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RimWorld => Releases => Mods => Outdated => Topic started by: JuliaEllie on December 10, 2014, 09:17:42 PM

Title: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: JuliaEllie on December 10, 2014, 09:17:42 PM
(http://i.imgur.com/JqW05Ch.png)

Hey everybody,

this mod adds a new step in metal production. Based on an idea by Vas.

Instead of retrieving metals directly from the mountains you now get ores which have to be smelted in either the new Furnace which fires on Wood Logs  or in the Electric Smelter.

Textures (as usual) "borrowed" from the interwebz.

Features:

Furnace - built from stone - your early smeting device.

Ores - Iron (Steel), Silver, Gold, Plastium (Plastium + Steel = Plasteel ONLY in Electric Smelter)

Other metals COULD be added if there is any need for them.

Have Fun :)

Download Me! (https://www.dropbox.com/s/uy0in32latutlq9/Nu%20Metals.zip?dl=0)

- I wanted to keep the mod as non-invasive as possible but if you people would like ingot textures I can add them :)

For some reason this mod is not compatible with EdB's Interface. Presumably EdB doesnt read out the recipes correctly since Nu Metals uses the new <recipeUsers> tag.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: «Temple» on December 11, 2014, 10:33:46 AM
It would be nice having ingot textures but still a great mod, keep it up 😀
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: AudryKnight on December 11, 2014, 08:22:02 PM
haha I feel like I've seen those ore textures before, on a game called Maplestory but I could be wrong
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: JuliaEllie on December 12, 2014, 02:34:06 AM
Quote from: AudryKnight on December 11, 2014, 08:22:02 PM
haha I feel like I've seen those ore textures before, on a game called Maplestory but I could be wrong

*cough cough*

(http://www.reactiongifs.us/wp-content/uploads/2014/06/its_classified_barack_obama.gif)
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: millenium on December 13, 2014, 08:10:07 PM
i hate to say it but plasteel is an alloy not a native ore.

compacted plasteel is the result of a ship ramming into a planet and melting together from the power of the impact.

plasteel slag would be a better way of putting it  for refining into normal plasteel.

still using it but just a small point.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: JuliaEllie on December 13, 2014, 08:32:15 PM
Well it is an alloy. You smelt Plastium and Steel to get Plasteel. At least that was the plan :D
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: Clibanarius on December 16, 2014, 08:02:58 AM
Not only does this rule for creating more complexity to the production chains, it's balanced! I disliked how you just hacked a little gold from the mountain side and then had a huge amount of trading capacity to work with; now you needa smelt that shit, too. Ditto on Plasteel, making it a more involved process that fits the potency of the materials yielded!
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: Ibrulz on December 16, 2014, 09:39:39 AM
Hay there. Really like the idea of this mod, but when I tried to make the basic furnace, the only option was a limestone one. There wasn't any different materials to select from either. Problem is, I have no limestone on my map lol.

Is this a bug, or am I just being dumb? :) x
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: Clibanarius on December 16, 2014, 10:23:47 AM
Right-click and you'll get a bunch of options. The only ones, however, require bricks from stoneworking. So you will need to place your steel (iron-based, of course) industry later in your timeline than stoneworking, or get lucky and find some stone walls you can tear down on the map.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: Iwillbenicetou on December 16, 2014, 06:03:21 PM
Jullia, where do you even get those .gifs + meme's... I am too lazy to search up some.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: JuliaEllie on December 16, 2014, 06:18:04 PM
Quote from: Iwillbenicetou on December 16, 2014, 06:03:21 PM
Jullia, where do you even get those .gifs + meme's... I am too lazy to search up some.

For the exploitable memes (the ones you add your own text I just use Imgurs built-in meme generator and for the non exploitable ones I just google its name in image search ;) Be aware to use memes right because the wrong use of a meme is heavily frowned upon. For the meaning of memes refer to knowyourmeme.com
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: Iwillbenicetou on December 16, 2014, 06:20:19 PM
(http://www.memegen.es/m/lhqmz2.jpg)
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: Kilderon on December 16, 2014, 08:01:17 PM
Thanks for your mods! I'm really enjoying what this one in particular adds to the game, just the right balance of realism and fun for me.

That being said, is there any way you can get access to the trade system via modding? I find it sort of odd to see iron ore on trade, except have it 3-6 times as expensive as just buying refined steel to begin with. I also think it'd be neat if this mod made industrial ships carry much more ore, and less of the refined metals, that seems more realistic to me... though I suppose the ships could also be carrying cargo from a industrial refining planet to it's final destination too.

The option to buy larger quantities of unrefined stuff you'd then have to make useful would add something to the game though. More ore for cheaper, but with additional time and energy/wood cost, or immediately useful, but more expensive steel.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: JuliaEllie on December 16, 2014, 08:31:00 PM
Quote from: Kilderon on December 16, 2014, 08:01:17 PM
Thanks for your mods! I'm really enjoying what this one in particular adds to the game, just the right balance of realism and fun for me.

That being said, is there any way you can get access to the trade system via modding? I find it sort of odd to see iron ore on trade, except have it 3-6 times as expensive as just buying refined steel to begin with. I also think it'd be neat if this mod made industrial ships carry much more ore, and less of the refined metals, that seems more realistic to me... though I suppose the ships could also be carrying cargo from a industrial refining planet to it's final destination too.

The option to buy larger quantities of unrefined stuff you'd then have to make useful would add something to the game though. More ore for cheaper, but with additional time and energy/wood cost, or immediately useful, but more expensive steel.

Thanks for your encouraging words :) Yes its totally possible to mod the traders and actually traders shouldnt carry the ores at all.. Ill have to look at the ThingDefs again. I didnt touch the traders because I wanted this to be least invasive as possible to make it play along with 100% of other mods.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: Kilderon on December 17, 2014, 06:19:34 AM
That makes sense, and would solve the issue just fine too. I just found it momentarily disorienting to have a trader trying to sell me limited edition raw iron ore for five times as much as regular plebeian steel ingots. Still in it's original rock casing, and you know how fast collectibles appreciate in value!

Don't quote me, but in retrospect it might just be an odd mod interaction. I think I saw the trades on the traders that the "Miscellaneous" mod sends your way occasionally, and I notice that mod contains it's own Trader.dll which might be overriding whatever is keeping the ore from appearing on the regular trading lists.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: MaxtheINFINITE on December 17, 2014, 06:27:18 AM
you sure make crazy n' awesome mods,and this one ain't different.
for short,i like it.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: Niknud on December 18, 2014, 08:29:29 PM
Quote from: Clibanarius on December 16, 2014, 08:02:58 AM
Not only does this rule for creating more complexity to the production chains, it's balanced! I disliked how you just hacked a little gold from the mountain side and then had a huge amount of trading capacity to work with; now you needa smelt that shit, too. Ditto on Plasteel, making it a more involved process that fits the potency of the materials yielded!


Gold mining does not require much smelting since it is not a alloy.  Miners pretty much dig it up then sell it.  That being said I do enjoy this mod and see potential with its growth.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: HawkeDB on December 23, 2014, 10:33:32 AM
Hi J,

I'm having an issue with bills, it won't let me add any? (I do have the required resources mined and stored). Also the mod is in the second last spot on the mod order just before EDB interface, so I figured it should be fine.

Thanks for any assistance.

-Oh, yes I did start a new world and colony with this mod activated. (It didn't work on an existing colony).
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: JuliaEllie on December 23, 2014, 10:40:33 AM
Quote from: HawkeDB on December 23, 2014, 10:33:32 AM
Hi J,

I'm having an issue with bills, it won't let me add any? (I do have the required resources mined and stored). Also the mod is in the second last spot on the mod order just before EDB interface, so I figured it should be fine.

Thanks for any assistance.

-Oh, yes I did start a new world and colony with this mod activated. (It didn't work on an existing colony).

I need a little bit more detail on this: Bills on the Electric Smelter or the Furnace? I tested it and it should work. Could you describe what you did? Does the Furnace/Smelter doesnt accept the Bills or cant you even select them or do your Pawn simply not do the Bills?
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: HawkeDB on December 23, 2014, 10:49:27 AM
Quote from: JuliaEllie on December 23, 2014, 10:40:33 AM
I need a little bit more detail on this: Bills on the Electric Smelter or the Furnace? I tested it and it should work. Could you describe what you did? Does the Furnace/Smelter doesnt accept the Bills or cant you even select them or do your Pawn simply not do the Bills?

It is the Furnace (Limestone, cause I had bricks), I select the furnace, click bills, and in the bills window, when I try to add a bill, no options come up.

FYI It is exactly like your screenshot in the OP, only when I try to add bills none of the smelt options come up.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: JuliaEllie on December 23, 2014, 10:53:10 AM
Quote from: HawkeDB on December 23, 2014, 10:49:27 AM
Quote from: JuliaEllie on December 23, 2014, 10:40:33 AM
I need a little bit more detail on this: Bills on the Electric Smelter or the Furnace? I tested it and it should work. Could you describe what you did? Does the Furnace/Smelter doesnt accept the Bills or cant you even select them or do your Pawn simply not do the Bills?

It is the Furnace (Limestone, cause I had bricks), I select the furnace, click bills, and in the bills window, when I try to add a bill, no options come up.

FYI It is exactly like your screenshot in the OP, only when I try to add bills none of the smelt options come up.

hmmm thats strange. Do you have any other mods installed which may overwrite the recipes? Do you have a file called Ewcipes_Production_Wood.xml in your Nu Metals/Defs/RecipeDefs folder?
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: HawkeDB on December 23, 2014, 10:57:02 AM
Quote from: JuliaEllie on December 23, 2014, 10:53:10 AM
hmmm thats strange. Do you have any other mods installed which may overwrite the recipes? Do you have a file called Ewcipes_Production_Wood.xml in your Nu Metals/Defs/RecipeDefs folder?

Aha, as I mentioned, EDB Interface was the last mod on the list (also using EDB Mod Order in order to set load order) and when I disabled EDB Interface, voila, your mod works fine.

Oh well, I can either use one or the other.  :(

I'd like to try yours for a while so I will go without the EDB Interface.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: JuliaEllie on December 23, 2014, 10:59:48 AM
Quote from: HawkeDB on December 23, 2014, 10:57:02 AM
Quote from: JuliaEllie on December 23, 2014, 10:53:10 AM
hmmm thats strange. Do you have any other mods installed which may overwrite the recipes? Do you have a file called Ewcipes_Production_Wood.xml in your Nu Metals/Defs/RecipeDefs folder?

Aha, as I mentioned, EDB Interface was the last mod on the list (also using EDB Mod Order in order to set load order) and when I disabled EDB Interface, voila, your mod works fine.

Oh well, I can either use one or the other.  :(

I'd like to try yours for a while so I will go without the EDB Interface.

Hmm thats strange. Good to know. Thanks a lot I will have a closer look at it. Could you also post this problem in EdBs thread?
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: HawkeDB on December 23, 2014, 11:04:29 AM
Quote from: JuliaEllie on December 23, 2014, 10:59:48 AM
Quote from: HawkeDB on December 23, 2014, 10:57:02 AM
Quote from: JuliaEllie on December 23, 2014, 10:53:10 AM
hmmm thats strange. Do you have any other mods installed which may overwrite the recipes? Do you have a file called Ewcipes_Production_Wood.xml in your Nu Metals/Defs/RecipeDefs folder?

Aha, as I mentioned, EDB Interface was the last mod on the list (also using EDB Mod Order in order to set load order) and when I disabled EDB Interface, voila, your mod works fine.

Oh well, I can either use one or the other.  :(

I'd like to try yours for a while so I will go without the EDB Interface.

Hmm thats strange. Good to know. Thanks a lot I will have a closer look at it. Could you also post this problem in EdBs thread?

Yup and thanks.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: InfiniteRemnant on December 25, 2014, 11:27:20 PM
Would it be possible to add copper ore to the game and override conduits and conduit walls so that they need copper cable? Cause steel cable makes pretty shitty circuitry IRL, even aluminum is better...
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: Nume on December 26, 2014, 04:46:36 AM
with that title i expected linkin parkium ore,but good job
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: EdB on January 02, 2015, 01:18:19 PM
Quote from: HawkeDB on December 23, 2014, 10:57:02 AM
Quote from: JuliaEllie on December 23, 2014, 10:53:10 AM
hmmm thats strange. Do you have any other mods installed which may overwrite the recipes? Do you have a file called Ewcipes_Production_Wood.xml in your Nu Metals/Defs/RecipeDefs folder?

Aha, as I mentioned, EDB Interface was the last mod on the list (also using EDB Mod Order in order to set load order) and when I disabled EDB Interface, voila, your mod works fine.

Did you have any other mods enabled when you had this issue?  I just tried to reproduce this with the latest versions of Nu Metals and EdB Interface, and I can't get the problem to happen.  The bills show up just fine for me with both mods enabled in the order that you describe.  I'm wondering if there was something less obvious causing it.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: Noobshock on January 02, 2015, 01:40:47 PM
Good stuff and I hope the resource production will be complexified at some point in the vanilla game!
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: Cibi on January 29, 2015, 10:26:32 AM
I like the idea of the mod, but the process of turning iron into steel is far to long. Say, bump up the steel created by one work to something around 20~30, then this mod will be perfect. As it stands right now, its tempting to disable it, as its just stunting my production.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: 200Down on February 13, 2015, 07:47:12 PM
Just thought I'd drop in and say thanks! This one does what it says on the tin, no more and no less. Just the kind a like :P Added that lil-something I missed from DF. A bit of ore progression without "new" metals and items that players may or may not want coming along for the ride. Simply put... it's JUST right. Thanks again!

Edit: As mentioned above, increasing the base metal amount to 30 for the furnace or the electric smelter(I changed the electric smelter for that progressive feel) does make a huge difference in whether this mod takes over the beginning of your game or not. Love that I have some other use for wood though.
Title: Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
Post by: JuliaEllie on February 14, 2015, 05:26:57 AM
Thanks guys - Im gonna change it for the A9 release
Title: Re: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: JuliaEllie on February 19, 2015, 06:37:05 AM
(http://i.imgur.com/aIajqg0.png)

UPDATERINO
Title: Re: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: shhfiftyfive on February 19, 2015, 04:17:03 PM
this mod seems interesting logically, but for the game i don't see how i could possibly make it through the first 2 months of the game with this. you'd need to make the wood furnace smelting process almost instant, and generous. and that might kinda contradict the purpose of the mod (realism).

the start is a race to get your stove/freezer, prison, turrets, and boundary walls up. steel walls are the best choice because they are less flammable than wood. i don't see how that would be possible with this mod. especially on a biome with basically no trees or mountain hills, leaving steel as your only choice. stone cutting would take too long. trust me. and hiding in mountains is cheesy.

you only start with 3 pawns. if those pawns aren't mining, constructing, or making food, then you're just relying on mountains or something to get you through the enemy raids, which i refuse to do.

i'd love to dedicate some pawns to crafting, research, but it's not really feasible for any of the 1st 3 to do so. at least not for anything other than say geothermal, improved turrets, and mortars.

of course i say all this with the intention of only playing extreme cassandra. preferably no easy mode hills/mountains, no easy mode grow zones.
Title: Re: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: Viceroy on February 19, 2015, 05:12:24 PM
(http://i0.kym-cdn.com/photos/images/newsfeed/000/200/420/BRTky.jpg)

I can't even manage to trade before year 2... :o
Title: Re: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: shhfiftyfive on February 23, 2015, 04:11:29 AM
:p yeah yeah. pardon that rant.

in alpha 8, i refused to use mountains because they were so easy, but... alpha 9 with no mountains is suicide atm. the enemy mortar event is completely ridiculous atm. worse than the crash ship part with mechs.

so i'll be living in a mountain until mortar events are nerfed. not interested in lowering my difficulty though.
Title: Re: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: Etherdreamer on February 27, 2015, 08:38:59 AM
So you are saying you want a hard setting, like not using a smart place to improve your chance of survival, but you can say "ore smelting is not feasible because too hard"?.

Well you are totally free to don´t use the mod, but your justification is .. lacking of sense to me x0
-------------------------------------------------------------------------
Interface mod just get updated, and it says is not compatible, algo going to add more metals, so this is not going to work.
Title: Re: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: shhfiftyfive on February 27, 2015, 12:39:19 PM
i'm saying i do not fault this mod. i fault the changes to the vanilla game.

it makes acceptable sense if you can see how cassandra has seemingly been changed in this version. the months are shorter and at certain stages the attacks are more often than ever ( like i have experienced the 4th raid to be piggy backing the 3rd within the same month and no downtime consistently). and much of the new elements of alpha 9 are not balanced (melee shields that withstand 2 turret explosions and direct mortar strikes, how we must research 2 items just to use a single mortar, how it costs 10 steel per shell to craft, endless supplies given to the enemy mortar teams forcing us into mountains, and degraded gear from enemy corpses that force us to rely on turrets to do all the fighting for us because we have no protective gear).

hence i find all of the above issues to be bogus, the beginning few months to be extremely imbalanced, thus i was voicing my concerns of how this mod could make that even more of an issue. time being of the essence and all. nothing more. but then i gave up and just decided to live in a mountain until tynan does something to change these conditions.

but feel free to tell me that you've played extreme cassandra and you don't see any of these stunning differences between alpha 8 and 9 to be any cause for concern...
Title: Re: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: Brofius on March 01, 2015, 01:02:34 PM
I'm having an issue where the crafting skill does not increase when using the electric smelter to process iron. So at high level the skill decay is limiting my crafter unless I suspend the jobs at this bench or just use the furnace.

Great mod! Thanks.
Title: Re: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: Undecided on March 06, 2015, 02:20:38 PM
Bug report: Ore doesn't seem to have a selling price, so all traders default to selling it at 0.5 silver each. All ore, whether iron or silver or gold ore. It's a bit of a game-breaking exploit/cheat.
Title: Re: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: Adamiks on March 20, 2015, 02:50:12 PM
I can smell great mod here, but wait! I do not smell coals! Where are coals?! I wanna coals!

"I can smell you" by Morgan Freeman! https://youtu.be/1pczmZMy3Xs
Title: Re: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: thepman69 on March 30, 2015, 04:22:01 AM
Julia, I use a buttload of Mods, just makes this game a lot better in my opinion.
BUT
This mod is/could be a great addition to my modpack I use.
BUT
I cannot go without EdB  :-\

Is it possible to add an optional download that works with it? or it can't be done?
maybe a different tag? (I have no clue what I'm asking sorry)

ALSO- your spike trap mod is awesome, I'd love to see you expand on it, more different traps etc. maybe even a trap to catch enemies? lol

Keep up all your hard work, a lot of us gamers are realllly enjoying the hell out of em. Thank-you  ;D
Title: Re: [MOD] [ALPHA 9] Nu Metals - by JuliaEllie - A9Update (19.02.2015)
Post by: Master Bucketsmith on April 01, 2015, 01:45:29 PM
Is this compatible with SuperiorCrafting? :O

I had a hefty modlist, which always included your mod, but I'm trying out SuperiorCrafting now and I basically scrapped my entire modlist unless I was sure it wouldn't conflict.