he forget to tell that ironwood isn't very common and not available at any culture/biome.
This made spears with ironwood very expensive and only wealthy fighter used them. Spears for the army are made from some cheap regional wood/bamboo.

What are you talking about? it was and is still highly common all over the world. There are many different species of tree known as Ironwood in all sorts of biomes. The fact that ironwood is not currently very common in England in particular is due mostly to the frequent use of them for spears and other weapons as well as tools. Wealthy fighters never used spears. The wealthy fighters were usually knights who had a short sword at a minimum. Spears were used by the commoners. In later years they were mass produced for the king or nobleman's army and passed out to the soldiers before battle so that they could be counted on to not break in battle. There are some accounts of bamboo spears being used in the past, but when that is heat treated it also becomes just as hard as iron and has the same qualities that an Ironwood spear would exhibit with the added benefit of being far lighter in weight. Though that does reduce the amount of force you are capable of generating.

In short, Ironwood wasn't some rare thing that only the rich could acquire. It was extremely common in Medieval Europe and England and was used for everything which required strong resilient wood. It was eventually over-harvested in England and is now less common there than in the past but you can still find it there in small pockets.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: Canute on November 10, 2014, 06:42:21 AM
Quote
Additions:
Ballista - Min Range 15, Max Range 150, Direct Hit = 50 damage. No damage radius. Inaccurate.
Trebuchet - Min Range 15, Max Range 150, Direct Hit = 250 damage. No damage radius. Extremely inaccurate.
What do you think about:
Skorpion - Min Range 3, Max Range 50, Direct hit = 25-40, Accurate.
It's more like a maned turret.

Edit: Another idea/suggestion.
Since it take VERY long until you can trade for medicine. There should be a way to create new medicine.
Since you don't start with any resources it must be something you can find on the map.
Any appeareal beside power armor/helmet/armor vest -> 1-5 piece of cloth.
Agave -> healing salva
Healing salva + cloth -> Bandages or Medicine. Skill Medicine 6+
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
Post by: millenium on November 10, 2014, 12:37:47 PM
some sort of healing item would be greatly appreciated. also i have started a few colonies where i had to wait a couple days for deer to show up to start mining. is it possible to make a menu to change the hide type to another animal?

Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
Post by: ItchyFlea on November 10, 2014, 01:59:02 PM
Edit: Another idea/suggestion.
Since it take VERY long until you can trade for medicine. There should be a way to create new medicine.
Already planned.

is it possible to make a menu to change the hide type to another animal?
Not possible in A7. This might be possible in A8. (Sept 25 changelog entry)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
Post by: millenium on November 10, 2014, 09:36:09 PM
then is it possible for the "butcher deer" task to be able to use any animal. thereby you get generic horn and hide item which can be cured into usable leather. the leather could then be used in place of deer hide this would expand your options depending upon what is native in your biome.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
Post by: StealthHunterX on November 10, 2014, 10:01:17 PM
Hello I am new to Rimworld but have had multiple successful colonies. I really like the idea of this mod and hope you pursue it  ;D. One tweak I ask you to make is can you make it so that raiders are all tribal people? or at least only have tribal weapons? I'm having fun climbing up the tech tree and a gun ruins my process because I would like to play a game with only neolithic weapons but im forced to use guns to stand a fighting chance early in the game :'(. Thank you for considering this.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
Post by: Halinder on November 10, 2014, 10:48:07 PM
To those who want to only have tribal enemies, you can always go into dev mode and force pirate factions to be neutral. Visitor groups tend to be smaller and you'll only get mechanoid/tribal raids.

And I still say tight corridors with 5 melee colonists can wipe out however many pirates there are.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
Post by: ItchyFlea on November 11, 2014, 03:13:14 AM
then is it possible for the "butcher deer" task to be able to use any animal. thereby you get generic horn and hide item which can be cured into usable leather. the leather could then be used in place of deer hide this would expand your options depending upon what is native in your biome.
Possibly, but I probably won't go this route.
Deer antlers were used as pickaxes in ancient times and I'd like to stick with just those. Having a raw hide that needs to be cured into leather is an interesting idea. I'll keep it in mind.

Hello I am new to Rimworld but have had multiple successful colonies. I really like the idea of this mod and hope you pursue it  ;D. One tweak I ask you to make is can you make it so that raiders are all tribal people? or at least only have tribal weapons? I'm having fun climbing up the tech tree and a gun ruins my process because I would like to play a game with only neolithic weapons but im forced to use guns to stand a fighting chance early in the game :'(. Thank you for considering this.
Sorry but no.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
Post by: ToXeye on November 11, 2014, 03:53:57 AM
Still, if you get one gun from a pirate, you can then recruit some tribals from their attacks and make neolithic weapons for them if you get many tribals and only a few pirates. And if you get many pirates then you are outgunned, so it's a balance issue (too).
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
Post by: ToXeye on November 11, 2014, 07:09:12 AM
I had some time playing this mod and a pirate came with one pistol and he just shot me down, so pirates should be changed to not come before you have researched the right type of weapon. *edit* but I don't know how hard it is to change that, so perhaps just change what weapons the pirates have. It would be nice if the pirates had flintlock pistols and said YARR, but that's for the YARR PIRATES mod... considering which, just delete the pirates and replace them with tribals.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
Post by: Canute on November 11, 2014, 12:24:19 PM
One pirate should NEVER be a trait for you, unless you got all colonist are pazifist ! :-)
Just hide behind any corner, i asume you build some walls yet.
When he is close and just punch him to dead.
Ok he maybe can have some lucky punch and kill a colonist with 1 punch, but he shouldn't be able to shoot at you while 3 people punch him.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
Post by: ItchyFlea on November 11, 2014, 02:04:12 PM
Still, if you get one gun from a pirate, you can then recruit some tribals from their attacks and make neolithic weapons for them if you get many tribals and only a few pirates. And if you get many pirates then you are outgunned, so it's a balance issue (too).
You can easily get outgunned during gameplay in vanilla RimWorld if you aren't careful. Same here.

-snip-
If a lone pirate is wiping out your base, you need to change your tactics. I'm not going to remove pirates.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
Post by: ItchyFlea on November 12, 2014, 04:08:03 PM
Next update will possibly see the following (in no specific order):

Craftable simple guns. (Musket, Flintlock Pistol)
Reorganised architect menu.
Early-game sandbags (Wood barricades, provide half as much cover as sandbags?)
Change to how think roofs work so that they can be removed. (This might not work.)
Probably some other early/mid-game stuffs.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: ItchyFlea on November 12, 2014, 05:26:15 PM
New update out. This one will likely break existing saves, so don't download/install it until you've finished your current colony.

Additions/Changes:
Added Handcannon and Musket. Handcannon is crafted with bronze, musket with iron.
Added all weapon recipes to the iron age weapon making table, so it is a direct upgrade and the neolithic weapon making table can be deconstructed.
Changed thickroofs so they can be removed after being made to collapse the first time. (They'll collapse once, then they're gone.)
Wood barricades can be built. They should be half as effective as sandbags.

EDIT: Has anybody got a suggestion for a better name for this mod? It's current name doesn't accurately describe it.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: StorymasterQ on November 12, 2014, 08:05:56 PM
Name suggestion? How about "RimWorld: Start Again" or "RimWorld: The Beginning"
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: ToXeye on November 13, 2014, 03:55:24 AM
^
Yes, this is a good idea. I can suggest some things too, "Ages of Rimworld" for example.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: Aristocat on November 14, 2014, 02:35:00 AM
Titty Croissant
Attack of the Mutant Camels : Reload
Ninja Squirrels 3
World of Rim Reboot : Modern Reckoning Wrath of Ghost Warfare King Director's Cut Plasteel Edition
Darude : Sandstorm
Skyrimworld
Rim kardashian
Colony Crossing : New Prisoner
Colonization : Brave the Rimworld
How To Colonize Rimworld

(http://i.imgur.com/Dnl1lQH.gif)



Jokes aside, this mod seems very...  8) Down to earth.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: StorymasterQ on November 14, 2014, 02:43:28 AM
"Down to Earth" actually sounds okay :D
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: Canute on November 14, 2014, 04:15:02 AM
Quote
"Ages of Rimworld"
That would be a good name when there would me more progress at the ages.
And the faction need to be adjusted to the progress too.

But then the whole game would switch from a Sci-fi into a medivial setting.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: ToXeye on November 14, 2014, 04:18:38 AM
If we consider that we begin with a research console, perhaps it would be good to add a "hard mode" where you start out being able to research anything except you can't do anything with it (for example, you can't use copper tool research without having copper). But that's just an idea, not an actual suggestion. It would make sense to guide the player through the Tech tree.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: Shinzy on November 14, 2014, 09:06:10 AM
"Down to Earth" actually sounds okay :D

The general Consensus of Shinzies
has voted Down to Earth as 'the' must name of the year

(http://i.imgur.com/4Tz1Wwy.png)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: Igabod on November 14, 2014, 09:17:47 AM
Down to Earth doesn't make sense. This is based on a completely different planet.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: Rikiki on November 14, 2014, 09:49:25 AM
I guess it is "earth" as the material, not our "Earth" planet...
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: Igabod on November 14, 2014, 01:30:52 PM
I guess it is "earth" as the material, not our "Earth" planet...

but earth the material is named after Earth the planet. so that still doesn't work. There would be no earth material on a planet that isn't named Earth.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: Matthiasagreen on November 14, 2014, 05:24:34 PM
Rimworld: Rise From The Ashes
Rimworld: By The Bootstraps
Rimworld: Well Shoot! Guess We Are Starting From Scratch
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: ItchyFlea on November 14, 2014, 07:36:07 PM
Well, I've seen several good suggestions. As well as some interesting ones.
I think I'll go with the one Aristocat suggested: "Titty Croissant" :P (That actually brings up a disturbing mental image...)

Actually, I have no idea what to go with. I think something along the lines of 'Starting From Scratch' would fit the spirit of the mod. Then again, somebody may come up with something entirely different that's perfect for the mod. 'Down To Earth' is a good example of such a different yet appropriate name. :)
I think we'll know it when we see it.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: ToXeye on November 15, 2014, 02:25:08 AM
Add the wololo sound from Age of Empires for each time you manage to convince someone of joining your colony.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: Igabod on November 15, 2014, 03:42:00 AM
How about these suggestions?

Back to the Beginning
Building a new Civilization
Back to the Basics
Rimworld: Re-inventing the wheel
A New Beginning
Civilization Forgotten

I can possibly come up with others but I think my best suggestions are listed.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: Aristocat on November 15, 2014, 03:48:53 AM
Well, I've seen several good suggestions. As well as some interesting ones.
I think I'll go with the one Aristocat suggested: "Titty Croissant" :P (That actually brings up a disturbing mental image...)

Actually, I have no idea what to go with. I think something along the lines of 'Starting From Scratch' would fit the spirit of the mod. Then again, somebody may come up with something entirely different that's perfect for the mod. 'Down To Earth' is a good example of such a different yet appropriate name. :)
I think we'll know it when we see it.
Well, I've seen several good suggestions. As well as some interesting ones.
I think I'll go with the one Aristocat suggested: "Titty Croissant" :P (That actually brings up a disturbing mental image...)

Actually, I have no idea what to go with. I think something along the lines of 'Starting From Scratch' would fit the spirit of the mod. Then again, somebody may come up with something entirely different that's perfect for the mod. 'Down To Earth' is a good example of such a different yet appropriate name. :)
I think we'll know it when we see it.

(https://pbs.twimg.com/media/Bc3WesRCEAAdM9x.jpg)

Hon Hon Hon indubitably.

Scratch that bitch, bache, batch, brach, bratsch, catch, drach, flach, gach, gatch, hach, hatch, kach, krach, lach, lache, latch, latsch, mache, matsch, patch, rach, snatch, stach, tatsch, thach, thatch, tkach, vlach, Itchy : Rematch
Teach me Itchy how to scratch that pitch - Edward Thatch -
Remnant of Technology
Semen of Future (It's Equivalent word of child) 
How I Met Your Colony
Followers of Ancient Knowledge
Downright Fallout
You're Belong to Museum
Duality of Cat ( http://imgur.com/a/9gH9b )
Stoneage Mod
Dead Old Paradise
Generations
Settlers
Let's Not Turn Rape into Organ Harvesting (did I gone too far..?)
Out of Bound
The New World
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: ToXeye on November 15, 2014, 06:20:05 AM
The Ages Beyond Quality
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: ZehAngrySwede on November 17, 2014, 10:30:43 PM
How about something like this for a name.

(From) The Ground Up?
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: ToXeye on November 18, 2014, 01:53:38 AM
And note that "Beyond Quality" is a dwarf fortress reference, not a pejorative. *edit* although it is not a good name for the mod.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: ItchyFlea on November 18, 2014, 09:35:58 PM
Will have a new build uploaded in a couple of hours.
Added some new things, and still got some things to do before uploading:

Added:
Tailor Table no longer requires research (left the research item in the research menu though.) Plus it can make most forms of clothing now. (Pants, Shirt, CollarShirt, Jacket, Duster...)
Added Neolithic Tailor Table. Can only make tribal wear.
Added a secret item. I had way too much fun making it. :D

To do:
Make tin more common.
Pick a new name for the mod. (Might not be done today)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.95)
Post by: ItchyFlea on November 18, 2014, 11:52:11 PM
New version available.

Changes/Additions:
The Tailor's Workbench no longer requires research to be built. I have left in the research part so that existing worlds aren't affected.
The Tailor's Workbench now has more clothing pieces. You can now craft Dusters, Jackets and Collar Shirts along with the existing things.
Added a Neolithic Tailor's Table. Can only make primitive (tribal) clothing. The Tailor's Workbench is a direct upgrade.
Added a secret item. Let me know what you think.
Tin is nearly twice as common as it was before.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
Post by: Aristocat on November 20, 2014, 11:53:43 PM
Pick a new name for the mod. (Might not be done today)

Why not Zoidberg?
Title: Re: [MOD] (Alpha 7) Zoidberg Mod (v.0.96)
Post by: ItchyFlea on November 21, 2014, 05:46:27 AM
Pick a new name for the mod. (Might not be done today)
Why not Zoidberg?
Umm....
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.95)
Post by: skullywag on November 21, 2014, 09:01:25 AM
i like the sneaky post title edit, nice touch.

BetterThanBoomrats
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.95) fork
Post by: fals89 on November 24, 2014, 07:19:33 AM
It is nice mode, but i think it needs some improvements. I wrote messages about it to ItchyFlea, but he never answered me. I guess he is not interested in that or my english is so bad, that he don't understand what i want or something else... But i don't really care about it already, i just think that it will be such a waste if i will be only one who play it, so if it is not a new version - it will be a fork. Enjoy!
http://fals89.wombatgs.org/Neolithic Mod.rar (http://fals89.wombatgs.org/Neolithic Mod.rar)
Based on a 0.95 version.
Changes:
-Plate helmet textures now have openings for eyes
-"Metal from our ship that became fragile when it passed through the atmosphere." now costs half the price of iron, not ten times more expensive. Because having such pile of money is killing all the fun.
-When building the plants you can stretch them like floor, rather than clicking in each individual.
-Change ship metal to iron in "extracting metal from slag".
-Dead mechanoids now drop iron, not ship metal.
-Change ship metal to iron in mechanid butchering.
-Now different axes and pickaxes have a different cost.
-Now every buildings that use power needs wire for construction.
-Full Russian translation. (exept metal, it conflicts with translation from the core, don't have any idea what i can do about it.)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.95) fork
Post by: ItchyFlea on November 24, 2014, 04:44:31 PM
-snip-
I didn't answer because my free time is virtually non-existent at the moment. I am sorry about that. Your English is a lot better than some people I've met.

The metal is that expensive so that the game doesn't attempt to use it for the resource pod crash event, since it is a useless item.

Some of the changes you made are things I intend to add to the mod when I've got enough free time to do so. :)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.95)
Post by: ItchyFlea on November 24, 2014, 05:22:25 PM
Turns out that I've got some free time today.

First issue tackled (and hopefully solved): ship metal.
Now it stacks to 10000, has a value of 1, is highly flammable, has 1 hp, and is still completely useless. Plus it shouldn't drop in the resource pod crash event. I have it stacking that high because something that is useless but cannot be removed from the game shouldn't take up valuable space.

Slag now makes iron instead of metal.
Mechanoids that are disassembled produce steel, iron and wire.
Mechanoids no longer drop metal on death.
Mechanoids now explode like a boomrat when killed.
Plant "blueprints" can be dragged in 2 dimensions.
Removed the efficiency stat from deer butchery. This will prevent a colonist with a high stat producing more than 1 deer antler pick.
Added wire cost to buildings that didn't have it but should have.
Mechanoids now explode when killed. This explosion can damage nearby mechs. It can also harm colonists.
Removed 'ShutDown' medical recipe from mechanoids. It would trigger the explosion, killing whoever shutdown the mechanoid.
Title: (\/) (�,,,�) (\/) Why not Zoidberg?
Post by: ItchyFlea on November 24, 2014, 07:52:01 PM
Put up a new version. Contains pretty much what I've said above.

Changes/Additions:

Ship metal now stacks to 10,000. It is also highly flammable and only has 1hp. So feel free to drop it near a fire to get rid of it. It is also nearly worthless.
Slag now makes iron instead of useless ship metal.
Dissembling mechanoids produces Steel, Iron and Wire.
Mechanoids don't drop anything when killed. They do explode however, so stand back. It's a small explosion, but will still seriously injure a colonist that gets caught in it.
Removed the 'shutdown' medical operation from Mechs. It would trigger the explosion, killing whoever 'shutdown' the mech.
Plant "blueprints" can be dragged in 2 dimensions, like floors.
Slightly changed the deer butchery recipe.
Added wire cost to buildings that should of had it but didn't.

In other words, changes very similar to what fals89 described in his post.

EDIT: Also, what do you guys think of this for a name: From Stone to Steel?

EDIT2: Uploaded 'b' version. I had forgotten to change the mechanoid disassembly recipe time back to something reasonable.
Title: Re: (\/) (�,,,�) (\/) Why not Zoidberg?
Post by: Matthiasagreen on November 26, 2014, 10:35:06 AM
EDIT: Also, what do you guys think of this for a name: From Stone to Steel?

I Love it!
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: Igabod on November 26, 2014, 10:41:54 AM
I like From Stone to Steel. I have actually grown accustomed to the Neolithic Mod name though.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: StorymasterQ on November 26, 2014, 07:33:18 PM
EDIT: Also, what do you guys think of this for a name: From Stone to Steel?

I Love it!

Ditch the From and I think I'm good with it. Make it cooler with numeric words.

STONE2STEEL MOD! Woo!
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: Halinder on November 27, 2014, 04:22:50 AM
I can see why this mod doesn't go well with others.

First, a lot of things still take ship metal.

And second, holy crap, what do you do when your second raid is a commando in full reactive and nano armor with an APB rifle? You club his legs out from under him, that's what.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: Rikiki on November 27, 2014, 04:49:28 AM
Quote
And second, holy crap, what do you do when your second raid is a commando in full reactive and nano armor with an APB rifle?
Isn't it the *FUN* of playing with Randy Random? ;D
Title: Re: (\/) (�,,,�) (\/) Why not Zoidberg?
Post by: Aristocat on November 28, 2014, 09:56:25 PM
EDIT: Also, what do you guys think of this for a name: From Stone to Steel?

(http://i.imgur.com/npYx7tT.jpg?1)

Go on..
Title: Re: (\/) (�,,,�) (\/) Why not Zoidberg?
Post by: ItchyFlea on November 29, 2014, 06:13:46 AM
EDIT: Also, what do you guys think of this for a name: From Stone to Steel?

http://i.imgur.com/npYx7tT.jpg?1

Go on..
I see your cat and raise you another one.
(https://scontent-a-atl.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/31696_1136933320133_5368232_n.jpg?oh=c9fd8fec3a6057a621898fff1c8c969c&oe=54D46DC6)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: Shinzy on November 29, 2014, 06:53:11 AM
From stone to steel sounds bit clumsy
Theeeerefore I suggest
waait for it!

(http://www.roflcat.com/images/cats/Triple_cat.jpg)

Rockensteel! (Which sounds more like german punk band than anything but)
or maybe not ;D
if you go and wait long enough with the 'neolithic mod' you'll end up doing what I did with my mod -> grow fond of the project name and just keep with it
(I couldn't figure out a name for Apparello so I just used the word apparel and added lo in the end and I didn't even like how it rolled off the tongue. but it felt just wrong changing it afterwards)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: Halinder on November 29, 2014, 07:43:46 AM
You could always go for the gentle reference to a previous point in history and call it the Old Beginnings mod.

But y'know, Neolithic works just fine.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: StealthHunterX on November 29, 2014, 11:09:25 PM
Heres my pitch.
After crash landing on a rim world with no technology, you build a colony as you advance and evolve your colonies through the different ages of skill, time, and craftsmanship; Working your way back to technology

Rimworld: Evolution of Ages mod.<-Favorite
(or)Age of Evolution mod.
(or) Through the ages mod.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: StealthHunterX on November 30, 2014, 01:22:53 AM
In one of the earlier build i was able to play this game no problem, and it was great. Now the game loads, but apart from the gui ts just a black screen, and the log shows, "Object reference not set to an instance of an object"
And some other few lines of code
I downloaded Duncan's mineable ores mod but that didn't help much. Any suggestions?
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: ItchyFlea on November 30, 2014, 05:17:30 AM
In one of the earlier build i was able to play this game no problem, and it was great. Now the game loads, but apart from the gui ts just a black screen, and the log shows, "Object reference not set to an instance of an object"
And some other few lines of code
I downloaded Duncan's mineable ores mod but that didn't help much. Any suggestions?
Find and delete your ModsConfig.xml file. You've probably got an incompatible mod activated along with this one.
Do not use Duncan's mineable ores mod with this. This mod already has it and having both activated will cause problems.

EDIT: 1000th post. ;D
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: Shinzy on November 30, 2014, 06:57:33 AM
EDIT: 1000th post. ;D

Congratumilations Planetologist Itchyflea! ;D
(and sorry for the spam, I''m tryna catch you up)
Edit: oh nevermind I must have already done it

Welcome to the Planetologists club!
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: Igabod on November 30, 2014, 11:34:59 AM
EDIT: 1000th post. ;D

Congratumilations Planetologist Itchyflea! ;D
(and sorry for the spam, I''m tryna catch you up)
Edit: oh nevermind I must have already done it

Welcome to the Planetologists club!

I hate when you post things in 6pt font size... Even on my 42 inch HD monitor it's unreadable.
Title: Neolithic Tailor's Table
Post by: ItchyFlea on November 30, 2014, 11:12:55 PM
Just wondering what you guys thought of the secret item I added in v0.95?

Also, since it looks like A8 will be coming out soon (a flood of bugfixes are appearing on the changelog, which usually precede a release (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)) I'm wondering if anybody is willing to help me update this to A8 when it is released?
Title: Re: Neolithic Tailor's Table
Post by: Shinzy on December 01, 2014, 03:11:43 AM
Just wondering what you guys thought of the secret item I added in v0.95?

Also, since it looks like A8 will be coming out soon (a flood of bugfixes are appearing on the changelog, which usually precede a release (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)) I'm wondering if anybody is willing to help me update this to A8 when it is released?

If the secret item was the special hat it totally got me when I sawed it =P that is in a good way
Skullywag is all willing to help with the updates, I'm sure! he was bragging to me about how fast it took to update all his ones so ::)
(No I'm pretty sure he'd be up for it)
(http://ppchero.wpengine.netdna-cdn.com/wp-content/uploads/2014/05/Im-Helping.jpg)
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: Iwillbenicetou on December 01, 2014, 11:10:52 AM
(http://ppchero.wpengine.netdna-cdn.com/wp-content/uploads/2014/05/Im-Helping.jpg)

I love that photo :P
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: ItchyFlea on December 10, 2014, 05:59:24 PM
This one is going to take a fair while to update. I've done a large amount of work so far, but have encountered a large problem: The game generates ruins made of the new metals, including bronze.

This presents the huge problem of players being able to by-pass the stone and copper age and move directly into the bronze age. Unfortunately it is impossible to stop ruins from generating via simple .xml. :(

Since this is going to take some time, WIP builds that *might* work will be available for download over in the unfinished section mod thread, here: https://ludeon.com/forums/index.php?topic=3303.0
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: Duncan on December 11, 2014, 10:34:37 PM
large problem: The game generates ruins made of the new metals, including bronze.

I an look into this in the code if you want. I am away from my usual machine for the next two months though so I cant give a reliable eta.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: ItchyFlea on December 12, 2014, 12:52:21 PM
I an look into this in the code if you want. I am away from my usual machine for the next two months though so I cant give a reliable eta.
Tynan posted two things about this when I mentioned it during testing:

Here's the code that selects it:
Code: [Select]
protected ThingDef RandomWallStuff()
{
return DefDatabase<ThingDef>.AllDefs.Where( def=>def.IsStuff
&& def.stuffProps.CanMake( ThingDefOf.Wall )
&& def.BaseFlammability < 0.5f
&& (def.BaseMarketValue/def.stuffProps.volumePerUnit) < 15 )
.RandomElement();
}

So, not really, until you can modify the map genner in A9.

You could theoretically define it with a volumePerUnit of 16 and then change the def's volumePerUnit to your desired value on map load. A horrible hack, but, well, you have it there.
Title: Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
Post by: ItchyFlea on December 21, 2014, 10:46:45 PM
Update:

I have decided to shelve this mod for the time being. Far too many things have simply been broken by Alpha 8.
Features broken by A8:
Metals. - The game generates ruins made out of the higher tier metals, breaking mod progression.
Plants. - The game simply dies if I attempt to make plants "buildable". (A workaround solution breaks the plants themselves, making them unharvestable.)

There are probably others. But with these two core features broken, there is no point continuing to find out what else is broken. :(