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RimWorld => Releases => Mods => Outdated => Topic started by: eatKenny on January 02, 2015, 05:41:57 PM

Title: [A15] Industrialisation (04-09-2016)
Post by: eatKenny on January 02, 2015, 05:41:57 PM
Industrialisation

Note:
due to lack of time i have to give up this mod permanently, if someone is interested to maintain/update this mod you will have my green light. all the resource from this mod are open for using. thanks for the support!




(http://i65.tinypic.com/2cxhr3a.jpg)






this mod adds some heavy industries to the game, e.g. concrete, mine, nuclear power plant and new trader ship "deep space mining ship".


Concrete:
- research: concrete production.
- use concrete mixer to produce concrete.
- use concrete to build concrete wall and other stuff related objects.
- with "concrete floor patch" you can build concrete floor and paved tile with concrete.

Copper:
- a type of metal, not so strong as iron or steel, but provide lots of beauty.
- use copper to build stuff related objects.

High-grade Steel:
- stronger than steel, using electric arc furnace to produce.

Electric arc furnace(EAF):
- where you make high-grade steel and some other jobs too.
- requires research "electric smelting" and very power hungry.

Skydriller:
- a device to oder a plasma drilling at certain location, will creat a mining hole.
- market value 3500, you can buy this device from deep space mining ship or combat suppiler.
(thanks to Rikiki for helping the "beam effect")

Deep Mine:
- can only be built on a mining hole.
- more mining skill means more resource gain.
- power consumption: 3200W.
- with "Water Patch" it will need water as "fuel" to cool down the drill head.

Refinery:
- automatic refinery accelerates the mining speed at deep mine by 20%.
- only one refinery can be linked to deep mine.

Nuclear Power Plant:
- research: nuclear power plant.
- requires uranium as fuel.
- power output: 15kW.
- enemies will attack the power plant.

Aluminium:
- a type of metal softer and lighter than steel but provides some beauty.
- use aluminium to build stuff related objects.



"Concrete Floor Patch"
- overhauls vanilla concrete floor and paved tile, they are now made of concrete and have more beauty.



"Water Patch"
- brings water into the game, this patch overhauls some vanilla buildings.
- build hand water pump or electric water pump(needs research) to get water.
- some buildings need water to be built, some need water as "fuel".
- most meals need water as ingredient.


A Nice Add-on from MasterDihtung
MasterDihtung's Ore Pack
eatKenny's Industrialization Addon (https://ludeon.com/forums/index.php?topic=26910.0)




DOWNLOAD A15:
https://www.dropbox.com/s/4m30qf6inz0meu5/Industrialisation_A15.zip?dl=0 (https://www.dropbox.com/s/4m30qf6inz0meu5/Industrialisation_A15.zip?dl=0)




Changelog:
Code: [Select]

2016-09-04 update:
- updated to A15
- Adds "Water Patch".

2016-08-18 update:
- Adds "Concrete Floor Patch".

2016-07-24 update:
- A14 update.
- deep mine nolonger requires drillhead or coolant, for balance, more power consumption and less resource gain.
- some other balances.

2016-04-21 update:
- A13 update.
- reworked deep mine, adds refinery.
- some balances.

2016-01-24 update:
- adds combat realism patch, so you can craft armor vest with high-grade-steel now.

2015-09-20 update:
- rebalances for copper, copper floor, concrete
- remake texture copper and copper ore(more like oxidized copper)

2015-09-06 update:
- A12 update
- removes some features that not so useful or need to be rework
- Mining with Deep Mine now related to mining skill
- some other balances


v0.9:
- initial reelease

v0.91:
- new stuff: bronze
- more stuff to mine
- some balances

v0.95 beta
- lots of balances
- nuclear power plant reworked
- added skydrill / mining hole

v0.96
- Alpha 9 update
- adds aluminium, geothermal heater and hazmat suit
- rebalanced nuclear power plant

v0.97 beta
- adds iron, steel, 2 types of furnace, concrete foundation and new floors
- vanilla game overhaul
- balances

v0.98
- A10 update
- ditched some not so useful thing and small balances

v0.99
-A11 update


Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: john pretzel on January 02, 2015, 05:50:05 PM
Looking forward to play with this!  :)

This mod sort of adds a source of income, right?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 02, 2015, 05:55:47 PM
Looking forward to play with this!  :)

This mod sort of adds a source of income, right?

yes i'm tired of digging an entire mountain to find 1000 steel. but you can't use mine to make money either, it just give you what you currently need.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: HBKRKO619 on January 02, 2015, 06:02:28 PM
Thank you eatKenny, we now have more or less the successor of the deepdriller from Rikki. That's perfect, thank you, really :)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: pktongrimworld on January 02, 2015, 06:05:57 PM
wonderful.


yah, was disappointed when rikki decided to not make the deepdriller anymore.

but glad someone else did it!
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 02, 2015, 06:10:24 PM
we now have more or less the successor of the deepdriller from Rikki.
at some point yes, but in this mod it's simply worktable based, so it need some one to "control the mining drill" and takes time and resource (drill head and big power consumption) to produce what you need, so i hope it's somehow balanced.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Loki88 on January 02, 2015, 06:48:04 PM
Now imma have to fiddle with this too in order to add the extra stuff made of concrete I added to mine (more than the little bit I sent you in the original concrete obsession mod, I may actually be obsessed :P )

Keep up the good work!!!
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Vaperius on January 02, 2015, 06:54:00 PM
Best idea ever.... *hugs* combine them all into one mod and offer them also as their standalones...everyone will love you eternally...
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: HBKRKO619 on January 02, 2015, 07:01:40 PM
we now have more or less the successor of the deepdriller from Rikki.
at some point yes, but in this mod it's simply worktable based, so it need some one to "control the mining drill" and takes time and resource (drill head and big power consumption) to produce what you need, so i hope it's somehow balanced.

Absolutly, that was the point of my "more or less" xD The changes you made balance it well, thank you again :)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 02, 2015, 07:17:27 PM
Now imma have to fiddle with this too in order to add the extra stuff made of concrete I added to mine (more than the little bit I sent you in the original concrete obsession mod, I may actually be obsessed :P )

about that: i was planning to take your suggestion but on second thought i decided to respect the existing content from Tynan and not change it ;)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Loki88 on January 02, 2015, 07:27:48 PM
Now imma have to fiddle with this too in order to add the extra stuff made of concrete I added to mine (more than the little bit I sent you in the original concrete obsession mod, I may actually be obsessed :P )

about that: i was planning to take your suggestion but on second thought i decided to respect the existing content from Tynan and not change it ;)

If you want and I get a sec to do it I can throw together some concrete floors (different tiles and brick patterns) I wish floors could use the stuff system :(
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Mechanoid Hivemind on January 02, 2015, 09:58:18 PM
Dude did i ever tell you i love you B) Man your the best i use a boat load of power and the nuclear power its the solution
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 03, 2015, 04:20:40 AM
I wish floors could use the stuff system :(

that's exactly what i want too.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: StriderGunship on January 05, 2015, 01:50:04 PM
eatKenny, could you please make a nuclear power plant for building it under a roof? Because of lightning bolts...
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 05, 2015, 02:08:45 PM
eatKenny, could you please make a nuclear power plant for building it under a roof? Because of lightning bolts...
the flammability of the nuclear power plant is 0 so i dont think lighting strike is a big threat. but as you wish i give you the new .xml file, replace the old one with this. (Mods\Industrialisation\Defs\ThingDefs\NPP.xml)

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Patrykbono20 on January 05, 2015, 02:19:08 PM
needs a new game ?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 05, 2015, 02:20:54 PM
needs a new game ?
nope ;)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: cy-one on January 05, 2015, 10:55:16 PM
Sooo... either I am just too stupid and overlooked something or I found a bug.

My mine says it only needs 2400 W, but it's actually somewhere around 35-40kW
I currently have something around 3 Geothermals, 1 Nuclear Plant and 10+ Solarpanels. Still not enough to run the mine continously... I guess that is not working as intended, is it?

Mine offline, 53.5kW in the grid (the line down to the south connects to 2 improvised Geothermals and 10+ Solarpanels, the line to the east connects to the Nuclear Plant, another Geothermals and 2 or 3 Solarpanels. Besides some small stuff (maybe 1kW, dunno. Stuff like the stove, disabled automatic defenses, etc) that is all there is.
(http://i6.minus.com/ijhvmLYxSZp8a.jpg)

Mine online (screenshot got borked, but one can see the problem nevertheless), 17.6kW in the grid. Which means, the mine is using something around 35kW... thefuck? :D
(http://i6.minus.com/iTIPaSd8J5Qob.jpg)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: BinaryBlackhole on January 06, 2015, 02:12:00 AM
I noticed in the description the mine doesn't make rocks So now we have gone from needing metal to needing rocks.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 06, 2015, 04:57:09 AM
Sooo... either I am just too stupid and overlooked something or I found a bug.

My mine says it only needs 2400 W, but it's actually somewhere around 35-40kW
I currently have something around 3 Geothermals, 1 Nuclear Plant and 10+ Solarpanels. Still not enough to run the mine continously... I guess that is not working as intended, is it?

Mine offline, 53.5kW in the grid (the line down to the south connects to 2 improvised Geothermals and 10+ Solarpanels, the line to the east connects to the Nuclear Plant, another Geothermals and 2 or 3 Solarpanels. Besides some small stuff (maybe 1kW, dunno. Stuff like the stove, disabled automatic defenses, etc) that is all there is.
(http://i6.minus.com/ijhvmLYxSZp8a.jpg)

Mine online (screenshot got borked, but one can see the problem nevertheless), 17.6kW in the grid. Which means, the mine is using something around 35kW... thefuck? :D
(http://i6.minus.com/iTIPaSd8J5Qob.jpg)

seem mine donsent connect directly to the power grid but to the little white half circle thing on the wall. i dunno what it is but that might be the problem
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 06, 2015, 07:54:10 AM
I noticed in the description the mine doesn't make rocks So now we have gone from needing metal to needing rocks.

i think rock chunks are relatively easy to get in game. anyone else think it's necessary to make mine produce rock chunks?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: cy-one on January 06, 2015, 08:54:00 AM
If possible, it'd be awesome if the mine would drop stuff on the floor (similar to, for example, the butcher table). That way, rock could be a byproduct of whatever one is mining for. That'd realistic.

Btw: I took a look in the files and have no idea why the mine is using this abnormal amount of energy. At least the XMLs seem to look fine.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Mechanoid Hivemind on January 06, 2015, 10:22:32 AM
I noticed in the description the mine doesn't make rocks So now we have gone from needing metal to needing rocks.

i think rock chunks are relatively easy to get in game. anyone else think it's necessary to make mine produce rock chunks?
I would because if you play on a flat map with no real mountains then rock chunks dwindle pretty fast so make it produce, like 1 type maybe or something. just a thought
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 06, 2015, 11:02:15 AM
Quote
If possible, it'd be awesome if the mine would drop stuff on the floor (similar to, for example, the butcher table). That way, rock could be a byproduct of whatever one is mining for. That'd realistic.
Quote
I would because if you play on a flat map with no real mountains then rock chunks dwindle pretty fast so make it produce, like 1 type maybe or something. just a thought

your wish is my mission 8) i'll work on it.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: cy-one on January 06, 2015, 02:55:23 PM
@weird energy consumption:
The mine was connected like this:

cable - powerswitch - cable - door - mine OR (like on the screenshot)
cable - door - mine

Now it's cable - powerswitch - cable - door - cable - mine and it works! :D

I didn't think the door would be another consumer, as it looks like a cable when the grid is highlighted :D That was my mistake.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Mechanoid Hivemind on January 06, 2015, 04:59:23 PM
Quote
If possible, it'd be awesome if the mine would drop stuff on the floor (similar to, for example, the butcher table). That way, rock could be a byproduct of whatever one is mining for. That'd realistic.
Quote
I would because if you play on a flat map with no real mountains then rock chunks dwindle pretty fast so make it produce, like 1 type maybe or something. just a thought

your wish is my mission 8) i'll work on it.
Spanks friend :) your a good man
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Iwillbenicetou on January 06, 2015, 07:59:21 PM
If possible, it'd be awesome if the mine would drop stuff on the floor (similar to, for example, the butcher table). That way, rock could be a byproduct of whatever one is mining for. That'd realistic.

Btw: I took a look in the files and have no idea why the mine is using this abnormal amount of energy. At least the XMLs seem to look fine.
A2B! *sort of short quiet shout, and passes quickly*
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Daracke on January 07, 2015, 12:19:20 PM
This might be a quick question do to me possibly being a dumbass, but I have a mine set up and running. It has power in it and a bill set for uranium, but I think it's taking way too long since it's been one, and nothing has popped up by it. Am I just impatient, or am I missing something? Thanks mate! :)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 07, 2015, 01:35:58 PM
This might be a quick question do to me possibly being a dumbass, but I have a mine set up and running. It has power in it and a bill set for uranium, but I think it's taking way too long since it's been one, and nothing has popped up by it. Am I just impatient, or am I missing something? Thanks mate! :)

mining will take a while, related to the crafting skill of the pawn.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 07, 2015, 01:36:45 PM
updated to v0.91, added bronze and more mining stuff 8)

note: try to make it spawn random type of stonechunks as by-product of mining but failed, for now i have no time to write c# code for it, may pick it up later on.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: cy-one on January 07, 2015, 02:18:32 PM
If possible, it'd be awesome if the mine would drop stuff on the floor (similar to, for example, the butcher table). That way, rock could be a byproduct of whatever one is mining for. That'd realistic.

Btw: I took a look in the files and have no idea why the mine is using this abnormal amount of energy. At least the XMLs seem to look fine.
A2B! *sort of short quiet shout, and passes quickly*
*Nods* That'd be awesome, but not THAT useful, as the mine is operated manually. My crashlanders always haul the stuff to the next storage anyway.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Daracke on January 07, 2015, 02:20:42 PM
This might be a quick question do to me possibly being a dumbass, but I have a mine set up and running. It has power in it and a bill set for uranium, but I think it's taking way too long since it's been one, and nothing has popped up by it. Am I just impatient, or am I missing something? Thanks mate! :)

mining will take a while, related to the crafting skill of the pawn.
So I think the mine is supposed to be mannable, correct? When I have a pawn selected and right click the mine, there's no work option that comes up, and the orange spot for the building isn't blocked by anything.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 07, 2015, 02:25:47 PM
This might be a quick question do to me possibly being a dumbass, but I have a mine set up and running. It has power in it and a bill set for uranium, but I think it's taking way too long since it's been one, and nothing has popped up by it. Am I just impatient, or am I missing something? Thanks mate! :)

mining will take a while, related to the crafting skill of the pawn.
So I think the mine is supposed to be mannable, correct? When I have a pawn selected and right click the mine, there's no work option that comes up, and the orange spot for the building isn't blocked by anything.

you need to add bills like every other worktable.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Daracke on January 07, 2015, 02:39:05 PM
This might be a quick question do to me possibly being a dumbass, but I have a mine set up and running. It has power in it and a bill set for uranium, but I think it's taking way too long since it's been one, and nothing has popped up by it. Am I just impatient, or am I missing something? Thanks mate! :)

mining will take a while, related to the crafting skill of the pawn.
So I think the mine is supposed to be mannable, correct? When I have a pawn selected and right click the mine, there's no work option that comes up, and the orange spot for the building isn't blocked by anything.

you need to add bills like every other worktable.
I do have it billed for mining uranium. Is there a skill level minimum I'm missing or something? Would other mods conflict with it?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: eatKenny on January 07, 2015, 02:45:48 PM
This might be a quick question do to me possibly being a dumbass, but I have a mine set up and running. It has power in it and a bill set for uranium, but I think it's taking way too long since it's been one, and nothing has popped up by it. Am I just impatient, or am I missing something? Thanks mate! :)

mining will take a while, related to the crafting skill of the pawn.
So I think the mine is supposed to be mannable, correct? When I have a pawn selected and right click the mine, there's no work option that comes up, and the orange spot for the building isn't blocked by anything.

you need to add bills like every other worktable.
I do have it billed for mining uranium. Is there a skill level minimum I'm missing or something? Would other mods conflict with it?
mine dont have minimum skill level requirement, check if you have "Drill head".
this mod dosent change anything from vanilla game so it should work with other mods.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.9 (02-01-2015)
Post by: Daracke on January 07, 2015, 03:14:35 PM

Quote
mine dont have minimum skill level requirement, check if you have "Drill head".
this mod dosent change anything from vanilla game so it should work with other mods.
Yup, didn't even make a drill head, completely forgot about that. Thanks! :)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Khrysanth on January 07, 2015, 09:23:42 PM
Would it be possible to have the mine work bills be based on the mining skill and mining labor, rather than crafting?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 08, 2015, 09:58:22 AM
Would it be possible to have the mine work bills be based on the mining skill and mining labor, rather than crafting?
sounds logical, anyone else think so?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Hargut on January 08, 2015, 02:16:44 PM
When iam building the Nuklearplant he says he need the materials (but i own them)

He dont add Uran and Concrete.

I use the file where i can create it inside.

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 08, 2015, 02:50:04 PM
When iam building the Nuklearplant he says he need the materials (but i own them)

He dont add Uran and Concrete.

I use the file where i can create it inside.

seems you dont have enough concrete ;)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: JoeysLucky22 on January 08, 2015, 03:55:53 PM
If anyone is interested, I made a few quick art replacement assests that fit RimWorld's theme a little better. Just need to drop them in Mods\Industrialisation\Textures

Mine:
(http://i.imgur.com/T8eJ4K9.png)

Cement mixer:
(http://i.imgur.com/I7uSf3m.png)

Drill model (the original looked a bit too similar to shells)
(http://i.imgur.com/ZblkO2x.png)

Concrete
(http://i.imgur.com/tXoR7n4.png)

Fantastic job with this mod!
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 08, 2015, 04:27:18 PM
If anyone is interested, I made a few quick art replacement assests that fit RimWorld's theme a little better. Just need to drop them in Mods\Industrialisation\Textures

Mine:
(http://i.imgur.com/T8eJ4K9.png)

Cement mixer:
(http://i.imgur.com/I7uSf3m.png)

Drill model (the original looked a bit too similar to shells)
(http://i.imgur.com/ZblkO2x.png)

Concrete
(http://i.imgur.com/tXoR7n4.png)

Fantastic job with this mod!

thanks for the texture, they haven been added to the main post ;)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: JoeysLucky22 on January 08, 2015, 04:40:56 PM
thanks for the texture, they haven been added to the main post ;)

Woah, awesome! Thanks eatKenny!
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Hargut on January 08, 2015, 05:33:39 PM
When iam building the Nuklearplant he says he need the materials (but i own them)

He dont add Uran and Concrete.

I use the file where i can create it inside.

seems you dont have enough concrete ;)
He should still add what i got, but he dont ad d anything.
Also he hsould att Uranium, but he dont do this.
I now had to remove uranium and cement from teh requiment list :(
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 08, 2015, 05:53:21 PM
Quote
He should still add what i got, but he dont ad d anything.
Also he hsould att Uranium, but he dont do this.

sorry there is nothing i can do, it's how alpha 8 works, until you have enough resource the builder won't add resource to the blueprint.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: MisterLock on January 08, 2015, 06:11:08 PM
Those textures look mental,but I still feel like the original concrete mixer was kinda cool?Maybe you could implement it back and actually make it a 2 tier machine,the original one,which requires little power but more work time,and this new textured one which requires a little more power but also less work time,seems like a good idea to me,then again,only things I modded were just changing the numbers in your mining output(old version,0.91) and adding cloth as a ingredient to beds.Cheers!
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Hargut on January 08, 2015, 07:31:29 PM
Ok i will try it out with everything availible, thanks
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: WolfgangPolska on January 11, 2015, 02:26:19 AM
Well, for me mine texture is missing, and when i try to place it my world "went's on trip" (screen burst with all the colours) Is this problem of mod, or my computer?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 11, 2015, 03:21:24 AM
Well, for me mine texture is missing, and when i try to place it my world "went's on trip" (screen burst with all the colours) Is this problem of mod, or my computer?

in A8 if there is a problem while loading it's normally go blackscreen, check if you got the latest Alpha and try start a new world to see if the problem still exists.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Baguette on January 18, 2015, 07:07:50 AM
...
The nuclear reactor corrupted my save. Thanks.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: IIzTrollin on January 19, 2015, 02:03:57 PM
Is there anyway you could change the mine from a crafting skill to a minning skill. and depending how good of a minning skill the pawn has the more minerals they get from the mine per drillhead?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 19, 2015, 02:06:06 PM
Is there anyway you could change the mine from a crafting skill to a minning skill. and depending how good of a minning skill the pawn has the more minerals they get from the mine per drillhead?
yes this is already on my to-do list, coming next weekend ;)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: IIzTrollin on January 19, 2015, 03:10:06 PM
woot woot :D
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Kolljak on January 22, 2015, 07:00:49 PM
Kenny who did your art work i would love to ask for their help with my project.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Mechanoid Hivemind on January 23, 2015, 03:04:57 AM
Kenny who did your art work i would love to ask for their help with my project.
JoeyLucky22 or something like that i cant remember his name but its close to it
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 23, 2015, 04:01:19 AM
Kenny who did your art work i would love to ask for their help with my project.
I do all the artwork myself, joeyslucky22 however made some alternative texture for this mod.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Kolljak on January 23, 2015, 11:15:56 AM
They are amazing i might try my hand at doing the artwork myself :D but id love for anyones aid on my project.. if you make an art for it i most likely will use it.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 23, 2015, 11:35:27 AM
They are amazing i might try my hand at doing the artwork myself :D but id love for anyones aid on my project.. if you make an art for it i most likely will use it.

i can't promise anything since i'm relative busy, but you can first release your project with your own artwork and i can check if i can make it look better ;D, or you can ask joeyslucky22 if he can help.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Kolljak on January 23, 2015, 11:47:52 AM
What sorta art tool do you recommend i should use i have Gimp 2 but its.... to awful to try and sort threw all those submenu's.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 23, 2015, 11:53:20 AM
What sorta art tool do you recommend i should use i have Gimp 2 but its.... to awful to try and sort threw all those submenu's.

i only use photoshop, you may ask shinzy for more suggestions, he's a decent artist ;D
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Kolljak on January 23, 2015, 11:56:57 AM
Gona try to use Paint.net Gimp2 was way to complicated.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Kolljak on January 23, 2015, 12:58:15 PM
Oh god ran into a problem ... i cant do xml format and as far as i can see all the textures / images are xml.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 23, 2015, 01:54:13 PM
as far as i can see all the textures / images are xml.

really? i only see .png
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Kolljak on January 23, 2015, 02:37:52 PM
Where are these? all i see is CS files and XML files.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Kolljak on January 23, 2015, 02:54:46 PM
Sorry to bother you and all i started directing my stuff to the Help page
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 25, 2015, 12:26:30 PM
Is there anyway you could change the mine from a crafting skill to a minning skill. and depending how good of a minning skill the pawn has the more minerals they get from the mine per drillhead?

sorry cant do this, seems there is no such thing as "mining efficiency", if i set the task as "mining" you only get a constant resource from every drilling which is boring.

on the other hand, when you oprating the mine it's not technically "mining", or you do is controling the drill which seems more related to "crafting".
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Patrykbono20 on January 26, 2015, 06:19:51 AM
maybe add a separate to rock chunks - marble, slate etc

Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 26, 2015, 09:48:43 AM
maybe add a separate to rock chunks - marble, slate etc

can't quite understand what you mean.

PS for all: a sneak peek at next update (remember the romulan mining ship? ;))

(http://i61.tinypic.com/352oidf.jpg)

Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: SilverDragon on January 26, 2015, 11:12:54 AM
Sky-lazors! ;D
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Iwillbenicetou on January 26, 2015, 12:42:47 PM
Destroyed nuclear plants that look like they're going to blow up *deep breath*. Yay?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 26, 2015, 12:48:36 PM
Destroyed nuclear plants that look like they're going to blow up *deep breath*. Yay?

no they won't blow up, the reactor meltdown and the debris/area become radioactive 8)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: Iwillbenicetou on January 26, 2015, 12:50:24 PM
Yeah, they 'blow up' radioactive material which will eat your face off. Right?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 26, 2015, 12:59:15 PM
radioactive material which will eat your face off. Right?

Y....E....S....(not literarily though)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: andrimtopies895 on January 27, 2015, 01:16:50 AM
Im Trying To Build a Mine, But I Can't The Workers Delivered the Steel, But not the Concrete or The Mining Drill.
Is There Something i'm Missing? Is This a Known Bug Any Help Would Be Great!
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: andrimtopies895 on January 27, 2015, 01:28:56 AM
Nvm I Found it :)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: shhfiftyfive on January 28, 2015, 11:39:28 AM
did you make the alternate textures the default ones? when i read "alternate" in the original post i assumed i didn't have to change files to get the original textures.

i prefer your original ones over joey's modern ones.

still not a fan of either texture for the concrete though. i would like something that looks like a bag or pallet of bags of "powdered concrete" (the form it is stored in before adding water at time of use).


also, is it intended that i can't place a mine indoors/under a roof?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 28, 2015, 11:56:18 AM
i didn't change the defaut texture in this mod, maybe epyk changed it in the epyk modpack. you can check the texture folder to see if the orignal texture are still there. or you can redownload this mod from this post.

for the concrete texture, i took this as what it should look like:

(http://www.spotmixglasgow.co.uk/images/index-4.jpg)

and the mine should be outside in my mind:

(http://th05.deviantart.net/fs70/PRE/f/2011/258/4/c/old_mine_no__9____restored_by_shawndriscoll-d49wepj.jpg)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: SilverDragon on January 28, 2015, 11:58:07 AM
Epyk Pack indeed has the alternative textures on it by default.

EDIT: There are the photoshop .psd files in the textures folder though, but only alternative pngs. :)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: BoogieMan on January 28, 2015, 02:39:30 PM
What's up with the Lathe? Only certain people can use it when I select them and right click it. Some people who have all labors enabled can't interact with it at all. And it's not do to reservation.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 28, 2015, 03:15:25 PM
What's up with the Lathe? Only certain people can use it when I select them and right click it. Some people who have all labors enabled can't interact with it at all. And it's not do to reservation.
minimun skill requirement = 8 (people who can paper mache dosen't mean they can make drill heads ;))
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: ryeookin on January 28, 2015, 08:49:06 PM
The description says you can mine steel but that doesn't seem to be an option (I built one).
Am I missing something?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.91 (07-01-2015)
Post by: eatKenny on January 29, 2015, 02:40:45 AM
The description says you can mine steel but that doesn't seem to be an option (I built one).
Am I missing something?
Mining deep iron ore gives you steel.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on January 29, 2015, 07:26:30 PM
a beta release for more feedbacks from you ;)

any suggestions and bug reports are welcome!!!
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: dareddevil7 on January 31, 2015, 02:47:23 PM
how would one go about increasing the stack size of concrete and the amount created?

Also is the need to start a new colony to do with obtaining bronze?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Latta on January 31, 2015, 03:03:52 PM
Holy God that plasma drilling effect. Such a view. Should test it soon.
Sad to restart a colony, but will worth a cost just for that.

And a source-wise question: How did you contain radiation? It should be useful when used with Crash Landing mod...
Just check if it's inside or outside, and if inside, deal radiation damage to only that room?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on January 31, 2015, 03:07:58 PM
how would one go about increasing the stack size of concrete and the amount created?

Also is the need to start a new colony to do with obtaining bronze?

everything has a weak point, for concrete it's the size, i'd like to see that concrete take a lot of place(and in real life it does). but if you want you can go into Defs and change it yourself.

need to start a new colony mainly because the rework of the nuclear power plant.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on January 31, 2015, 03:13:24 PM
Holy God that plasma drilling effect. Such a view. Should test it soon.
Sad to restart a colony, but will worth a cost just for that.

And a source-wise question: How did you contain radiation? It should be useful when used with Crash Landing mod...
Just check if it's inside or outside, and if inside, deal radiation damage to only that room?

just wall-in the debris (no need to make a roof) you will be ok

technically: it's a glower with 30 radius, all pawns in it's "lit" cells will take damage. so block the light = block the radiation
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: dareddevil7 on January 31, 2015, 04:53:52 PM
how would one go about increasing the stack size of concrete and the amount created?

Also is the need to start a new colony to do with obtaining bronze?
what if there are no nuclear reactors or anything in the colony?
everything has a weak point, for concrete it's the size, i'd like to see that concrete take a lot of place(and in real life it does). but if you want you can go into Defs and change it yourself.

need to start a new colony mainly because the rework of the nuclear power plant.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on January 31, 2015, 05:28:57 PM

Quote
what if there are no nuclear reactors or anything in the colony?

Then try it, it may work
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: dareddevil7 on January 31, 2015, 06:42:26 PM

Quote
what if there are no nuclear reactors or anything in the colony?

Then try it, it may work
IT WORKS! But some sandstone was turned into sand so i don't know what that's about
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Khaosius789 on February 02, 2015, 08:15:51 PM
After three years... I've yet to see a trader with a mining drill. Please make it craftable.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: SilverDragon on February 02, 2015, 08:36:35 PM
After three years... I've yet to see a trader with a mining drill. Please make it craftable.

Here you go, a quick hotfix to add a Mining Drill recipe into the Lathe.
Contains a fixed Recipes_IR.xml and Buildings_IRProduction.xml , so just overwrite your existing ones when extracting this like you would any normal mod. Let me know if theres any issues with it.
https://www.dropbox.com/s/txvf71qbatx6tln/Industrialisation-AddedMiningDrillRecipe.rar?dl=0

EDIT: If you feel like 400 steel is too expensive for it, you can change the recipe ingredients in Recipes_IR.xml
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Khaosius789 on February 02, 2015, 10:13:15 PM
After three years... I've yet to see a trader with a mining drill. Please make it craftable.

Here you go, a quick hotfix to add a Mining Drill recipe into the Lathe.
Contains a fixed Recipes_IR.xml and Buildings_IRProduction.xml , so just overwrite your existing ones when extracting this like you would any normal mod. Let me know if theres any issues with it.
https://www.dropbox.com/s/txvf71qbatx6tln/Industrialisation-AddedMiningDrillRecipe.rar?dl=0

EDIT: If you feel like 400 steel is too expensive for it, you can change the recipe ingredients in Recipes_IR.xml

Works flawlessly. Made one in a few seconds. Thanks much!
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 03, 2015, 01:19:51 PM
After three years... I've yet to see a trader with a mining drill.

Bad luck Brian is that you? :o

@SilverDragon: thanks for the help ;)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: SilverDragon on February 03, 2015, 06:12:45 PM
Bad luck Brian is that you? :o

@SilverDragon: thanks for the help ;)

No probs!! I hope you don't mind me punching out a hotfix like that. ;D
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: millenium on February 08, 2015, 01:37:59 PM
finally got a skydriller and i must say it is rather inaccurate.

on a note of another mod that uses a similiar hole drilling mechanic. mechanical defense uses structure based drills to create fissures for mining small medium and large. each one creates greater or smaller amounts of a selected material depending upon size.

in all honesty i don't see the reason or need for such a large skydrill except in the case of extreme late game resource generation. and since the mine is not unlocked through research its a little weird to have a need to use the skydrill to make it work. having something of an earlier game small drill which makes a small mining hole that creates 1/2 of the resources we have now and the skydrill hole makes 2x to make it make more sense at least.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 08, 2015, 04:14:43 PM
finally got a skydriller and i must say it is rather inaccurate.

on a note of another mod that uses a similiar hole drilling mechanic. mechanical defense uses structure based drills to create fissures for mining small medium and large. each one creates greater or smaller amounts of a selected material depending upon size.

in all honesty i don't see the reason or need for such a large skydrill except in the case of extreme late game resource generation. and since the mine is not unlocked through research its a little weird to have a need to use the skydrill to make it work. having something of an earlier game small drill which makes a small mining hole that creates 1/2 of the resources we have now and the skydrill hole makes 2x to make it make more sense at least.

thanks for the feedback.

i knew the accuracy of the skydriller would be the problem for some people(OCD :o), but skydriller is actually something like a satellite so i think it's ok to have a small "miss radius" (which i set it to 2)

(http://media.gamesblog.it/s/sta/star-citizen-arena-commander-18-05-2014/th/star-citizen-arena-commander-4.jpg)





the mine is designed for mid/late game, the importance of the mine will show more and more in late game when there's no more resource to dig from map and your colonists have higher skills (means more resource per drill head). but technically it's not something you need to research. the tricky part is the balance, for which i need more game practice(more time to play it myself and feedbacks from you guys), and i'm working on the balance constantly.

in this weekend i started a new colony and this is how it looks like now:

(http://i59.tinypic.com/30iawd0.jpg)

around day 170 i managed to build the second mine. the progress is quite what i wanted.

 
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Mechanoid Hivemind on February 08, 2015, 08:42:49 PM
hazmat suits from your mod too?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 09, 2015, 03:53:47 AM
hazmat suits from your mod too?

Yes, will be included in next update.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Mechanoid Hivemind on February 09, 2015, 10:02:52 AM
hazmat suits from your mod too?

Yes, will be included in next update.
Could you also get the suits to work with crash landings reactor? i hate when that stupid thing lands right in the middle of my small camp
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 09, 2015, 12:50:48 PM
hazmat suits from your mod too?

Yes, will be included in next update.
Could you also get the suits to work with crash landings reactor? i hate when that stupid thing lands right in the middle of my small camp

oh i never checked "crash landing" mod but it may possible to make the suit work with that mod.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: dareddevil7 on February 09, 2015, 04:06:13 PM
would it be possible to integrate your radiation system here with the tactical nuclear strike in turret collection, but instead of just a HAZMAT suit you would also need a respirator of some type, like a gas mask.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 09, 2015, 05:28:00 PM
would it be possible to integrate your radiation system here with the tactical nuclear strike in turret collection, but instead of just a HAZMAT suit you would also need a respirator of some type, like a gas mask.

yes it's possible, i will try it for the next update.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Mechanoid Hivemind on February 10, 2015, 02:14:33 AM
hazmat suits from your mod too?

Yes, will be included in next update.
Could you also get the suits to work with crash landings reactor? i hate when that stupid thing lands right in the middle of my small camp

oh i never checked "crash landing" mod but it may possible to make the suit work with that mod.
Not a big deal dont rush this or nothing i was only curious, i do believe your mod is the only one with hazmats
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Tericc on February 10, 2015, 03:50:22 PM
I been using your mod for some time now and Im liking it a lot.

I have a question tho with a problem i am having in regards to your concrete. I been trying to use it as a building material. Walls work fine but in everything else does not. The nuke plant doesn't accept concrete nor does any other structures that i had attempted to build concrete with accepts it.

what happens is i place the structure down, the metal is transported over to the item (if called for)but not the concrete despite having far more then necessary.

Any help would be appreciated.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 10, 2015, 04:43:45 PM
I been using your mod for some time now and Im liking it a lot.

I have a question tho with a problem i am having in regards to your concrete. I been trying to use it as a building material. Walls work fine but in everything else does not. The nuke plant doesn't accept concrete nor does any other structures that i had attempted to build concrete with accepts it.

what happens is i place the structure down, the metal is transported over to the item (if called for)but not the concrete despite having far more then necessary.

Any help would be appreciated.

that's a issue of adding a new resource to the game. but if you do have enough concrete they should be added to the building spot(make sure they're not forbidden/inaccessible). and, concrete only stack up to 24, 1200 concrete will take a lot of space so sometimes it seems that you have a lot but actually not.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Jan2607 on February 10, 2015, 06:20:25 PM
I've got a little problem. I use these mods:

Industrialisation
Turret collection
TargetPractise

But since I use these mods, no trade ship comes around. No weapons traders, no slave traders, no general traders.
I think, this could be a problem with this Industrialisation mod, because it is the only one, who changes the traders.
Can anyone help me? I am using dev mode to get traders, but that can't be the best solution :(
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Tericc on February 10, 2015, 09:23:00 PM
I been using your mod for some time now and Im liking it a lot.

I have a question tho with a problem i am having in regards to your concrete. I been trying to use it as a building material. Walls work fine but in everything else does not. The nuke plant doesn't accept concrete nor does any other structures that i had attempted to build concrete with accepts it.

what happens is i place the structure down, the metal is transported over to the item (if called for)but not the concrete despite having far more then necessary.

Any help would be appreciated.

that's a issue of adding a new resource to the game. but if you do have enough concrete they should be added to the building spot(make sure they're not forbidden/inaccessible). and, concrete only stack up to 24, 1200 concrete will take a lot of space so sometimes it seems that you have a lot but actually not.
I have roughly 500 concrete at all times.
the structure i tried to make with concrete only required 120
The concrete was not forbidden or inaccessible.
I Had a few workers just idling around.  I could not tell them to focus on the creation of the structure.

what it does say when i try is that it is missing materials as if none existed.

Thnx tho ,  at least its a known bugg of some sort.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 11, 2015, 02:43:54 AM
I been using your mod for some time now and Im liking it a lot.

I have a question tho with a problem i am having in regards to your concrete. I been trying to use it as a building material. Walls work fine but in everything else does not. The nuke plant doesn't accept concrete nor does any other structures that i had attempted to build concrete with accepts it.

what happens is i place the structure down, the metal is transported over to the item (if called for)but not the concrete despite having far more then necessary.

Any help would be appreciated.

that's a issue of adding a new resource to the game. but if you do have enough concrete they should be added to the building spot(make sure they're not forbidden/inaccessible). and, concrete only stack up to 24, 1200 concrete will take a lot of space so sometimes it seems that you have a lot but actually not.
I have roughly 500 concrete at all times.
the structure i tried to make with concrete only required 120
The concrete was not forbidden or inaccessible.
I Had a few workers just idling around.  I could not tell them to focus on the creation of the structure.

what it does say when i try is that it is missing materials as if none existed.

Thnx tho ,  at least its a known bugg of some sort.

If you're building a mine make sure you have a mining drill.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Tericc on February 11, 2015, 02:34:29 PM
Tho it is not the mine, trying to build your nuclear power plant but no one is delivering the concrete at all to the structure even tho i have 1200 of it already premade. plenty of access room and not X'd out.

Even so They delivered all the metal required 1800 of it. the storage for the metal is located in the same room as the concrete (because of the production of it) so i know its not a pathing issue.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 11, 2015, 02:43:17 PM
Tho it is not the mine, trying to build your nuclear power plant but no one is delivering the concrete at all to the structure even tho i have 1200 of it already premade. plenty of access room and not X'd out.

Even so They delivered all the metal required 1800 of it. the storage for the metal is located in the same room as the concrete (because of the production of it) so i know its not a pathing issue.


can you show me a screenshot?
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Tericc on February 11, 2015, 03:54:34 PM
Its been awhile since i posted pics online.
The first one is the Nuke plant that has the metal in it.
The second is the storage of the concrete itself. tried to get what was outside the base as well.

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Tericc on February 11, 2015, 03:57:10 PM
The storage area

[attachment deleted due to age]
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 11, 2015, 04:28:00 PM
The storage area

you don't have enough concrete, i can't see the number clearly but it's not 1200. as i said you have to have enough concrete otherwise the colonists won't haul them to the building spot.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Tericc on February 11, 2015, 04:49:44 PM
Ahh, understood now. I must have missed the part where I needed to have exact supplies ready before they build it. I had taken it for granted where other construction is done even if most parts are missing.

My appologies.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Jan2607 on February 11, 2015, 06:27:56 PM
I tested the mine, because I don't have enough steel, but I'm a little disappinted...
I need 20 steel to produce a drill head, plus the time my workers spend to produce the drill head AND to mine the steel (a lot of time), but I got only 37 of steel. So I need 20 steel and a lot of time to get a profit of 17 steel? That's the effort not worth.

I tried to change this in the defs by myself, but I didn't find it. Can you tell me which datas I have to change to get more steel, please?

Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 12, 2015, 03:58:06 AM
I tested the mine, because I don't have enough steel, but I'm a little disappinted...
I need 20 steel to produce a drill head, plus the time my workers spend to produce the drill head AND to mine the steel (a lot of time), but I got only 37 of steel. So I need 20 steel and a lot of time to get a profit of 17 steel? That's the effort not worth.

I tried to change this in the defs by myself, but I didn't find it. Can you tell me which datas I have to change to get more steel, please?

the amount of resource you get from every opration is related to crafting skill. so in late game it will worth it.

you can go to "Mods\Industrialisation\Defs\RecipeDefs\Recipes_IR" to change the base amount.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Jan2607 on February 12, 2015, 07:26:28 AM
Thank you :)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: elStrages on February 12, 2015, 07:44:43 AM
I think your complaint is mood. The mod is balanced for a game over a period of time. You shouldn't just be able to mine 200 steel straight away. Good dll.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Jan2607 on February 12, 2015, 08:07:08 AM
I only set down the working time the workers spend at the mine.

I'm now at day 180, I've 13 colonists and I'm not playing on a big mountain map, so steel was always a problem to me.
In addition I use the turret collection mod, so I need a lot of steel.
When Tynan balanced the game, he didn't think about mods which require that mass of steel :D
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 12, 2015, 08:12:24 AM
I only set down the working time the workers spend at the mine.

I'm now at day 180, I've 13 colonists and I'm not playing on a big mountain map, so steel was always a problem to me.
In addition I use the turret collection mod, so I need a lot of steel.
When Tynan balanced the game, he didn't think about mods which require that mass of steel :D

yeah at some point this mod is for my turret collection mod, but again most turrets in that mod are too late game turrets.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Epyk on February 19, 2015, 08:51:22 AM
Industrialization got an update in Alpha 8 that I missed?

 :-[

Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 19, 2015, 10:25:59 AM
Industrialization got an update in Alpha 8 that I missed?

 :-[

maybe? :o i haven't check your modpack, was busy...
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: shhfiftyfive on February 19, 2015, 03:49:18 PM
the nuclear power from this mod is nice.

the "mine" though is sorely lacking in steel output in comparison to omni-gel. at least last time i tried it. i'd recommend you up the output to give users a competitive choice between omni-gel and this sort of mining operation.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 20, 2015, 06:06:40 AM
the "mine" though is sorely lacking in steel output in comparison to omni-gel. at least last time i tried it. i'd recommend you up the output to give users a competitive choice between omni-gel and this sort of mining operation.

thanks for the advice, however my balance-calculation is based on vanilla game not other mods, i dont want to make it too OP that we lose fun/challenge of the game.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: Cryonist on February 20, 2015, 06:39:39 AM
Omni-gel is crazy overpowered so I stopped using it. The mine is much better balanced :).
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: shhfiftyfive on February 23, 2015, 03:28:12 AM
i understand omni-gel is op. epyk nerfed the growth rate in his pack recently.

but still, i think the mine output didn't justify the cost from my last experience with it.
- building the mine isn't cheap.
- powering the mine isn't cheap.
- the time it takes to process a job isn't fast.
- the steel output is measly. random even? my results were lucky to break even or marginally better than the steel cost of the drill bit used up in the job. even if i bought the drill bits at a cheaper price instead of craft them myself at the lathe (really the lathe seems like it needs a buff too if that remains the case)

is it like this right now? it's been a few weeks since i toyed with it. results were really unappealing at first glance. not to be harsh, but i was expecting better output for all the effort put into the process.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: DaggettBeaver on February 23, 2015, 08:50:38 AM
Well, in regards to balance the question is what the mine tries to achieve.

If it is planned as a more advanced alternative to mining steel from veins it is definitely really underpowered. But i think the main aim of the mine is to allow players to create steel in worlds that don't have it (anymore) to avoid being to dependent on travelling merchants and stuff. If that is the case the mines output is balanced...
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: erebus2075 on February 25, 2015, 09:28:02 AM
will this be updated for alpha 9 :)
it is casting errors now ^^ used the newest uploaded file here ^^
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 25, 2015, 10:04:11 AM
will this be updated for alpha 9 :)
it is casting errors now ^^ used the newest uploaded file here ^^

I'm already working on it ;)
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: wyattray on February 25, 2015, 10:40:09 AM
Nice keep up the good work.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update and more!!!
Post by: eatKenny on February 27, 2015, 07:51:02 AM
made a quick update to alpha 9, added some small things.

tell me if you find any bugs or weird things. because of new job and moving it may take some time to next update. but suggestions are welcome.
Title: Re: [Mod] (Alpha 8) Industrialisation v0.95 beta (30-01-2015) big update!!!
Post by: eatKenny on February 27, 2015, 07:52:50 AM
If it is planned as a more advanced alternative to mining steel from veins it is definitely really underpowered. But i think the main aim of the mine is to allow players to create steel in worlds that don't have it (anymore) to avoid being to dependent on travelling merchants and stuff. If that is the case the mines output is balanced...

you're right sir, that's the concept of mine.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update and more!!!
Post by: Fox on February 27, 2015, 08:39:25 AM
Thanks man!
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on February 27, 2015, 09:28:21 AM
sorry just fixed a bug while loading saved game with geothermal heater, plz redownload this mod. fixed version won't break saved games.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: jabbamonkey on February 27, 2015, 03:00:30 PM
I added some alternative textures on my graphic overhaul (https://ludeon.com/forums/index.php?topic=10895.msg109199#msg109199) post...
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on February 27, 2015, 03:38:49 PM
I added some alternative textures on my graphic overhaul (https://ludeon.com/forums/index.php?topic=10895.msg109199#msg109199) post...

looks amazing, thanks!!!  ;)
i will add a link in main post.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: Viken on February 27, 2015, 03:54:16 PM
Will Industrialisation work with mods like Nu Metals and Glitter Tech that add new ores/metals to the game?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on February 27, 2015, 03:58:49 PM
Will Industrialisation work with mods like Nu Metals and Glitter Tech that add new ores/metals to the game?

you can't get those new metals from mine but there won't be any compatibility issues working with other mods.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: Fox on March 01, 2015, 09:40:18 PM
Not work with GlitterTech (trader not sell: mining drill)
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on March 02, 2015, 02:27:15 PM
Not work with GlitterTech (trader not sell: mining drill)
Really? Keep in mind that deep space mining ship only have 50% chance carrying a mining drill.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: Wastelander on March 02, 2015, 03:23:55 PM
I've used this mod for a long time and it's awesome, thanks!
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: MsMeiriona on March 02, 2015, 04:06:23 PM
Ok, I'm wavering if I should install this or not. On the one hand, I like a -lot- of the options, but the radiation is making me wary. Does it -only- come from power plant meltdown or does raw uranium ore have it too? If the former, yay, will install. If the latter, boo, running away fast.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: Fox on March 02, 2015, 04:30:41 PM
Not work with GlitterTech (trader not sell: mining drill)
Really? Keep in mind that deep space mining ship only have 50% chance carrying a mining drill.
Why not 100%?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on March 02, 2015, 05:11:04 PM
Ok, I'm wavering if I should install this or not. On the one hand, I like a -lot- of the options, but the radiation is making me wary. Does it -only- come from power plant meltdown or does raw uranium ore have it too? If the former, yay, will install. If the latter, boo, running away fast.

Don't worry, radiation only comes from nuclear power plant debris, and you have hazmat suit and (even better) personal shield to protect yourself.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on March 02, 2015, 05:15:07 PM
Not work with GlitterTech (trader not sell: mining drill)
Really? Keep in mind that deep space mining ship only have 50% chance carrying a mining drill.
Why not 100%?

Just for balance:)
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: MsMeiriona on March 02, 2015, 11:07:15 PM
Ok, I'm wavering if I should install this or not. On the one hand, I like a -lot- of the options, but the radiation is making me wary. Does it -only- come from power plant meltdown or does raw uranium ore have it too? If the former, yay, will install. If the latter, boo, running away fast.

Don't worry, radiation only comes from nuclear power plant debris, and you have hazmat suit and (even better) personal shield to protect yourself.
So if I never build a nuclear power plant, no radiation? Yay. Off I go.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: bordas1234 on March 03, 2015, 02:04:03 PM
Im having issues with the mod, i cant buy the mining drill, it just dont appear
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on March 03, 2015, 04:59:22 PM
Im having issues with the mod, i cant buy the mining drill, it just dont appear
As I said deep space mining ship only has 50% chance carrying a mining drill, try wait for a while. And you may find them in exotic trader if lucky.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: Undecided on March 04, 2015, 05:29:27 PM
With the new temperature system, have you ever considered removing the outdoor-only (no roof) requirements for the nuclear power plant, and instead just having it produce lots of heat in the room it's in? Since the cooling tower basically is a giant heat sink, it makes more sense than an arbitrary outdoor-only limitation. It would also add a lot more depth to using them -- making them less efficient in hotter climates (requiring more coolers operating), having to manage core temperature to prevent a meltdown (or in in-game mechanics, preventing room temperature getting high enough from starting spontaneous fires) by having proper ventilation, and so on.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on March 07, 2015, 02:06:37 PM
With the new temperature system, have you ever considered removing the outdoor-only (no roof) requirements for the nuclear power plant, and instead just having it produce lots of heat in the room it's in? Since the cooling tower basically is a giant heat sink, it makes more sense than an arbitrary outdoor-only limitation. It would also add a lot more depth to using them -- making them less efficient in hotter climates (requiring more coolers operating), having to manage core temperature to prevent a meltdown (or in in-game mechanics, preventing room temperature getting high enough from starting spontaneous fires) by having proper ventilation, and so on.

Thanks for your feed back. The reason I want power outside is more because of its height(so as mine) and balance consideration.

For the heat idea: in earlier, separate version of nuclear power plant mod we already had a discussion about this, it's quite interesting and I'd like to give it a try in the near future.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: GorillaCZ on March 07, 2015, 10:03:53 PM
As I said deep space mining ship only has 50% chance carrying a mining drill, try wait for a while. And you may find them in exotic trader if lucky.

It is not a true. You forgot to add Exotic trade tag
Code: [Select]
<tradeTags>
      <li>Exotic</li>
</tradeTags>
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: icew0lfnz on March 07, 2015, 10:25:44 PM
Hello,

Love the mod, been using it for a while. Just wondering if it's possible to make a separate version without the "laser from space" concept like in older versions.
Reason being that, in my opinion (from immersive perspective):
1. having a ship fire down to pinpoint accuracy to make a hole, why wouldn't your colonists just ask for help and evac them if the ship is that close?
2. to me, it sort of destroys the purpose of the "drill" aspect since the hole has been made with a laser anyway.
3. the laser making the hole would most likely destroy the minerals and stuffs underground if it's powerful enough to make a hole in the first place.

Just my opinions.

Thanks for a great mod :)
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on March 08, 2015, 10:11:00 AM
As I said deep space mining ship only has 50% chance carrying a mining drill, try wait for a while. And you may find them in exotic trader if lucky.

It is not a true. You forgot to add Exotic trade tag
Code: [Select]
<tradeTags>
      <li>Exotic</li>
</tradeTags>

Ooops, my mistake. On second thought the exotic may don't have to carry mining drill.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: FireFly on March 10, 2015, 05:15:51 AM
Just a small suggestion, you could make vanilla concrete flooring actually require concrete. Pretty minor thing, but it makes more sense than laying down steel that turns into concrete :D
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on March 10, 2015, 06:25:43 AM
Just a small suggestion, you could make vanilla concrete flooring actually require concrete. Pretty minor thing, but it makes more sense than laying down steel that turns into concrete :D

i already made it for the next update, and i even added concrete foundation to allow you to build on soft Terrains like "mud".
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: Latta on March 10, 2015, 06:49:49 AM
Just a small suggestion, you could make vanilla concrete flooring actually require concrete. Pretty minor thing, but it makes more sense than laying down steel that turns into concrete :D

i already made it for the next update, and i even added concrete foundation to allow you to build on soft Terrains like "mud".


Can I expect aluminium floor too? Something like brighter metal floor?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on March 10, 2015, 08:02:24 AM
Hello,

Love the mod, been using it for a while. Just wondering if it's possible to make a separate version without the "laser from space" concept like in older versions.
Reason being that, in my opinion (from immersive perspective):
1. having a ship fire down to pinpoint accuracy to make a hole, why wouldn't your colonists just ask for help and evac them if the ship is that close?
2. to me, it sort of destroys the purpose of the "drill" aspect since the hole has been made with a laser anyway.
3. the laser making the hole would most likely destroy the minerals and stuffs underground if it's powerful enough to make a hole in the first place.

Just my opinions.

Thanks for a great mod :)

thanks for the suggestions ;)

the skydriller is something like a satelite, not a ship, so it can't pickup People.

(http://media.gamesblog.it/s/sta/star-citizen-arena-commander-18-05-2014/th/star-citizen-arena-commander-4.jpg)

and the skydriller is not meant to be very realistic but more for balance consideration. but if you wish you can think this way: the skydriller drills through the hard crust makes a path so that the mining drill can reach the deep ore.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: eatKenny on March 10, 2015, 08:03:56 AM
Just a small suggestion, you could make vanilla concrete flooring actually require concrete. Pretty minor thing, but it makes more sense than laying down steel that turns into concrete :D

i already made it for the next update, and i even added concrete foundation to allow you to build on soft Terrains like "mud".


Can I expect aluminium floor too? Something like brighter metal floor?

i'd like to see Tynan make stuff related floors. but why not, i can make a Aluminium floor
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: thenightgaunt on March 18, 2015, 12:34:29 PM
I love this mod.
Concrete as a new building material is a nice addition but the inclusion of mines is fantastic (haven't had a chance to build a nuclear powerplant yet so can't judge that one yet)!

And the balance is pretty good for the most part but it could use a little adjustment. I have some recommendations but we all know the value of freely given advice eh.  ;D

1. Concrete output to input might be increased a little or the cost reduced. The benefit of the material is ease of use and "customization" so to speak. It might benefit from being a cheap substitute to stone and steel in building walls and floors. So maybe the cost of walls should be reduced from 6 to 3 concrete. Maybe with 3 wood for the frame. The addition of say a "Poured Concrete" floor tile that used concrete as well would be a nice addition. The problem with concrete atm is the cost in steel to make it. So say maybe increase output by 1/3rd and change the recipe to 1 steel and 2 chunks?

2. Mining and the Skydrill.
Ok, both of these are friggin awesome. No complaints in the general concept. However, there are 2 problems with them at the moment (imo). The first is that the mine's output is too low. With the cost of drill heads, it's about 20 steel. While a constant influx, that's still pretty low given the cost overall of building a mine and drilling the hole. I'm arguing that stone block output should be much much higher (more likely to hit it), followed by Iron and etc, with materials like gold and silver being rare (I kinda like the current numbers on those).

While you don't want a mine to just be flooding a colony with resources, that's kinda the point of it. Though really its a mid to end game structure and building a mine should be a huge goal for a colony that results in fantastic returns. So how about 2 types of mines?

The first mine uses the current mine img, and does not require a skydrill to build. Maybe the drill mechanism should be added as a recipe to the lathe (as in the hotfix added a bit back). This primitive mine keeps the same input and output levels as the current version. It's a crude setup being used in midgame when colonies are trying to really make some money.
The second mine uses the alt sci-fi looking mine img and requires a skydrill to build. It's an advanced sci-fi drill using glitterworld tech and it could be a late game project. It'd be more expensive to build then the regular mine, but the output would be at least double that of the ordinary mine.

What do ya think?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: eatKenny on March 18, 2015, 12:41:59 PM
I love this mod.
Concrete as a new building material is a nice addition but the inclusion of mines is fantastic (haven't had a chance to build a nuclear powerplant yet so can't judge that one yet)!

And the balance is pretty good for the most part but it could use a little adjustment. I have some recommendations but we all know the value of freely given advice eh.  ;D

1. Concrete output to input might be increased a little or the cost reduced. The benefit of the material is ease of use and "customization" so to speak. It might benefit from being a cheap substitute to stone and steel in building walls and floors. So maybe the cost of walls should be reduced from 6 to 3 concrete. Maybe with 3 wood for the frame. The addition of say a "Poured Concrete" floor tile that used concrete as well would be a nice addition. The problem with concrete atm is the cost in steel to make it. So say maybe increase output by 1/3rd and change the recipe to 1 steel and 2 chunks?

2. Mining and the Skydrill.
Ok, both of these are friggin awesome. No complaints in the general concept. However, there are 2 problems with them at the moment (imo). The first is that the mine's output is too low. With the cost of drill heads, it's about 20 steel. While a constant influx, that's still pretty low given the cost overall of building a mine and drilling the hole. I'm arguing that stone block output should be much much higher (more likely to hit it), followed by Iron and etc, with materials like gold and silver being rare (I kinda like the current numbers on those).

While you don't want a mine to just be flooding a colony with resources, that's kinda the point of it. Though really its a mid to end game structure and building a mine should be a huge goal for a colony that results in fantastic returns. So how about 2 types of mines?

The first mine uses the current mine img, and does not require a skydrill to build. Maybe the drill mechanism should be added as a recipe to the lathe (as in the hotfix added a bit back). This primitive mine keeps the same input and output levels as the current version. It's a crude setup being used in midgame when colonies are trying to really make some money.
The second mine uses the alt sci-fi looking mine img and requires a skydrill to build. It's an advanced sci-fi drill using glitterworld tech and it could be a late game project. It'd be more expensive to build then the regular mine, but the output would be at least double that of the ordinary mine.

What do ya think?

nice idea about mine, i will give it a shot
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: UMK on March 18, 2015, 01:42:22 PM
I'm fine with concrete price - it is much stronger than any stone (reinforced walls from Clutter have 1750HP).
Mining&Co in their lasers mod are using interesting idea. Their recipe of 'crysteel extraction' instead of generating one crysteel generates one crysteel spawner - which right after its spawning creates (or not) crysteel and disappears. The same idea could be used in drill operation to create randomized amout of products (product itself could also be randomized) and to reuse drill head. Also, at the moment mine uses ButcheryMechanoidEfficiency as speed stat, Crafting as workType and gives no XP. Have you considered changing that?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: Andy_Dandy on March 18, 2015, 02:15:01 PM
Yeah. Isn't a concrete wall even stronger then plaststeel? It's super powerfull. Should be harder to make rather then easier in my opinion. May I suggest it getting a 1000 point research cost, or perhaps 1200?

Thanks for a good mod by the way, beefing up my challenges early game, and giving me some more stuff to aim for later on.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: Canute on March 18, 2015, 05:28:27 PM
Maybe you don't know, but the recipes for Concrete and mining arn't fixed.
The manipulation skill of the pawn geting into the results.
At the beginning you maybe just geting 8 concrete out of 1 cycle, but with better skill and some arm implant's the results are much higher, i think i got 24 concrete out with my best crafter.
Same happen to the mine.
You should get the Skill locker Mod, and just let the higherst skilled crafter work on these bills, while the trainees do stonecutting or train their skill at some wooden longsword.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: thenightgaunt on March 18, 2015, 07:05:18 PM
nice idea about mine, i will give it a shot

Thank you. ^_^

Yeah. Isn't a concrete wall even stronger then plaststeel? It's super powerfull. Should be harder to make rather then easier in my opinion. May I suggest it getting a 1000 point research cost, or perhaps 1200?

Huh. That's something I hadn't looked into. If concrete is a much stronger wall material then the cost might not be that bad in comparison.

Maybe you don't know, but the recipes for Concrete and mining arn't fixed.
The manipulation skill of the pawn geting into the results.
At the beginning you maybe just geting 8 concrete out of 1 cycle, but with better skill and some arm implant's the results are much higher, i think i got 24 concrete out with my best crafter.
Same happen to the mine.
You should get the Skill locker Mod, and just let the higherst skilled crafter work on these bills, while the trainees do stonecutting or train their skill at some wooden longsword.

Yeah. I did not know that. I saw a bit of the effect though with the mining but I thought that the concrete production was locked. That's good to know, thanks.

What's the most you got out of the mine with Iron? I noticed that my guys were bringing back around 40 or so iron with each run. When I popped open the mod it looked like the max output for Iron on the mine was about 44. So I guess what I'm wondering is what's the max you've been able to pull out? Or to put it another way, is that 44 I saw the max limit, or does the skill result in production going below and above that number?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: MsMeiriona on March 18, 2015, 08:32:38 PM
With the latest update, any specifics  in mod ordering we should be worried about?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: jabbamonkey on March 18, 2015, 10:26:14 PM
I noticed an order issue with my [https://ludeon.com/forums/index.php?topic=10778.0]Steel Rock Slag[/url] mod. You can see the new textures if you just load Steel Rock Slag AFTER the Industrialisation mod. So, first Industrialisation and second Steel Rock Slag. However... this messes with the iron / steel production of Industrialisation (if you mine iron, you get steel)

eatKenny,
I think this reorder conflicts with your use of Iron and Steel.  For example, if you mine iron, you get steel (with my textures).  Let me know how you want to fix this.  My mod just redesignates the path to the texture files.  Also, you might want to check out the combat realism mod. They also modify the STEEL resource def file ... so that mod will conflict with yours as well.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.96 (27-02-2015) Alpha 9 update, hotfix!!!
Post by: UMK on March 19, 2015, 01:54:30 AM
With the new temperature system, have you ever considered removing the outdoor-only (no roof) requirements for the nuclear power plant, and instead just having it produce lots of heat in the room it's in? Since the cooling tower basically is a giant heat sink, it makes more sense than an arbitrary outdoor-only limitation. It would also add a lot more depth to using them -- making them less efficient in hotter climates (requiring more coolers operating), having to manage core temperature to prevent a meltdown (or in in-game mechanics, preventing room temperature getting high enough from starting spontaneous fires) by having proper ventilation, and so on.
'Only outside' limitation? Never heard of it. Build it in unroofed area and then cover it with roof. Have to use breaching charges or whatever to build under mountain roof.
Also, amount of mining production depends on ButcheryMechanoidEfficiency (as of 0.97b) stat of your colonists. Multiply it on 44 (steel, aluminium, iron, bronze), 14(uranium), 8(gold), 75(silver) to calculate the result.
What's the most you got out of the mine with Iron? I noticed that my guys were bringing back around 40 or so iron with each run. When I popped open the mod it looked like the max output for Iron on the mine was about 44. So I guess what I'm wondering is what's the max you've been able to pull out? Or to put it another way, is that 44 I saw the max limit, or does the skill result in production going below and above that number?
Amount of mining production depends on ButcheryMechanoidEfficiency (as of 0.97b) stat of your colonists. Multiply it on 44 (steel, aluminium), 22(bronze), 14(uranium), 4(gold), 75(silver) to calculate the result. For example, my colonist with 509% dissasembly effciency gives 20 gold.
Hence, with wrench from Thingamajigs you will get 2x mining output.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: eatKenny on March 19, 2015, 06:49:41 AM
With the latest update, any specifics  in mod ordering we should be worried about?
new Version do have some vanilla overhauls and may not working smoothly with other mods which also overhauls vanilla game. you may try couple of times to sort it out.

i dont play much and when i play i only play with very few mods (mostly EdB mods) so there is not much i can tell now.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: eatKenny on March 19, 2015, 06:55:05 AM
I noticed an order issue with my [https://ludeon.com/forums/index.php?topic=10778.0]Steel Rock Slag[/url] mod. You can see the new textures if you just load Steel Rock Slag AFTER the Industrialisation mod. So, first Industrialisation and second Steel Rock Slag. However... this messes with the iron / steel production of Industrialisation (if you mine iron, you get steel)

eatKenny,
I think this reorder conflicts with your use of Iron and Steel.  For example, if you mine iron, you get steel (with my textures).  Let me know how you want to fix this.  My mod just redesignates the path to the texture files.  Also, you might want to check out the combat realism mod. They also modify the STEEL resource def file ... so that mod will conflict with yours as well.

yes that's the problem with overhaul. if it's only about texture i can add a altnative texture pack to the mod. but i can't really do anything about Defs though, every mod has diffrent concept/understanding of a certain item(in this case the "steel").
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: eatKenny on March 19, 2015, 07:09:47 AM
about mining Efficiency:

in Alpha 9 Tynan seems make almost all recipes have a fixed Output and ditched a lot of "Efficiency-factor". but i do want have a skill-related Output for mine(good for late-game economy when colonists have higher skills).

the best you can get from mine (without other mods) is 171% of default output (crafting skill 20 and two bionic arms). the output of each resource is balanced to total value of about 85 (less for silver and gold). if you're using other mods which increases the crafting-efficiency you may find the mine is very overpowerd.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: Avtomatik on March 19, 2015, 08:47:51 AM
I just started a new game with industrialisation and realized I am unable to build any power production building swithout steel, and steel cant be get without having a steel mixer, which you can't build without concrete, for which you need to research concrete production. Is such a steep curve for power production intended, or should I just get a bunch of concrete for starting resource?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: jabbamonkey on March 19, 2015, 09:49:00 AM
I'm noticing a few issues with using iron and steel ... steel is very important to vanilla, so modifying it causes issues. Also, it conflicts with several mods. I'm removing Industrialisation until these issues are resolved. Feel free to fix, or not ... up to you.

i dont play much and when i play i only play with very few mods (mostly EdB mods) so there is not much i can tell now.

An important part of modding is testing ... and, most people use several mods (especially when they play often), so it's important to have some cross-mod-compatibility.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: eatKenny on March 19, 2015, 10:15:04 AM
I just started a new game with industrialisation and realized I am unable to build any power production building swithout steel, and steel cant be get without having a steel mixer, which you can't build without concrete, for which you need to research concrete production. Is such a steep curve for power production intended, or should I just get a bunch of concrete for starting resource?

try find any steelwalls in the map to deconstruct to get steel in early game. backyard furnace can be build from any Stone and dont use power, so it's not THAT difficult. but i may tweak steel Needs for early game a Little for following Releases.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: eatKenny on March 19, 2015, 12:14:06 PM
I'm noticing a few issues with using iron and steel ... steel is very important to vanilla, so modifying it causes issues. Also, it conflicts with several mods. I'm removing Industrialisation until these issues are resolved. Feel free to fix, or not ... up to you.

i dont play much and when i play i only play with very few mods (mostly EdB mods) so there is not much i can tell now.

An important part of modding is testing ... and, most people use several mods (especially when they play often), so it's important to have some cross-mod-compatibility.

i will try to improve the compatibility (may release a lite version without vanilla overhaul), for now you can still use v0.96 if you like, the download-link is still there ;)
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: MsMeiriona on March 19, 2015, 12:28:27 PM
yeah, looking like I'll prefer a non-overhaul version to remain available. It's a nice idea in theory, but it doesn't play well with other mods.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: HBKRKO619 on March 19, 2015, 12:35:23 PM
I think I will wait for a less "mod conflict" version to. After a quick test, the procces to build a simple solar generator is way to long for an early game power building.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: pktongrimworld on March 19, 2015, 06:47:13 PM
+1 for a version without vanilla overhaul.

*is already bad enough to get the other mods to talk to each other...
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: dareddevil7 on March 19, 2015, 09:35:23 PM
you should just always release a version with the overhaul code cut out
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: code99xx on March 20, 2015, 07:25:31 AM
+1 for lite version, not gonna use this mod otherwise. I have tons of mods that i cant live without and there are a lot of incompatibilities with this mod so until they are fixed or you release a lite version i wont be playing this.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: eatKenny on March 20, 2015, 12:08:39 PM
a lite version will be released early next week ;)

should i keep steel and furnace in the lite version? i can rename steel to "refined steel" so that it won't mix up with vanilla steel.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: Latta on March 20, 2015, 12:18:20 PM
a lite version will be released early next week ;)

should i keep steel and furnace in the lite version? i can rename steel to "refined steel" so that it won't mix up with vanilla steel.

I like that idea. Something between steel and Plasteel with a bit bright color?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: silentlord on March 20, 2015, 12:32:02 PM
a lite version will be released early next week ;)

should i keep steel and furnace in the lite version? i can rename steel to "refined steel" so that it won't mix up with vanilla steel.

Agrees, sounds good.

I like that idea. Something between steel and Plasteel with a bit bright color?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: Canute on March 20, 2015, 12:52:59 PM
not refined steel, try stainless steel or high-grade steel.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: HBKRKO619 on March 20, 2015, 01:55:17 PM
a lite version will be released early next week ;)

should i keep steel and furnace in the lite version? i can rename steel to "refined steel" so that it won't mix up with vanilla steel.

Great idea, you can keep everything you added in your last update but without changing the vanilla steel. Like this, no conflict with other mod and we keep what you added ^^
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: Nebbeh on March 20, 2015, 02:58:10 PM
Hmm not sure if its just me, but Veinminer isnt working on the new ores from the update, like bronze or aluminium, still works with iron and plasteel. Not sure if I should bring this here or to Veinminer thread.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: eatKenny on March 21, 2015, 03:36:23 AM
Hmm not sure if its just me, but Veinminer isnt working on the new ores from the update, like bronze or aluminium, still works with iron and plasteel. Not sure if I should bring this here or to Veinminer thread.

I never tried veinminer but it may not support new ores. Check it's thread you may find similar problem.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: Mechanoid Hivemind on March 21, 2015, 03:40:29 AM
Can i still get just the nuke power or do i have to get this mod still?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: daft73 on March 21, 2015, 12:02:34 PM
Hmm not sure if its just me, but Veinminer isnt working on the new ores from the update, like bronze or aluminium, still works with iron and plasteel. Not sure if I should bring this here or to Veinminer thread.

I never tried veinminer but it may not support new ores. Check it's thread you may find similar problem.

Well veinminer is brilliant. It's essentially a time saver/anti-babysitter. Giving your mod a go.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: Tofte1106 on March 21, 2015, 12:42:31 PM
Bought a skydriller, but can't figure out how to order the drilling. Cant seem to find any instructions on it, could somebody help me out?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: dareddevil7 on March 21, 2015, 01:56:08 PM
Bought a skydriller, but can't figure out how to order the drilling. Cant seem to find any instructions on it, could somebody help me out?
You have to have a colonist equip it as a weapon, and then fire it where you want to drill (cant drill underground and can't build on marsh) and keep colonists away from area while you wait for it to finish drilling
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: Tofte1106 on March 21, 2015, 04:36:25 PM
Bought a skydriller, but can't figure out how to order the drilling. Cant seem to find any instructions on it, could somebody help me out?
You have to have a colonist equip it as a weapon, and then fire it where you want to drill (cant drill underground and can't build on marsh) and keep colonists away from area while you wait for it to finish drilling
Thanks, worked like a charm
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: LegendZero88 on March 22, 2015, 05:19:02 PM
the update is not good. it can be displace other mods... i'm turning back to 0.96, however great work.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 beta (18-03-2015) big update!
Post by: eatKenny on March 22, 2015, 08:08:15 PM
the update is not good. it can be displace other mods... i'm turning back to 0.96, however great work.

I will most likely release a lite version tomorrow without vanilla overhaul thus better compatibility.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on March 24, 2015, 03:04:49 PM
Lite version added, should work smoothly with other mods.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: HBKRKO619 on March 24, 2015, 03:55:09 PM
Thank you eatKenny, that will help a lot :)
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: hyperkiller on March 24, 2015, 05:55:53 PM
for the longest time i thought the lathe was broken until i realized i needed machining... lol
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: Wastelander on March 25, 2015, 03:52:34 PM
I'm not super clear on what comes in the lite version vs. the full version, could you please add a breakdown to the OP?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: Canute on March 26, 2015, 12:48:28 PM
Don't you think your workbenches should give crafting exp, since the skill affect the quantity of these workbenches ?
Or should i wait that the storyteller let some cargo pod's with bionic arms and Crafting neurotrainer rain ? :-)
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on March 27, 2015, 10:08:16 AM
Don't you think your workbenches should give crafting exp, since the skill affect the quantity of these workbenches ?
Or should i wait that the storyteller let some cargo pod's with bionic arms and Crafting neurotrainer rain ? :-)

Tynan changed exp-giving a lot in A9, but i will look into it, thanks for remind me of this.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: cythedag on March 27, 2015, 11:11:07 AM
I noticed a few typos in your mod, like for example cooper ore should be copper ore. But overall very nice. Really though, the metals in this mod are under-utilized in my opinion. Not much of a use for aluminum or copper other than walls and weapons. I feel it should also be used in work tables and other craftables. This would be a nice collaboration with Abrexus' Superior Crafting mod. Maybe integrate it together so bionics/prosthetics use aluminum and plasteel, and electronic chips from his mod require copper. One thing I would really like to see released is a concrete only version. I kinda hacked your mod apart just so i could use only the concrete in game.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: Ozy on March 27, 2015, 11:39:38 AM
Hey, I'm just starting with this mod (the full version), so I'm sure I'm missing something obvious: it's a new colony, and obviously I need power. But solar panels require steel, and I don't see how I could make steel with no power available.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on March 27, 2015, 01:10:01 PM
Hey, I'm just starting with this mod (the full version), so I'm sure I'm missing something obvious: it's a new colony, and obviously I need power. But solar panels require steel, and I don't see how I could make steel with no power available.

Try deconstruct steel walls if you find any on the map. or build a backyard furnace to start steel production yourself.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on March 27, 2015, 01:13:00 PM
I noticed a few typos in your mod, like for example cooper ore should be copper ore. But overall very nice. Really though, the metals in this mod are under-utilized in my opinion. Not much of a use for aluminum or copper other than walls and weapons. I feel it should also be used in work tables and other craftables. This would be a nice collaboration with Abrexus' Superior Crafting mod. Maybe integrate it together so bionics/prosthetics use aluminum and plasteel, and electronic chips from his mod require copper. One thing I would really like to see released is a concrete only version. I kinda hacked your mod apart just so i could use only the concrete in game.

thanks for the suggestions, I will consider them on the next update
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: Ozy on March 27, 2015, 01:36:41 PM
Try deconstruct steel walls if you find any on the map. or build a backyard furnace to start steel production yourself.
Alright thanks. I didn't find steel walls, but maybe it was because I didn't create a new world ? Now that I did, I have found a few of them. I also considered trying the furnace, but IIRC it said it required concrete, which would require power too, but maybe it is because I didn't have any materials. Actually I've switched to the lite version, which will be easier to get accustomed to the new stuff, but I'll keep your tips in mind for next time.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: Mechanoid Hivemind on March 28, 2015, 03:01:28 AM
Can i just get the nuclear power with the destruction and hazmat suits too or no?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on March 28, 2015, 09:47:34 AM
Can i just get the nuclear power with the destruction and hazmat suits too or no?

You mean make nuclear power plant module?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on March 28, 2015, 09:54:25 AM
Try deconstruct steel walls if you find any on the map. or build a backyard furnace to start steel production yourself.
Alright thanks. I didn't find steel walls, but maybe it was because I didn't create a new world ? Now that I did, I have found a few of them. I also considered trying the furnace, but IIRC it said it required concrete, which would require power too, but maybe it is because I didn't have any materials. Actually I've switched to the lite version, which will be easier to get accustomed to the new stuff, but I'll keep your tips in mind for next time.

Backyard Furnace can be build with any kind of stone blocks, but again, you have to deconstruct existing walls to get stone blocks if you don't rush the stone cutting research. And that is actually what I wanted for early game.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: sidfu on March 28, 2015, 09:33:48 PM
what i would like to see is how the nu metal mod does where u mine ore and u have to process it into them.
to bad someone cant make a common metals mod that other mods could draw from to keep compatiablity up.
might try that tonite when i get bored watching some youtube vids. since i can do it all with xlm files
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on March 29, 2015, 07:50:37 AM
what i would like to see is how the nu metal mod does where u mine ore and u have to process it into them.
to bad someone cant make a common metals mod that other mods could draw from to keep compatiablity up.
might try that tonite when i get bored watching some youtube vids. since i can do it all with xlm files

It's easy to make a common metal mod, the hard part is to make sure all other modders actually use the new metals.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: sidfu on March 29, 2015, 08:07:50 AM
what i would like to see is how the nu metal mod does where u mine ore and u have to process it into them.
to bad someone cant make a common metals mod that other mods could draw from to keep compatiablity up.
might try that tonite when i get bored watching some youtube vids. since i can do it all with xlm files

It's easy to make a common metal mod, the hard part is to make sure all other modders actually use the new metals.

know what u mean. wish the modding community was a bit like kerbal space programs. in it we have 4 or 5 common item mods to moders made so moders can help keep mods more compatiable.
but here seems every one gets giddy and have to have their own of the same old resouces lol.

well did do a little last nite and wouldnt be to hard to make it. just need to see if its possible to split .xml into differnt ones beyond a base so that any specalized metals would be easy to add.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: cheetah2003 on March 30, 2015, 05:37:17 AM
This is definitely one of my favorite mods.  Thanks so much for making this.

I was wondering if you could make a 3rd version, 'Ultra lite' which just adds concrete, high-grade steel, the mine (and related items/traders) and nuke plant.  I really don't care for all the extra useless metals in my game, especially when using other mods that add resources.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: Mechanoid Hivemind on March 30, 2015, 08:48:20 AM
I agree all i want was the nuke plant too thats the only thing i use out of it
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: Ozy on March 30, 2015, 05:03:09 PM
Backyard Furnace can be build with any kind of stone blocks, but again, you have to deconstruct existing walls to get stone blocks if you don't rush the stone cutting research. And that is actually what I wanted for early game.
Yes indeed, I've seen that. Of course it'd be easier if the game showed something like greyed options for materials you don't have, but on the other hand it's cleaner the way it is, and unnecessary once you know it.

The other thing that might be a good addition for the game (I'm not sure there's no way to tell, I'm still quiet new to the game), is to add the power requirements in the stats. In this case that would have helped to know the backyard furnace didn't require any, since it uses wood.

Anyway everything's clear now, thanks again for the help and the mod of course, really appreciated.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: DrinkV0dka on March 30, 2015, 06:51:03 PM
Does anybody have a way to make this work with nu metals since that mod makes it so you smelt iron ore into steel and since this mod adds steel theres no way to get normal iron.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: Canute on March 31, 2015, 02:09:51 AM
Did you try the Lite version ?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: DrinkV0dka on March 31, 2015, 09:43:19 AM
I guess ill just use that version.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: drongo on April 09, 2015, 10:04:38 PM
Are there any known conflicts with other mods that could cause using the skydriller to disappear without creating the mine shaft? I've experienced this problem with the two last versions of the mod, i can write up a list of the mods i'm using if need be, but thought i'd ask about any known conflicts before i put up a wall of text, thanks! loving your mod otherwise.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on April 10, 2015, 10:42:07 AM
Are there any known conflicts with other mods that could cause using the skydriller to disappear without creating the mine shaft? I've experienced this problem with the two last versions of the mod, i can write up a list of the mods i'm using if need be, but thought i'd ask about any known conflicts before i put up a wall of text, thanks! loving your mod otherwise.

skydriller is more a .dll mod rather than a .XML mod, it should work with other mods. can you give me the mod list you using? i can have a check.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: drongo on April 10, 2015, 11:12:49 AM
I've switched to the lite version now, haven't bought a skydriller yet though, so i'm unsure whether it works now. It's quite a long list but here http://gyazo.com/8d6dcd1ebbf523a9dbcd4f64c5c538fc

Edit: bought a skydriller using the lite version, still not working.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on April 10, 2015, 01:30:21 PM
I've switched to the lite version now, haven't bought a skydriller yet though, so i'm unsure whether it works now. It's quite a long list but here http://gyazo.com/8d6dcd1ebbf523a9dbcd4f64c5c538fc

Edit: bought a skydriller using the lite version, still not working.

Does Skydriller creates a mining hole after drilling? it doesn't give you mine but give you a spot where you can build the mine
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: drongo on April 10, 2015, 02:10:48 PM
No mining hole created after i use it, I wait for the colonist to aim and then... nothing. i know you have to create the miner separately I have all the resources to place one after i manage to get the skydriller to place a mining hole.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on April 10, 2015, 02:34:39 PM
Did you get the message "drilling order has send to skydriller"? if yes, just wait. if no, are you targeting a overhead mountain area? Sky driller can't drill through mountains.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: drongo on April 10, 2015, 11:34:52 PM
Yeah, i got the message and i waited a few seconds after the colonist has finished aiming. i saved and tried it on different terrains and each time it wasn't under a roof or overhead mountain.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on April 11, 2015, 05:28:41 AM
How long did you wait after you get the message? it may take a while before the skydriller take the position and start drilling. sometimes even more than a day.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: drongo on April 11, 2015, 12:02:37 PM
I've been playing the save that i tried the skydriller on, do i have to have the colonist that sent the order to the skydriller to stand in place drafted for over a day?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: Canute on April 11, 2015, 04:18:38 PM
No, activate the skydriller.
The item disappear from the colonist.
After a while you are geting a msg. the Skydriller is approching, and then soon it start to drill.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: drongo on April 11, 2015, 04:40:03 PM
I don't know what i changed but it worked now, i tried this on the same save earlier in the game, did it the same way, but now it works, can't argue with results though i guess, thanks to everyone who helped.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: cy-one on April 16, 2015, 04:31:30 PM
I'm currently a little effed about this... In my most recent play (well, before I abandoned it in favor of A10), I had a more or less complete mountain-base, with carpet/wood-flooring, complete walls, defense system and so on before the first trader with a "mining drill" actually came up.
Well, still hasn't come up.

Can you please, please add in a possibility to make a mining drill? I don't care if it costs 500 high-grade steel... But if bad luck hits you like it did me, one might get the first mine at the point where the game is (if you have the goal to go off-world) just a waiting-game-for-more-plasteel >.<
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on April 16, 2015, 05:29:32 PM
I'm currently a little effed about this... In my most recent play (well, before I abandoned it in favor of A10), I had a more or less complete mountain-base, with carpet/wood-flooring, complete walls, defense system and so on before the first trader with a "mining drill" actually came up.
Well, still hasn't come up.

Can you please, please add in a possibility to make a mining drill? I don't care if it costs 500 high-grade steel... But if bad luck hits you like it did me, one might get the first mine at the point where the game is (if you have the goal to go off-world) just a waiting-game-for-more-plasteel >.<

i will make it happen in A10 update.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: HBKRKO619 on April 16, 2015, 05:34:07 PM
That's a good news, thank you eatKenny :)
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on April 16, 2015, 05:43:35 PM
i will start working on A10 update this weekend, you can make any suggestion and requires for this update now.

an idea will be: Mine wont require skydrill and has less resource output, "Deep Mine" will be added, it requires skydrill and has more resource output.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: HBKRKO619 on April 16, 2015, 05:52:40 PM
i will start working on A10 update this weekend, you can make any suggestion and requires for this update now.

an idea will be: Mine wont require skydrill and has less resource output, "Deep Mine" will be added, it requires skydrill and has more resource output.

And that idea is not only a good idea but a 100% great idea xD
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: dareddevil7 on April 16, 2015, 05:54:13 PM
if possible eventually add a reactor building to go with the cooling towers, like you attach them
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: cy-one on April 17, 2015, 06:50:20 AM
That idea (Mine/Deep Mine) does sound good, as long as one is able to actually build all the necessary stuff themselves. Wouldn't want to run into the above mentioned problem once more :D
I also think dareddevil7 has a nice point.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: hector212121 on April 23, 2015, 05:58:22 PM
...

Apparently, Alice Cooper is a kind of ore.

(("We have struck cooper ore!"))
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on April 24, 2015, 05:22:27 AM
...

Apparently, Alice Cooper is a kind of ore.

(("We have struck cooper ore!"))

imagen Alice Cooper with a mining pick on his head ::)
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: hector212121 on April 24, 2015, 05:49:32 AM
How about a Landdriller?

Requires 400 plasteel, 600 steel/highgrade steel to make.

Acts as a skydriller, requires 10k power, and can be disassembled when it's done for a loss of 200 high-grade and 134 plasteel.
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on April 24, 2015, 07:55:34 AM
How about a Landdriller?

Requires 400 plasteel, 600 steel/highgrade steel to make.

Acts as a skydriller, requires 10k power, and can be disassembled when it's done for a loss of 200 high-grade and 134 plasteel.

i will think about it.

further news about update: this weekend i will start working on A10 update (last weekend i was working on another mod and partially waiting for a more stable A10)
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: peterTX on May 04, 2015, 06:48:00 AM
Hi Kenny,
I love this mod, good work.

Any eta on the Alpha 10 update?
Title: Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
Post by: eatKenny on May 04, 2015, 01:16:59 PM
Hi Kenny,
I love this mod, good work.

Any eta on the Alpha 10 update?

50% done, hopfully in this week.
Title: Re: [Mod] (Alpha 10) Industrialisation v0.98 (09-05-2015) A10 update!
Post by: eatKenny on May 09, 2015, 09:25:06 AM
updated to A10, don't have very much time to add new thing but some small balances. enjoy
Title: Re: [Mod] (Alpha 10) Industrialisation v0.98 (09-05-2015) A10 update!
Post by: Wulfle on May 10, 2015, 08:31:09 PM
Can I please have the A9 version? Not all the mods I use are updated yet and I really want to use yours. Would it be possible for you to PM it to me or set up a small DL link?

Thanks in advance.
Title: Re: [Mod] (Alpha 10) Industrialisation v0.98 (09-05-2015) A10 update!
Post by: eatKenny on May 11, 2015, 02:41:20 PM
Can I please have the A9 version? Not all the mods I use are updated yet and I really want to use yours. Would it be possible for you to PM it to me or set up a small DL link?

Thanks in advance.

there are 2 versions for A9, i suggest you use the lite version if you play with a lot of other mods.

https://www.dropbox.com/s/gj7260eet6dqlg5/Industrialisation_v0.97.zip?dl=0 (https://www.dropbox.com/s/gj7260eet6dqlg5/Industrialisation_v0.97.zip?dl=0)
Title: Re: [Mod] (Alpha 10) Industrialisation v0.98 (09-05-2015) A10 update!
Post by: Wulfle on May 11, 2015, 11:55:19 PM
YAY

Thank you so much for this. I play dis naow.
Title: Re: [Mod] (Alpha 10) Industrialisation v0.98 (09-05-2015) A10 update!
Post by: skyarkhangel on May 28, 2015, 11:56:27 PM

I have a suggestion,  add to nuclear power station a hopper with uranium  8)
Title: Re: [Mod] (Alpha 10) Industrialisation v0.98 (09-05-2015) A10 update!
Post by: RookHyena on May 30, 2015, 10:47:07 PM
Can I please have the A9 version? Not all the mods I use are updated yet and I really want to use yours. Would it be possible for you to PM it to me or set up a small DL link?

Thanks in advance.

there are 2 versions for A9, i suggest you use the lite version if you play with a lot of other mods.

https://www.dropbox.com/s/gj7260eet6dqlg5/Industrialisation_v0.97.zip?dl=0 (https://www.dropbox.com/s/gj7260eet6dqlg5/Industrialisation_v0.97.zip?dl=0)

Can we get this for alpha 10?
Title: Re: [Mod] (Alpha 10) Industrialisation v0.98 (09-05-2015) A10 update!
Post by: deadlydullahan on May 30, 2015, 11:16:36 PM
Can I please have the A9 version? Not all the mods I use are updated yet and I really want to use yours. Would it be possible for you to PM it to me or set up a small DL link?

Thanks in advance.

there are 2 versions for A9, i suggest you use the lite version if you play with a lot of other mods.

https://www.dropbox.com/s/gj7260eet6dqlg5/Industrialisation_v0.97.zip?dl=0 (https://www.dropbox.com/s/gj7260eet6dqlg5/Industrialisation_v0.97.zip?dl=0)


Can we get this for alpha 10?




Can't tell if this is a joke or...
Title: Re: [Mod] (Alpha 10) Industrialisation v0.98 (09-05-2015) A10 update!
Post by: skyarkhangel on June 11, 2015, 06:23:06 AM

waiting for update A11 update  ;)
Title: Re: [Mod] (Alpha 10) Industrialisation v0.98 (09-05-2015) A10 update!
Post by: hoshie on June 14, 2015, 07:07:20 AM
me2  ;D
Title: Re: [Mod] (Alpha 10) Industrialisation v0.98 (09-05-2015) A10 update!
Post by: nmid on June 17, 2015, 10:59:11 AM
I miss concrete!!
Title: Re: [Mod] (Alpha 11) Industrialisation v0.99 (20-06-2015) A11 update!
Post by: eatKenny on June 20, 2015, 09:02:07 AM
updated to A11 ;)
Title: Re: [Mod] (Alpha 11) Industrialisation v0.99 (20-06-2015) A11 update!
Post by: nmid on June 20, 2015, 09:37:18 AM
woohoo...

I assume I have to recreate my world & map?

I'm going to try it on my running map first :p
Title: Re: [Mod] (Alpha 11) Industrialisation v0.99 (20-06-2015) A11 update!
Post by: eatKenny on June 20, 2015, 10:02:09 AM
woohoo...

I assume I have to recreate my world & map?

I'm going to try it on my running map first :p

it will work on your current saved game.
Title: Re: [Mod] (Alpha 11) Industrialisation v0.99 (20-06-2015) A11 update!
Post by: masaykh on June 20, 2015, 02:33:31 PM
Hello, can i somehow take only nuclear plant and geothermal heater?
As i dont interested in other features.
Title: Re: [Mod] (Alpha 11) Industrialisation v0.99 (20-06-2015) A11 update!
Post by: nmid on June 22, 2015, 05:20:59 AM
you can go to the xml files and comment out everything you don't want.
After that just have a look at the costs and make sure you don't end up with requiring one of the cancelled raw resources.
Title: Re: [A11] Industrialisation v0.99b (27-06-2015) geothermal heater reworked/fixed
Post by: eatKenny on June 27, 2015, 07:16:58 AM
reworked the geothermal heater ;)
Title: Re: [A11] Industrialisation v0.99b (27-06-2015) geothermal heater reworked/fixed
Post by: nmid on June 27, 2015, 09:39:54 AM
reworked the geothermal heater ;)

I was wondering what was up with that... I was trying out dev mode to check a bug out.. and while planting campfires everywhere (stupid Darkness :p), I decided to plant some thermal heaters too.
Wasn't able to place it, but didn't think much of it at the time.. Kept that on my
"another one of those complicated things that doesn't work the way I expect it too... but I'm sure I'm missing something, the thing isn't bugged"
list.
Title: Re: [A11] Industrialisation v0.99b (27-06-2015) geothermal heater reworked/fixed
Post by: eatKenny on June 27, 2015, 09:58:01 AM
reworked the geothermal heater ;)

I was wondering what was up with that... I was trying out dev mode to check a bug out.. and while planting campfires everywhere (stupid Darkness :p), I decided to plant some thermal heaters too.
Wasn't able to place it, but didn't think much of it at the time.. Kept that on my
"another one of those complicated things that doesn't work the way I expect it too... but I'm sure I'm missing something, the thing isn't bugged"
list.

it was bugged, i was using dev mode and forgot to test it in normal mode. but now it's fixed
Title: Re: [A11] Industrialisation v0.99b (27-06-2015) geothermal heater reworked/fixed
Post by: nmid on June 27, 2015, 10:03:16 AM
Well, I'm thinking I will be using it only if I can mine more geothermal vents (which I can using edb laser drill :D).. and if I can pipe heat around (LT pipes!!).
That would be ideal for heating the base.

Can I control how much heat it releases? I will check it in game, haven't reached that stage yet and as I havent started playing tundra biome yet, so don't need critical heating :)
Title: Re: [A11] Industrialisation v0.99b (27-06-2015) geothermal heater reworked/fixed
Post by: eatKenny on June 28, 2015, 03:42:30 AM
Well, I'm thinking I will be using it only if I can mine more geothermal vents (which I can using edb laser drill :D).. and if I can pipe heat around (LT pipes!!).
That would be ideal for heating the base.

Can I control how much heat it releases? I will check it in game, haven't reached that stage yet and as I havent started playing tundra biome yet, so don't need critical heating :)

i like the idea to make it have like 1/3 - 2/3 - full output, may try this soon.
Title: Re: [A11b] Industrialisation (06-07-2015) A11b update
Post by: eatKenny on July 06, 2015, 05:52:37 PM
updated to A11b
Title: Re: [A11b] Industrialisation (06-07-2015) A11b update
Post by: Ipushnoobs on August 14, 2015, 02:10:27 AM
I was wondering is it possible to be able to other metals such as titanium from glitter tech or other mods?
Title: Re: [A11b] Industrialisation (06-07-2015) A11b update
Post by: Ouan on August 26, 2015, 03:29:15 PM
<waits for A12 update> Damn <twitches> I'll Check again tomorrow.
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: eatKenny on September 06, 2015, 05:57:53 AM
updated to A12, removed some features that not so useful or need reworking.
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: newvelaric on September 06, 2015, 10:22:09 AM
Yes! I was waiting for this to start my Alpha 12 game!
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: radrusty on September 08, 2015, 02:51:22 AM
Downloaded this mod, set it to load second-last among the mods from the ultimate overhaul mod.  Running version 911 currently.  Bought, equipped, and aimed the at a spot on the ground.  Got all the messages about the ship approaching, the process starting, etc.  However, no hole.  When I mouse over the spot I chose it says "plasma drill in action" but after even a week nothing is happening.
Any help would be appreciated, especially since I'm completely out of stone chunks and low on everything else!  Is there even perhaps a dev tool that can finish the mining hole process?  I guess I could probably just place a deep mine down using the spawning tool, but I'd prefer to do it the hard way.  :)
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: Andy_Dandy on September 08, 2015, 10:25:57 AM
Great mod, but has copper floors been balanced towards gold floors?

I'm also of the opinion that concrete walls are all to strong compared to the plasteel ones, and at that strength are all too cheap to build regarding ressource use. I'd also like to see the Research costs increased, like Tynan increased the cost of most techs.

NB! Opinions are based on the alpha 11 version of this mod. This mod is among my favorites, but my fun is killed if its content gets too beneficial and no brainer.
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: Andy_Dandy on September 10, 2015, 12:45:20 AM
Copper floors are clearly broken. Look at this comparison:

Gold floor:

Materials: 85 gold
Work to make: 30
Beauty: 4

Copper floors:

Materials: 5 copper
Work to make: 8
Beauty: 7

Such things ruins this otherwise excellent mod and just get redicilous. I also hope for a rewamp on the concrete walls/ Research costs etc.
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: eatKenny on September 10, 2015, 04:40:58 PM
@Andy_Dandy:
i have to say this mod has not yet balanced for A12 because lack of time(to Play through a game with this mod). but now i'm burning with my work so it may take sometime to Balance it. you can PM me if you have any Balance suggestions.
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: bazalisk on September 13, 2015, 05:33:12 AM
Not sure if this has already been asked but would it be possible for you to include a floor tile to replace the default concrete with?

Just to swap the resource required from 1 steel to 1 bag of concrete.

Its just nagging at me that i have bags of concrete yet concrete floor tiles require steel  :S 
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: vhxh2588 on September 13, 2015, 08:59:17 AM
Why i can't connect power to deep mine and Concrete mixer ???
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: eatKenny on September 13, 2015, 12:41:06 PM
Not sure if this has already been asked but would it be possible for you to include a floor tile to replace the default concrete with?

Just to swap the resource required from 1 steel to 1 bag of concrete.

Its just nagging at me that i have bags of concrete yet concrete floor tiles require steel  :S

I'd like it to be a overhaul-free mod, and on the other hand, concrete is not easy to get in early game but you may need concrete floor ASAP so...
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: eatKenny on September 13, 2015, 12:51:20 PM
Why i can't connect power to deep mine and Concrete mixer ???

really? can i get a screenshot?
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: vhxh2588 on September 14, 2015, 10:26:49 AM
Here (http://i.imgur.com/ouU1SEF.jpg)
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: bazalisk on September 14, 2015, 04:59:05 PM
^---   is it weird that i got excited that my post is visible in your screenshot  ;D

just how big are the Nuke stations lol  they look huge in this screenie  :)
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: eatKenny on September 20, 2015, 06:21:27 AM
Here (http://i.imgur.com/ouU1SEF.jpg)

maybe its because there is a switch that is off?
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on September 20, 2015, 06:22:11 AM
made some rebalances, plz redownload.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Andy_Dandy on September 22, 2015, 09:02:19 PM
made some rebalances, plz redownload.

Cool, I'll have a look.
Title: Re: [A12] Industrialisation (06-09-2015) A12 update
Post by: Loki88 on September 23, 2015, 09:56:17 AM
Not sure if this has already been asked but would it be possible for you to include a floor tile to replace the default concrete with?

Just to swap the resource required from 1 steel to 1 bag of concrete.

Its just nagging at me that i have bags of concrete yet concrete floor tiles require steel  :S

I'd like it to be a overhaul-free mod, and on the other hand, concrete is not easy to get in early game but you may need concrete floor ASAP so...

If you want to be vanilla friendly would you consider adding something like some fancy concrete pavers to this mod? It would be its own thing without replacing vanilla assets and we'd still get our concrete floors made of concrete...
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Andy_Dandy on September 28, 2015, 02:08:16 PM
Been playing for a while and must say the rebalancing of concrete fits the vanilla game alot better now. Brilliant reducing strength and amount made per stone.

When it comes to copper it still feels abit too strong compared to gold and silver flooring, especially with the huge amounts of copper generated on the map, and the super low (all too cheap) trading price of copper.

Nuclear Power and drilling I havent been testing out yet. :)
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Didact04 on September 28, 2015, 10:01:53 PM
With the sheer amount of electronic devices floating around on the Rimworld demanding that resource, copper should be in demand comparable to steel.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: T-Wrecks on October 04, 2015, 01:20:04 AM
Heya Kenny, is it possible to separate the different components so that a person could just get the mine or the cement mixer? :D
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: sercobras on October 07, 2015, 03:37:43 AM
Can u help me? Im using A12 update and i research everything but electric smelting doesnt appear, i dont know if is a program problem or im doing something wrong.

Thanks
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on October 08, 2015, 06:24:26 PM
Heya Kenny, is it possible to separate the different components so that a person could just get the mine or the cement mixer? :D

Sry I'm not planning making this mod module, this will take too much time to maintain or update. But you can go to the xml file and delete items you don't want, that's very easy.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on October 08, 2015, 06:27:39 PM
Can u help me? Im using A12 update and i research everything but electric smelting doesnt appear, i dont know if is a program problem or im doing something wrong.

Thanks

Electric smelting is vanilla research project not from this mod.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: TheGentlmen on October 09, 2015, 08:19:40 PM
(http://s9.postimg.org/u1m0bpegr/Screenshot_170.jpg) (http://postimg.org/image/u1m0bpegr/)
NPP, Drill & concrete mixer have Drawedgeshadow true but also define thier own shadow.

Edge shadow is rimworld automatically making a shadow.
Shadowdefs are for modders to make shadows manually.

Unless you want 2 shadows (Which you can't, and don't want) you need to pick one or rimworld will pick one for ya.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on October 12, 2015, 09:44:04 AM
(http://s9.postimg.org/u1m0bpegr/Screenshot_170.jpg) (http://postimg.org/image/u1m0bpegr/)
NPP, Drill & concrete mixer have Drawedgeshadow true but also define thier own shadow.

Edge shadow is rimworld automatically making a shadow.
Shadowdefs are for modders to make shadows manually.

Unless you want 2 shadows (Which you can't, and don't want) you need to pick one or rimworld will pick one for ya.

thanks for point that out. weird that i dont see any errors on my computer ???
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Kyace on October 18, 2015, 05:25:11 PM
Very cool mod; I'm really liking the 'effort' (roughly 3 pawns to keep the mine working and making drill heads with a goodly electricity cost) that it takes to keep the drill working and the SkyDriller visual effect.

A minor note, there appears to be two typos in "Recipes_IR.xml". First, the line "<jobString>Mining deep compacted stee.</jobString>" under MiningDeepSteel is missing an L.

Secondly, the line "<jobString>Mining deep uranium ore.</jobString>" has been copied under the MiningDeepPlasteel recipe without being edited to say plasteel.

I can fix it on my local copy, but thought that you might want to fix it in your original. The second issue, with the plasteel giving a uranium jobstring really had me confused during my game as I was trying to get my bills prioritized correctly.

Again, I'm really enjoying the mod! Thanks for making it and sharing it.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Twinkieishere17 on October 18, 2015, 09:23:51 PM
Hey, I'm not sure if I'm just doing something wrong, or if the mods aren't meshing or what. But when I try to use the sky drill call down it says it has called for it, but it doesn't seem to actually do anything. From what I've read it seems there should be a beam from the sky or some graphics effect to accompany it.

Thanks if you can give me some help :).

Edit: It also does not make the mining hole, just thought I'd make that part clear ;).
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on October 19, 2015, 01:28:39 PM
Very cool mod; I'm really liking the 'effort' (roughly 3 pawns to keep the mine working and making drill heads with a goodly electricity cost) that it takes to keep the drill working and the SkyDriller visual effect.

A minor note, there appears to be two typos in "Recipes_IR.xml". First, the line "<jobString>Mining deep compacted stee.</jobString>" under MiningDeepSteel is missing an L.

Secondly, the line "<jobString>Mining deep uranium ore.</jobString>" has been copied under the MiningDeepPlasteel recipe without being edited to say plasteel.

I can fix it on my local copy, but thought that you might want to fix it in your original. The second issue, with the plasteel giving a uranium jobstring really had me confused during my game as I was trying to get my bills prioritized correctly.

Again, I'm really enjoying the mod! Thanks for making it and sharing it.

thanks for the kind words, i will correct the mistakes on next update!
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on October 19, 2015, 01:39:09 PM
Hey, I'm not sure if I'm just doing something wrong, or if the mods aren't meshing or what. But when I try to use the sky drill call down it says it has called for it, but it doesn't seem to actually do anything. From what I've read it seems there should be a beam from the sky or some graphics effect to accompany it.

Thanks if you can give me some help :).

Edit: It also does not make the mining hole, just thought I'd make that part clear ;).

I dont know if there is any mod compatibility issues there(this mod doesnt have any vanilla-overhaul item so it should work fine with other mods). otherwise please wait, after the call it usually takes about one day till the skydrill comes. and please make sure that the drill location is not under "overhead mountain", the skydrill cant drill throuh mountain.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: LustrousWolf on October 25, 2015, 10:50:42 AM
I assume EPOE and this mod do not work together because they both change the electric smelter? Is there a patch for EPOE and Industrialization to work together?
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on October 25, 2015, 06:09:49 PM
I assume EPOE and this mod do not work together because they both change the electric smelter? Is there a patch for EPOE and Industrialization to work together?

no this mod dosent change any vanilla items so it should work with other mods
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: starburst98 on October 25, 2015, 07:17:55 PM
the 'change' is basically 'smelter can also do X'. you can have that listed basically infinite times and they wont conflict.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: TheGentlmen on November 02, 2015, 12:33:36 AM
Hey Kenny,
Do you still have the version released on 1/30/15, or any version where NPPs became debris? Or at least code that does a similar thing?

Ty in advance,
--Gentz
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Bradley_ on November 08, 2015, 03:20:59 PM
Would be really nice and interesting, if instead of just "powerplants" you could actually build powerplants. You know, you choose a reactor (fission, fusion, antimatter, darkmatter, whatevermatter and it's size), you also put pipes to exchange heat, choose generator, build your own cooling and airlocks for maintanance access... Well, it would be enough for a separate mod already...
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: TheGentlmen on November 08, 2015, 03:49:21 PM
Would be really nice and interesting, if instead of just "powerplants" you could actually build powerplants. You know, you choose a reactor (fission, fusion, antimatter, darkmatter, whatevermatter and it's size), you also put pipes to exchange heat, choose generator, build your own cooling and airlocks for maintanance access... Well, it would be enough for a separate mod already...

The NPP's in TGP can be built indoors, release heat, and will have a melt down if it gets too hot for em'... Datz the closest I got.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on November 12, 2015, 04:32:51 PM
Would be really nice and interesting, if instead of just "powerplants" you could actually build powerplants. You know, you choose a reactor (fission, fusion, antimatter, darkmatter, whatevermatter and it's size), you also put pipes to exchange heat, choose generator, build your own cooling and airlocks for maintanance access... Well, it would be enough for a separate mod already...

yes it will be too much for my taste, it's not a power plant simulator(might actully an interesting simulator game ::))
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on November 12, 2015, 04:43:34 PM
Hey Kenny,
Do you still have the version released on 1/30/15, or any version where NPPs became debris? Or at least code that does a similar thing?

Ty in advance,
--Gentz

this is the A11 version with code:
https://www.dropbox.com/s/8323msva637z97e/Industrialisation_A11.zip?dl=0 (https://www.dropbox.com/s/8323msva637z97e/Industrialisation_A11.zip?dl=0)

the code is orginally from an old mod "atomic power" with my modification.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: star775 on November 19, 2015, 01:21:11 PM
For some reason whenever I try to build a Nuclear plant or the Driller I cant get the colonists to take the concrete to the build sites to start building it. Says I dont have the enough resources to do it but the HG Steel is maxed leaving just the Concrete. I have about 3000 concrete as well so its not like there is a lack of it in my Colony.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Andy_Dandy on January 04, 2016, 07:36:29 AM
I enjoy this mod for the most part, but one comment. Could we tone down the amount of copper and aluminium on the map? Seems abit abundant to me.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on January 04, 2016, 08:27:03 AM
I enjoy this mod for the most part, but one comment. Could we tone down the amount of copper and aluminium on the map? Seems abit abundant to me.
will balance them in next update.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Andy_Dandy on January 04, 2016, 09:11:08 AM
I enjoy this mod for the most part, but one comment. Could we tone down the amount of copper and aluminium on the map? Seems abit abundant to me.
will balance them in next update.

Excellent news, Kenny. :)
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Demonlord091 on January 09, 2016, 09:01:27 PM
I seem to have encountered an unusual bug with this mod.  I've never had any problems before now, so I'd bet on it being a conflict.
I just can't seem to think of what it could be.

Any ideas?  I'm wondering if it has anything to do with the second image. I've only seen that sort of horror once before, but the same solution doesn't work this time.

[attachment deleted due to age]
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on January 10, 2016, 09:24:15 AM
I seem to have encountered an unusual bug with this mod.  I've never had any problems before now, so I'd bet on it being a conflict.
I just can't seem to think of what it could be.

Any ideas?  I'm wondering if it has anything to do with the second image. I've only seen that sort of horror once before, but the same solution doesn't work this time.

It's not really a bug, just a graphic setup error which won't effect gameplay and this mod shouldn't have any compatibility issues. The red errors are from another mod.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Demonlord091 on January 10, 2016, 04:57:51 PM
Makes sense.

Thanks for the response. I'll just have to keep poking at them until I figure out which ones hate each other.
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: ChJees on January 10, 2016, 11:02:28 PM
This mod was worth it just for the aluminium alone! Crazy talk of people thinking it is too abundant :P

My colony were pretty (https://dl.dropboxusercontent.com/u/547140/Screenshots/time-to-bugger-out.png) dashing (https://dl.dropboxusercontent.com/u/547140/Screenshots/aluminium-is-pretty.png) before they got raided to the point they only became 8 people out of 12 and decided to bugger out of there with a spaceship.
Got to say the mod feels pretty balanced after having played 24 hours with it and a bunch of other mods. Really picked it up when i got both the mine and nuclear reactor up. At that point getting steel and aluminum was pretty much a non issue.
Think it is weird though that you can find compacted steel and other metals what must be kilometers down there.
If one thing that could be improved so would it be the stone yield, my two level 14-15 miners only got like 4-5 stone out of each operation for what people usually treat as junk. Maybe even have a dedicated quarry for stone and scrap metal?

Now with all this fancy stuff like concrete and high grade i wonder if adding defensive structures like barricades and embrasures is on the agenda? Like a straight up better sandbag. Actual powerline poles? Capacitor banks? Transformer stations?
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on January 11, 2016, 01:27:01 AM
This mod was worth it just for the aluminium alone! Crazy talk of people thinking it is too abundant :P

My colony were pretty (https://dl.dropboxusercontent.com/u/547140/Screenshots/time-to-bugger-out.png) dashing (https://dl.dropboxusercontent.com/u/547140/Screenshots/aluminium-is-pretty.png) before they got raided to the point they only became 8 people out of 12 and decided to bugger out of there with a spaceship.
Got to say the mod feels pretty balanced after having played 24 hours with it and a bunch of other mods. Really picked it up when i got both the mine and nuclear reactor up. At that point getting steel and aluminum was pretty much a non issue.
Think it is weird though that you can find compacted steel and other metals what must be kilometers down there.
If one thing that could be improved so would it be the stone yield, my two level 14-15 miners only got like 4-5 stone out of each operation for what people usually treat as junk. Maybe even have a dedicated quarry for stone and scrap metal?

Now with all this fancy stuff like concrete and high grade i wonder if adding defensive structures like barricades and embrasures is on the agenda? Like a straight up better sandbag. Actual powerline poles? Capacitor banks? Transformer stations?

you sir, thanks for all the kind words and ideas. i will consider those suggestions for the next update ;)
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Grimandevil on January 14, 2016, 10:45:50 AM
hey Kenny,
i've figured, u can modify Items_IRResources.xml with
    <stuffProps>
      <categories>
        <li>Metallic</li>
        <li>Steeled</li>

to make it Combat Realism friendly. (they change mats for armor). Maybe u could make a small comp. patch and/or mention it in the op post.

Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: eatKenny on January 15, 2016, 11:51:16 AM
hey Kenny,
i've figured, u can modify Items_IRResources.xml with
    <stuffProps>
      <categories>
        <li>Metallic</li>
        <li>Steeled</li>

to make it Combat Realism friendly. (they change mats for armor). Maybe u could make a small comp. patch and/or mention it in the op post.

thanks, sure i will do it soon
Title: Re: [A12] Industrialisation (20-09-2015) rebalance!!!
Post by: Grimandevil on January 16, 2016, 11:06:47 AM
i'd also suggest adding <ArmorRating_Sharp> & <ArmorRating_Blunt> to <statFactors>
kinda makes sense.
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!!!
Post by: eatKenny on January 24, 2016, 04:45:50 AM
a small update to add the "combat realism patch", if needed please redownload. ;)
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: Frug on January 26, 2016, 06:05:13 PM
When deep mining for plasteel it says that the colonist is deep mining uranium. Odd, but in no way a problem.
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: eatKenny on January 27, 2016, 01:37:30 PM
When deep mining for plasteel it says that the colonist is deep mining uranium. Odd, but in no way a problem.
that's my mistake :P

i've fixed it, you can redownload this mod or go to "...RimWorld914Win\Mods\Industrialisation\Defs\RecipeDefs", open Recipes_IR.xml and correct it yourself.
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: Stormbladee on February 12, 2016, 09:11:34 AM
I have a few other mods installed and have just recently stumbled across this one, gave it ago and now I have no uncompleted research or completed research, it's just... Well blank, I've tried loading the mods in different orders but nothing has fixed it, know anything about this? If not that's cool i'm sure I can figure it out eventually.
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: eatKenny on February 13, 2016, 03:30:31 PM
I have a few other mods installed and have just recently stumbled across this one, gave it ago and now I have no uncompleted research or completed research, it's just... Well blank, I've tried loading the mods in different orders but nothing has fixed it, know anything about this? If not that's cool i'm sure I can figure it out eventually.

try restart the game ;)
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: Bobthefarmer1 on February 14, 2016, 08:25:46 PM
Hi, I have a slight issue making a Deep mine, I have some high grade steel and concrete, but it doesnt let me build it, saying that it still needs materials. Is there  anyway I can fix or trouble shoot?
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: klop1324 on February 17, 2016, 05:34:47 PM
+1

Having the same problem with the Deep Mine, I have the materials, and am unable to build it
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: eatKenny on February 17, 2016, 05:45:51 PM
as far as i know you can't build it until you have ALL required matierals. please try it again and tell me if it works.
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: Dugalle900 on February 19, 2016, 05:53:40 PM
I don't know if this is intentional or not or, if it is a bug, if anyone has commented on this before but I can't craft melee weapons using concrete.
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: eatKenny on February 20, 2016, 05:09:04 AM
I don't know if this is intentional or not or, if it is a bug, if anyone has commented on this before but I can't craft melee weapons using concrete.

you can make a concrete club, but a concrete sword is beyond reality
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: Dugalle900 on February 20, 2016, 05:48:40 AM
Oh, I was trying to make a mace.
Thank anyway :)
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: Bobthefarmer1 on April 10, 2016, 12:25:18 PM
Is this mod getting updated? o.O
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: eatKenny on April 10, 2016, 12:41:30 PM
yes, but it may take a while, real life stuff and shit...
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: Bobthefarmer1 on April 10, 2016, 01:09:45 PM
Oh fair enough dude, real life first amigo. Take care!
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: berni1212 on April 17, 2016, 07:39:46 AM
Hey.

Can u plz update this mod to A13 i would love to play with it and i love the Deep mine :D
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: silentwolf123 on April 17, 2016, 10:43:07 AM
Update when you can bud, real life always takes precendence, just know that people will play the shit out of your mod lol!
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: eatKenny on April 17, 2016, 11:44:34 AM
already working on it, hope can finish it sometime next week
Title: Re: [A12] Industrialisation (24-01-2016) combat realism patch added!
Post by: berni1212 on April 17, 2016, 11:58:33 AM
already working on it, hope can finish it sometime next week

I opend it some of the Stuff is working in A13 but if u place the Reaktor in Creative your map looks like a Nuke Exploded :D
Btw can u maby Try to add some other high tier Power generators or so not only that Atom  generator ?
WE LOVE YOUR WORK !!!!!!!
And thanks for working on that Update :) :) :) :)
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on April 21, 2016, 03:05:15 PM
updated to A13, hope you enjoy!

deep mine reworked, adds refinery, more changes see OP,

havent have time to play with this mod, balance suggestions needed.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: pktongrimworld on April 21, 2016, 03:29:43 PM
OMG <3
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Dugalle900 on April 21, 2016, 03:31:45 PM
updated to A13, hope you enjoy!

deep mine reworked, adds refinery, more changes see OP,

havent have time to play with this mod, balance suggestions needed.

YESS!!!!!!!! FINALLY MY FAVORITE MOD!
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: igz33 on April 21, 2016, 05:55:44 PM
Do we need to start another game?
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on April 21, 2016, 06:02:35 PM
Do we need to start another game?
this mod works fine with existing saves, however you won't able to find any map genarated stuff like copper ore, aluminium ore etc.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: silentwolf123 on April 21, 2016, 06:11:48 PM
What about mod compatability? is it fine?
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on April 21, 2016, 06:28:01 PM
What about mod compatability? is it fine?
as far as i know this mod will work with other mods as it only adds stuff.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Grynnreaper on April 22, 2016, 12:43:44 AM
Yissssssss, i need dis.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: igz33 on April 22, 2016, 12:59:42 AM
since that Iv'e install that mod, after about 10 minutes of playing, my colonist just keep standing and the game is going into sa lag spike!
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: berni1212 on April 22, 2016, 02:08:41 AM
eatkenny Thanks for Updating it :)
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Agent00Soul on April 22, 2016, 02:52:18 AM
Thanks for the update. This mod is awesome.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on April 22, 2016, 04:40:00 AM
since that Iv'e install that mod, after about 10 minutes of playing, my colonist just keep standing and the game is going into sa lag spike!

can i have more infos? mod list, screenshots, error log?
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Morrneyo on April 22, 2016, 06:47:23 AM
I'm learning how to make a mod with this exemplary mod!
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on April 22, 2016, 05:47:37 PM
I'm learning how to make a mod with this exemplary mod!

(http://i1.kym-cdn.com/photos/images/facebook/000/345/169/bc7.png)
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: berni1212 on April 22, 2016, 08:57:46 PM
@Eatkenny can u add maby more Power Sources like water gens on deep water places or some higher tier Solar to gen more power then only Nuclear
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Agent00Soul on April 22, 2016, 09:00:28 PM
since that Iv'e install that mod, after about 10 minutes of playing, my colonist just keep standing and the game is going into sa lag spike!

I have this as well..

Pawn goes into standing mode.. If you leave him it wont crash but if you instruct him to do any task or draft him and try to move him the game will crash..

I also use fluffys mods but nothing else really.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on April 23, 2016, 04:23:46 AM
since that Iv'e install that mod, after about 10 minutes of playing, my colonist just keep standing and the game is going into sa lag spike!

I have this as well..

Pawn goes into standing mode.. If you leave him it wont crash but if you instruct him to do any task or draft him and try to move him the game will crash..

I also use fluffys mods but nothing else really.

maybe its because the colony manager mod from fluffys, i made a small fix to workgivers Def to fix this issue, please redownload this mod and tell me if it works.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: berni1212 on April 23, 2016, 05:46:58 AM
By me is it Totaly fine no lags nothing but i don'T use mods from Fluffys
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Korn.Mil on April 23, 2016, 09:23:10 AM
Why there are no explosion when reactor overheats?
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on April 23, 2016, 10:28:39 AM
Why there are no explosion when reactor overheats?

damn i forgot...

on the other hand: HOW CAN YOU LET THE PRECIOUS NUCLEAR POWER PLANT OVERHEAT AND EXPLODE???

edit: just updated the file in dropbox so that the NPP explodes, you can redownload it.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on April 23, 2016, 10:56:06 AM
@Eatkenny can u add maby more Power Sources like water gens on deep water places or some higher tier Solar to gen more power then only Nuclear

your suggestions will be considered, i especially like the hydro generator idea...
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Korn.Mil on April 23, 2016, 03:23:21 PM
Why there are no explosion when reactor overheats?

damn i forgot...

on the other hand: HOW CAN YOU LET THE PRECIOUS NUCLEAR POWER PLANT OVERHEAT AND EXPLODE???

edit: just updated the file in dropbox so that the NPP explodes, you can redownload it.
I mean, when its overheat and hits 0hp, and now reactor just disappears. Make a thing like, when reactor explodes, there toxic fallout begins, or something like that, and lot of fire after explosion. Big boom, you know? xD
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Khaosius789 on April 27, 2016, 10:43:38 PM
Can you buff the concrete health please? At the moment it's only slightly stronger than most of the stone blocks, so it doesn't really make sense to use it when the stone block walls offer a beauty bonus...
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: carpediembr on April 28, 2016, 01:11:18 AM
Any chance we could have a recipe for coolant? it's pretty uncommon on the traders and quite expensive sometimes. I think it would be cheaper to purchase the raw material from the trader instead using the deep mine.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Freeadama89 on April 28, 2016, 02:16:29 AM
Still having the standing and lag bug here, I do have other mods installed now but I had this issue even when it was only your mod installed...
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Canute on April 28, 2016, 02:53:46 AM
Still having the standing and lag bug here, I do have other mods installed now but I had this issue even when it was only your mod installed...
Did you manaualy changed the work priorities ?
I think i read a similar problem with still standing idle pawns at some other thread.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: m33n on April 28, 2016, 03:17:58 AM
Any chance we could have a recipe for coolant? it's pretty uncommon on the traders and quite expensive sometimes. I think it would be cheaper to purchase the raw material from the trader instead using the deep mine.

I second this. I had 1 coolant for like 3-4 seasons so please include some way of manufacturing it.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Freeadama89 on April 28, 2016, 03:41:19 AM
Still having the standing and lag bug here, I do have other mods installed now but I had this issue even when it was only your mod installed...
Did you manaualy changed the work priorities ?
I think i read a similar problem with still standing idle pawns at some other thread.

Yea, I did change them.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: carpediembr on April 28, 2016, 09:37:27 AM
Any chance we could have a recipe for coolant? it's pretty uncommon on the traders and quite expensive sometimes. I think it would be cheaper to purchase the raw material from the trader instead using the deep mine.

I second this. I had 1 coolant for like 3-4 seasons so please include some way of manufacturing it.

In order to mine plasteel, you require 3 coolants, which is roughly 10silver each, making a total of 30 silver for 6 plasteel. Which sounds fine, because a single plasteel cost between 20 to 30 silver on a trader.

The issue is that is not counting the initial investment of 3k for the skydrill, plus 1k for a drill head, plus all the energy, plus everything the Deep Mine itself. And lets not talk about how uncommon it is.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on April 28, 2016, 12:03:57 PM
thanks for all the ideas and suggestions, they will be worked into the next update.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Andy_Dandy on May 01, 2016, 12:52:28 AM
Just a thought. I'd love it if the Nuclear powerplant needed to be fueled with uranium to produce energy, and not requiring uranium to be buildt (but rather alot more stone and etc).
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: «Temple» on May 01, 2016, 01:22:05 AM
Great work Kenny like always, I've always been an fan of yours and your mods but there is 1 thing I want to ask, you make a mod just for the concrete foundations so I can build on water after placing them, if you don't want to I might and is it alright if I post it as an attachment so maybe you can put it on a dropbox download for other people like me?
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on May 02, 2016, 09:36:24 AM
Just a thought. I'd love it if the Nuclear powerplant needed to be fueled with uranium to produce energy, and not requiring uranium to be buildt (but rather alot more stone and etc).

sounds legit, i will try make this in next update.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on May 02, 2016, 09:41:46 AM
Great work Kenny like always, I've always been an fan of yours and your mods but there is 1 thing I want to ask, you make a mod just for the concrete foundations so I can build on water after placing them, if you don't want to I might and is it alright if I post it as an attachment so maybe you can put it on a dropbox download for other people like me?

please send me an attach, last time (around A8-A9 i remenber) i checked it is not possible to put a floor over water.

PS: concrete foundation over DEEP water? really?
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: dareddevil7 on May 02, 2016, 12:36:54 PM
Just a thought. I'd love it if the Nuclear powerplant needed to be fueled with uranium to produce energy, and not requiring uranium to be buildt (but rather alot more stone and etc).

sounds legit, i will try make this in next update.
Thinking about it, could you cannibalize code from the fueled generator and use it for the nuclear reactor
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: CatBattleZ on May 04, 2016, 10:36:32 AM
Hey, Can someone give me this mod but in alpha 12, i would apriciate it.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on May 04, 2016, 10:54:08 AM
Hey, Can someone give me this mod but in alpha 12, i would apriciate it.

https://www.dropbox.com/s/hm6g1mu4zt0mxf4/Industrialisation_A12.zip?dl=0 (https://www.dropbox.com/s/hm6g1mu4zt0mxf4/Industrialisation_A12.zip?dl=0)
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: silverskin on May 04, 2016, 09:21:59 PM
This is a great mod. Lots of really useful and essential things. I love building walls out of concrete. Makes it all feel neater and cleaner than using stone blocks.
The deep mine is a godsend. On a standard flat map, there is simply not enough resources to build what you need to build. There really is a limit to how many potatoes you can reasonably trade for steel.

Only problem I have is with the skydriller. One some games I have to use development mode to force dozens and dozens of orbital traders in the hopes of finding one. They don't come up often enough. I can wind up spending a whole year with my colonists sitting on their asses, unable to build or produce with no resources, just waiting for a trader to have a lucky skydriller so I we can progress forwards.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: MarineStardust on May 05, 2016, 12:16:37 AM
is this mod friendly with other mod?
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on May 05, 2016, 05:39:09 AM
This is a great mod. Lots of really useful and essential things. I love building walls out of concrete. Makes it all feel neater and cleaner than using stone blocks.
The deep mine is a godsend. On a standard flat map, there is simply not enough resources to build what you need to build. There really is a limit to how many potatoes you can reasonably trade for steel.

Only problem I have is with the skydriller. One some games I have to use development mode to force dozens and dozens of orbital traders in the hopes of finding one. They don't come up often enough. I can wind up spending a whole year with my colonists sitting on their asses, unable to build or produce with no resources, just waiting for a trader to have a lucky skydriller so I we can progress forwards.

ok i will take a look at skydriller, i havent play through a A13 game, but i do hear that obital trader coming not so often like before.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on May 05, 2016, 05:39:47 AM
is this mod friendly with other mod?
i think so, this mod does not overhaul anything
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Stealth on May 06, 2016, 01:37:04 PM
How do you use the sky driller device?
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on May 07, 2016, 06:35:58 AM
How do you use the sky driller device?

equip it, and shoot it like a BB gun at the location where you want to drill.
do not try to drill under "overhead mountain", the skydriller can't drill through mountain.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Stealth on May 07, 2016, 11:58:46 AM
Ok thanks!
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Stealth on May 08, 2016, 10:34:15 AM
I know the drill is sold by a trade ship but it's been a long time and no trader has had one yet. Is there a way to "hack" one into the game or force every trader to have a drill or something?
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: kuchiki19 on May 09, 2016, 05:16:42 AM
great mod kenny, thanks for making it. it really need effort to make one deep miner but its really help till late game.

i have one report that probably caused by this mod, i used many mods and this is my first game using your mods.
so the story goes like this. first i got toxic fallout and then i switch off the deep mines i have outdoor to prevent my colonist from getting toxic buildup obviously. then i realized that all of my colonist with haul jobs will only standing, they do still do other higher priority but when they did all their higher priority jobs, they back to standing instead of hauling.
i open the log and saw this error i attach here.
then i forbid the coolants so they wouldnt focus with refueling the deep mine because its turned off and it worked.

im not entirely sure if this is caused by your mod since i use lot of mods.  i post here just to let you know. :)
sorry for my english and once again thanks for the great mod.

[attachment deleted by admin - too old]
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Nanao-kun on May 09, 2016, 12:50:47 PM
I know the drill is sold by a trade ship but it's been a long time and no trader has had one yet. Is there a way to "hack" one into the game or force every trader to have a drill or something?

You can spawn one with the dev option in the game. Should be in the spawn weapons section.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Stealth on May 09, 2016, 05:17:51 PM
That worked. Thanks.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: xiiaotan on May 18, 2016, 11:55:44 PM
i've create a mining hole in an undisre spot how can i remove it? Thanks
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on May 19, 2016, 03:34:18 AM
i've create a mining hole in an undisre spot how can i remove it? Thanks

you can't remove the mining hole, it's like geyser, can't be destoryed.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: xiiaotan on May 19, 2016, 03:47:00 AM
the geyser can be remove by using a new structure called the laser filler. I hope that ic anr emove that hole =( not planning to start a new game
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: jhadred on July 01, 2016, 09:51:37 PM
Has anyone had a problem where after "Drill order complete" comes up, the beam and explosions still continue?  I didn't see it in the earlier thread.

I have modified some xml files but nothing that I'm aware that this should affect.  I set that all ships should have a drill head and remote by making min=1, but then also added that the drill head should be able to be built by the machining table (using steelx instead of regular steel), and that coolant should be able to be made at the brewing table.  I could reload the stock industrialization mod, but I think the drilling procedure is likely not in the xmls.

I did have it successfully drill once, then decided I didn't want it there and reloaded to a prior save.  Ever since, it doesn't seem to finish drilling even after waiting a day after it creates the hole.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: jhadred on July 01, 2016, 10:19:59 PM
Never mind, after waiting over game day after the first drilling complete, it finally showed Drilling complete two more times (with about half a day in between) so the beam was going three times for some reason with three overlapping holes.

I noticed that the ammo is set like an assault rifle rather than a pistol.  Is the burstshotcount tag necessary to work?  I'm wondering if mine somehow defaulted to 3 instead of 1.  That's the only thing I can think of why it seems like three beams were going.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: 123nick on July 18, 2016, 11:19:49 PM
hey will this be updated too A14? sorry if it has been asked before.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: turbosr on July 19, 2016, 02:35:28 AM
I too am posting to show my support for updating the mod, this is one of my favorite mods for RimWorld, and would love to carry it into A14.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: eatKenny on July 19, 2016, 02:52:44 PM
i will but may take a while, busy at work and sh*t :o
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: Cibi on July 21, 2016, 04:29:33 AM
I really like this mod, I always hated that Steel and other metals are just non-renewable. I play my colonies long term, often lasting as long as an entire release, so its either this, or trading for my steel in the late late game.
Title: Re: [A13] Industrialisation (21-04-2016) A13 update, deep mine reworked!
Post by: neotris9 on July 22, 2016, 05:45:38 AM
This is an amazing mod! +1 support and awaiting a possible A14 release!
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on July 24, 2016, 04:30:39 PM
updated to A14, changelog see OP.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: kaptain_kavern on July 24, 2016, 05:00:17 PM
Great job there Kenny

Thanks
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: 123nick on July 24, 2016, 05:25:12 PM
thanks for the update, but i have a minor issue. this mod adds, copper, and so does cupropandas Corepanda mod, his core mod which all his other mods require inorder to work properly. maybe a patch that allows this mod too use cupro pandas copper instead of its own? and too not generate copper veins or copper ruins (this mods copper) ? or maybe, a similiar change is a patch that just rename copper too something else entirely, like nickel, so there isnt 2 different coppers.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: neotris9 on July 25, 2016, 11:27:10 PM
I like the electricity cost on the deep mine but the lack of coolant makes the mod way too OP and simply infinite as electricity is free after you get all of your reactors and stuff up. Concrete, though, which is my favorite thing about this mod, I feel is a necessity. You can make it from any rock and it keeps your entire base the same color.

I assume you just updated the mod quickly thus just removed coolant for the sake of saving your time so it isn't a huge deal or anything.

Anyway, thanks for updating! I just couldn't function without my concrete! Without it my base becomes a calico of random color.. Which gives it character, but just isn't as uniform as it could be..
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on July 26, 2016, 05:12:33 PM
thanks for the update, but i have a minor issue. this mod adds, copper, and so does cupropandas Corepanda mod, his core mod which all his other mods require inorder to work properly. maybe a patch that allows this mod too use cupro pandas copper instead of its own? and too not generate copper veins or copper ruins (this mods copper) ? or maybe, a similiar change is a patch that just rename copper too something else entirely, like nickel, so there isnt 2 different coppers.

i will find a way to fix this...
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on July 26, 2016, 05:19:33 PM
I like the electricity cost on the deep mine but the lack of coolant makes the mod way too OP and simply infinite as electricity is free after you get all of your reactors and stuff up.
I assume you just updated the mod quickly thus just removed coolant for the sake of saving your time so it isn't a huge deal or anything.

thing is, traderships seems very rare after A12, i cant find a way that colony can have a constant supply of coolant, so i get rid of it.
but i drastically increased power consumption and reduced the resource gain from the deep mine.

Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: neotris9 on July 26, 2016, 10:32:02 PM
Yeah, I can agree with that. Without the more ships mod the deep mine would be pretty unusable anyway so it is a good work-around. I understand and agree now.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: zulef on July 27, 2016, 01:04:54 PM
Why not add some form of craftable coolant, maybe it could be grown from crops?
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on July 27, 2016, 04:02:27 PM
im thinking adding water into this mod, which can be collected near steam geyser or near lake/sea. water can be used in concrete production,  cooling deep mine, or even cooking meals.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: cuproPanda on July 27, 2016, 08:40:38 PM
thanks for the update, but i have a minor issue. this mod adds, copper, and so does cupropandas Corepanda mod, his core mod which all his other mods require inorder to work properly. maybe a patch that allows this mod too use cupro pandas copper instead of its own? and too not generate copper veins or copper ruins (this mods copper) ? or maybe, a similiar change is a patch that just rename copper too something else entirely, like nickel, so there isnt 2 different coppers.

i will find a way to fix this...

There's no need, really. They don't conflict with each other, and I've updated my Unifier mod which allows the two to be exchanged depending on which one is needed at the time.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: silentwolf123 on July 29, 2016, 06:33:51 PM
Great mod, only thing ive noticed is that when building alluminum and copper windmills and solar panels they are the same power output of steel, is this on purpose orrr?
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on July 30, 2016, 03:12:13 AM
thanks for the update, but i have a minor issue. this mod adds, copper, and so does cupropandas Corepanda mod, his core mod which all his other mods require inorder to work properly. maybe a patch that allows this mod too use cupro pandas copper instead of its own? and too not generate copper veins or copper ruins (this mods copper) ? or maybe, a similiar change is a patch that just rename copper too something else entirely, like nickel, so there isnt 2 different coppers.

i will find a way to fix this...

There's no need, really. They don't conflict with each other, and I've updated my Unifier mod which allows the two to be exchanged depending on which one is needed at the time.

ok, thanks!
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on July 30, 2016, 03:13:58 AM
Great mod, only thing ive noticed is that when building alluminum and copper windmills and solar panels they are the same power output of steel, is this on purpose orrr?

they do have same power output, only thing changed is the HP.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: Andy_Dandy on July 30, 2016, 02:26:37 PM
im thinking adding water into this mod, which can be collected near steam geyser or near lake/sea. water can be used in concrete production,  cooling deep mine, or even cooking meals.

I'd love to see water in concrete production, making it more challenging to get this precious building material. Also a great way to represent good use of water other then for drinking and showering. :) Perhaps also make ways for saving up rain very slowly?
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: balketh on July 31, 2016, 04:00:00 AM
im thinking adding water into this mod, which can be collected near steam geyser or near lake/sea. water can be used in concrete production,  cooling deep mine, or even cooking meals.

I'd love to see water in concrete production, making it more challenging to get this precious building material. Also a great way to represent good use of water other then for drinking and showering. :) Perhaps also make ways for saving up rain very slowly?

It's really easy to add water to the game if another mod you have provides it, like CuproPanda's mods, which add a 'bucket of fresh water'. I janked up my copy of Industrialisation's concrete to require a bucket of water with its stone.

I'm no great modder, all I've learned has been from trial and error debugging mods and making them more compatible with my load order, but if you wanted to do as I've done, it's fairly simple.

In your Industralisation mod folder, go into Defs, and then into RecipeDefs, and open up Recipes_Ind.xml (in Notepad++ if you have it).

Right at the top is the recipe for concrete, which has this as its only ingredient:
Code: [Select]
<ingredients>
<li>
<filter>
<categories>
<li>StoneChunks</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>

This means it requires 1 of any kind of item from the StoneChunks category. We want to add 'CP_FreshWaterBucket' as an ingredient (the name of the Bucket of Fresh Water from CuproPanda's mods). Took me a bit of digging, but if you copy and paste the StoneChunks code block there, and put it under itself, you can then change 'categories' to 'thingDefs', and 'StoneChunks' to 'CP_FreshWaterBucket', and as far as I've seen, it works! Like so:
Code: [Select]
<ingredients>
<li>
<filter>
<categories>
<li>StoneChunks</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>CP_FreshWaterBucket</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>

This will, if I understand it correctly, mean that Industrialization will be dependent on CuproPanda's mods, and thus need to be loaded after them, of course.

Wish I knew how to turn this kind of thing into an overriding compatibility patch, rather than direct edits to the mods. I'd love to make myself, at least, an item and recipe compatibility patch, so I stop getting doubleups of things like 'raw coffee' and 'coffee beans' from Cupro's/Vege Garden mods, etc.

Anyway, love the mod, hope this helps.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: neotris9 on July 31, 2016, 06:05:09 AM
im thinking adding water into this mod, which can be collected near steam geyser or near lake/sea. water can be used in concrete production,  cooling deep mine, or even cooking meals.

This would be awesome!
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: Reviire on July 31, 2016, 07:54:21 AM
Hey, fun mod. Just wondering, do you have the A13 version floating around somewhere? Still waiting for some other mods to update before I switch to A14, and I lost my A13 version when i was fixing some issues with the game. I'd really appreciate it if you could throw it my way.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: Mese on July 31, 2016, 07:45:51 PM
I know im being dumb .. but im on the alpha 14 steam version , getting the workshop mods into the game is easy ... but I dont know how to get the forum mods into my steam game :( .. help !
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on August 01, 2016, 03:16:25 PM
Hey, fun mod. Just wondering, do you have the A13 version floating around somewhere? Still waiting for some other mods to update before I switch to A14, and I lost my A13 version when i was fixing some issues with the game. I'd really appreciate it if you could throw it my way.

https://www.dropbox.com/s/v4id6cyqmbj10m2/Industrialisation_A13.zip?dl=0 (https://www.dropbox.com/s/v4id6cyqmbj10m2/Industrialisation_A13.zip?dl=0)
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: KoalaB on August 02, 2016, 10:14:24 AM
I know im being dumb .. but im on the alpha 14 steam version , getting the workshop mods into the game is easy ... but I dont know how to get the forum mods into my steam game :( .. help !

Throw the unpacked mod folder into Steam/steamapps/common/Rimworld/Mods

Then load it in game through the load menu.

Cheers.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: Mese on August 02, 2016, 12:41:02 PM
KoalaB you're awesome :)
Thankyou
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: Hatti on August 02, 2016, 02:47:51 PM
love that this mod got updated! but the lack of coolant really makes the mine to powerfull even with the extraction amount and energy change.
the idea of water as coolant is very nice but its too easy to get. the cooland shoulnt be too easy to get. It was fine if you used the trade ship transponder to get coolant.

but a craftable cooland would be nice and should require something growable as example and/or like combat realism did with boombaloops/rats and explosives
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: Reviire on August 02, 2016, 07:35:29 PM
Hey, fun mod. Just wondering, do you have the A13 version floating around somewhere? Still waiting for some other mods to update before I switch to A14, and I lost my A13 version when i was fixing some issues with the game. I'd really appreciate it if you could throw it my way.

https://www.dropbox.com/s/v4id6cyqmbj10m2/Industrialisation_A13.zip?dl=0 (https://www.dropbox.com/s/v4id6cyqmbj10m2/Industrialisation_A13.zip?dl=0)
Thanks dude.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on August 03, 2016, 01:48:17 PM
but a craftable cooland would be nice and should require something growable as example and/or like combat realism did with boombaloops/rats and explosives

yes i will make coolant craftble after i add water to the mod. may take some time though.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: balketh on August 04, 2016, 01:33:33 AM
yes i will make coolant craftble after i add water to the mod. may take some time though.

Yay, -another- copied resource. Guess I'll add it to Cupro's Unifier. Might just replace it outright in my copy with water that already exists. Hate seeing five different types of X or Y in my game, but ah well, every mod wants to be self sufficient I guess!
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eskoONE on August 04, 2016, 07:36:30 AM
If someone made a mod where all kind of ressources are added in one place so everybody could use the same ressources... I could imagine ccl having something like this. Gotta ask em.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: viperwasp on August 04, 2016, 08:24:02 AM
If someone made a mod where all kind of ressources are added in one place so everybody could use the same ressources... I could imagine ccl having something like this. Gotta ask em.

If I am not mistaken there are pros and cons to that. First of all if it's added directly into CCL then whoever manages it would have extra work. Second everyone would have to agree on the stats for given material etc. Just because two mods use Titanium or Copper does not mean that both mods Titanium or Copper have the same stats or even appearance. If you unify the material you still need to choose one or the other unless there is some crazy method that I simply cannot grasp either way I feel it involves a lot of modders working together and coming to decisions. And it makes the upkeep of multiple mods that somewhat work together harder. I assume anyhow.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eskoONE on August 04, 2016, 12:09:06 PM
If someone made a mod where all kind of ressources are added in one place so everybody could use the same ressources... I could imagine ccl having something like this. Gotta ask em.

If I am not mistaken there are pros and cons to that. First of all if it's added directly into CCL then whoever manages it would have extra work. Second everyone would have to agree on the stats for given material etc. Just because two mods use Titanium or Copper does not mean that both mods Titanium or Copper have the same stats or even appearance. If you unify the material you still need to choose one or the other unless there is some crazy method that I simply cannot grasp either way I feel it involves a lot of modders working together and coming to decisions. And it makes the upkeep of multiple mods that somewhat work together harder. I assume anyhow.

i dont understand much from the programming aspect but in my mind, if there was a unified place were ppl can call their ressources from, it would be easier to implement support for many other mods.

ccl seems to be a good place for that too since its a community collaboration. balancing things would be a matter of tuning ressources used for building stuff. and about the stats, u could create several types of it but naming it differently. this is rather a messy way of doing it though.

i dont know - there is surely a better way of managing all that which is not coming to my mind yet.

tl;dr:

having a unified place where ressources like copper, iron, water and so on would ease the compatibility of mods using the same ressources.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on August 04, 2016, 12:28:48 PM
i was trying to make a "resource extension" mod for CCL that all modder can use those resources. however the problem is, when you dont use the main mod, those specific resources will be useless in game, for example if you dont use "Industrialisation", the resource alumium, which appears in map and tradership, cant be used anywhere.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eskoONE on August 04, 2016, 12:33:50 PM
i was trying to make a "resource extension" mod for CCL that all modder can use those resources. however the problem is, when you dont use the main mod, those specific resources will be useless in game, for example if you dont use "Industrialisation", the resource alumium, which appears in map and tradership, cant be used anywhere.

in minituarization i learned u can call for certain mods and decide if it gets loaded or not. that should be possible with ressources too no?

edit:

also u could use those "useless" ressources for stuff related thigns? like art, furniture and so on?
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on August 04, 2016, 12:39:59 PM
also u could use those "useless" ressources for stuff related thigns? like art, furniture and so on?

true, i was stupid :P
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: 123nick on August 06, 2016, 07:28:16 PM
yes i will make coolant craftble after i add water to the mod. may take some time though.

Yay, -another- copied resource. Guess I'll add it to Cupro's Unifier. Might just replace it outright in my copy with water that already exists. Hate seeing five different types of X or Y in my game, but ah well, every mod wants to be self sufficient I guess!

because of cupros unifier, it isnt really a big deal. a problem howeve,r was that both this mod and cupropanda core both had a floor called "copper tiles" and industrialization floor copper overwritten the cupropanda copper floor tiles, but i suggested to him that he name his copper floors "sanitary copper tiles" because of the cleanliness buff they give, so now its not a problem anymore :)
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: 123nick on August 06, 2016, 07:29:50 PM
also, is this mod on the steam workshop?

edit: also, can you make a new floor- poured concrete? its like normal concrete , but with a seperate def name that doesent modify the vanilla core concrete, that is made from your mods concrete resource?
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: r4ky on August 09, 2016, 07:49:31 PM
also, is this mod on the steam workshop?


no  :'(
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on August 10, 2016, 07:02:57 AM
i dont use steam so sorry, but if anyone is interested send me a PM i can give you the permission to upload this mod to steam workshop.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: psh4989 on August 13, 2016, 10:49:46 PM
Hi!

 I have used your mod so well, but Korean language files in your mod is outdated so long ago. So, I newly translate your mod into Korean

 I would be happy if you contain my translation in your mod.

[attachment deleted by admin - too old]
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: T-Wrecks on August 16, 2016, 06:51:48 AM
Hey, any chance I could have a version of the mod just with the deepmine? xD
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on August 17, 2016, 10:13:11 AM
Hey, any chance I could have a version of the mod just with the deepmine? xD

sry you have to modify it yourself, go to xml and delete every thing you dont need.

or, simply just dont build things you dont want in game.
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: Fregrant on August 17, 2016, 11:39:13 AM
Im not too savvy with modding. Could be replaced vanilla objects? For example, the concrete floors?
Title: Re: [A14] Industrialisation (24-07-2016) A14 update!
Post by: eatKenny on August 17, 2016, 11:50:45 AM
Im not too savvy with modding. Could be replaced vanilla objects? For example, the concrete floors?

i got a lot of asking to replace concrete floor with concrete, i will later upload a patch to make this happen, i dont want this change included in main mod as i want this mod to be "overhaul" free.
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: eatKenny on August 18, 2016, 04:57:37 PM
added concrete floor patch as some of you wished.
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: Angeluss on August 19, 2016, 05:55:39 AM
Hey !

I have a problem, i can't use this mod because i can't buy the device ! i have no ship called "deep space mining ship" comming, how can i fix that ? :) thx !
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: Yuthee on August 19, 2016, 09:58:55 AM
Is it intended for the crafting of concrete to award 0 experience?
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: eatKenny on August 19, 2016, 02:49:04 PM
Hey !

I have a problem, i can't use this mod because i can't buy the device ! i have no ship called "deep space mining ship" comming, how can i fix that ? :) thx !

ship will come, but they are rare, have some patience. also you can buy this item from cambat supplier too if lucky.
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: eatKenny on August 19, 2016, 02:50:42 PM
Is it intended for the crafting of concrete to award 0 experience?

yes it's intended, i don't think "throw the stone chunk in and pour the concrete out" will give you any skill experience.
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: 123nick on August 19, 2016, 10:49:46 PM
Is it intended for the crafting of concrete to award 0 experience?

yes it's intended, i don't think "throw the stone chunk in and pour the concrete out" will give you any skill experience.

have you made concrete from Core mod require concrete resource added by industrialization? or is that default, because it does not show up for me? also, for enhanced compatibility, maybe make it "poured concrete" which is different from Core concrete and does not modify Core concrete? just a suggestion :)
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: starburst98 on August 23, 2016, 06:45:59 PM
so, now that the deep mine is being integrated into base rimworld in A15 what is the plan for yours? jsut merge the techs so that you unlock both mines at the same time, the base one using the scan while this one still needs the mining beam, or what?
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: Vakturion on August 25, 2016, 07:45:40 AM
G'day, just wondering if it's okay to build the nuclear power plant inside a cave with a roof. I tested it with god mode and it didn't seem to do anything bad, no heat problems anyway. Thought I'd ask before acquiring the materials :P 

Thanks!
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: starburst98 on August 25, 2016, 08:00:17 AM
it's okay but i don't think you are allowed to place it normally if there is a roof. god mod kind of ignores restrictions.
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: Vakturion on August 25, 2016, 08:27:20 AM
it's okay but i don't think you are allowed to place it normally if there is a roof. god mod kind of ignores restrictions.

Oh right, good to know. I hadn't tried placing it yet. :P

Thanks for the quick response.
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: eatKenny on August 25, 2016, 05:58:49 PM
so, now that the deep mine is being integrated into base rimworld in A15 what is the plan for yours?

i havent played A15, let's wait and see if i can find other inspirations.
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: Mese on August 30, 2016, 04:18:21 AM
Will the nuclear power plant be made available for V15 ?
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: 123nick on August 30, 2016, 06:59:37 AM
Will the nuclear power plant be made available for V15 ?

probably, when the entire mod gets updated to V15 then it will to, i bet, but, if you only care about the reactor, then you might want to try the rimushima mod: https://ludeon.com/forums/index.php?topic=25124.0
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: John_Bigless on August 31, 2016, 10:36:54 AM
So, i have 2 mines with the "Mine silver" bill set to forever.
An ordinary colonist comes and after some time, he gets a small lump of silver (around 42)
A MAI with a speed skin suit comes and after some time, he gets half a stack of silver (around 264)

I love this mod.
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: Frankster86 on August 31, 2016, 11:43:34 AM
For those of you who want to start with a skydriller and cant due to the item not being on the "EdB prepare carefully", all you have to do is set one of the map starting conditions to start with scattered skydrillers around the map.
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: eatKenny on August 31, 2016, 12:48:05 PM
thanks for all the supporttings, i will update this mod to A15 sometime but may take a while since my boss keeps me busy
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: Facepunch on August 31, 2016, 11:30:34 PM
Where can I find the A13 version?
Title: Re: [A14] Industrialisation (18-08-2016) concrete floor patch added!
Post by: pktongrimworld on August 31, 2016, 11:46:18 PM
thank you Kenny. you are the best.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: eatKenny on September 04, 2016, 12:51:01 PM
updated to A15!
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Mese on September 04, 2016, 06:25:47 PM
Yay , Thankyou Kenny
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: BaconBits on September 04, 2016, 06:37:33 PM
Nice, been missing this. Thanks bud!
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Mese on September 04, 2016, 07:16:35 PM
Got a problem .. The nuclear reactor is trying to use wood as a fuel source so isnt working (I god moded one in to test it in a new game)

I uninstalled and reinstalled the mod , same result :(
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: BaconBits on September 04, 2016, 07:40:31 PM
Are you sure it requires wood? The fuel icon shows wood but have you tried installing a water pump? I bet it uses water. The Stone Cutting table now requires water.

Edit: It's not water either...It's Uranium
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Mese on September 04, 2016, 07:50:44 PM
ok im a derp and deserve a slap with a wet fish , lol

I hadnt placed any Uranium for the colonists to fuel the reactor *sighs at my idiocy*
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: eatKenny on September 05, 2016, 08:06:31 AM
The fuel icon shows wood but have you tried installing a water pump? I bet it uses water. The Stone Cutting table now requires water.

thats the problem with vanilla game, it seems that it changed "need fuel" icon from earlier alpha to "need wood" icon, it's fine in vanilla game since wood is the only fuel resource, but bad for mod as it's kind misleading if you have other fuel resources.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: eric87525 on September 08, 2016, 07:38:24 AM
Hello:
I still play A14
Where i can download [A14] Industrialisation
I can't find link
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: eatKenny on September 08, 2016, 12:41:09 PM
for all who needs older version:

A14: https://www.dropbox.com/s/am9k0jqz9iq4oxe/Industrialisation_v1.14.zip?dl=0 (https://www.dropbox.com/s/am9k0jqz9iq4oxe/Industrialisation_v1.14.zip?dl=0)

A13: https://www.dropbox.com/s/v4id6cyqmbj10m2/Industrialisation_A13.zip?dl=0 (https://www.dropbox.com/s/v4id6cyqmbj10m2/Industrialisation_A13.zip?dl=0)
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: John_Bigless on September 09, 2016, 12:07:47 PM
for all who needs older version:

A14: https://www.dropbox.com/s/am9k0jqz9iq4oxe/Industrialisation_v1.14.zip?dl=0 (https://www.dropbox.com/s/am9k0jqz9iq4oxe/Industrialisation_v1.14.zip?dl=0)

A13: https://www.dropbox.com/s/v4id6cyqmbj10m2/Industrialisation_A13.zip?dl=0 (https://www.dropbox.com/s/v4id6cyqmbj10m2/Industrialisation_A13.zip?dl=0)
Oh damn, ALL modders need to do such thing like you did (by putting old versions on the modpage)
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Dugalle900 on September 12, 2016, 10:44:22 PM
Wouldnt it be better if the water gathering were assigned to hauling instead of crafting? I've had a 2 crafting lvl guy waste my plasteel crafting an awful longsword because i gave him the crafting job so he could use the pumps. And I don't want to have to remember to set skill limits on every single crafting job I put out (Trust me, at some point I will fail).
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: eatKenny on September 13, 2016, 03:16:00 AM
Wouldnt it be better if the water gathering were assigned to hauling instead of crafting? I've had a 2 crafting lvl guy waste my plasteel crafting an awful longsword because i gave him the crafting job so he could use the pumps. And I don't want to have to remember to set skill limits on every single crafting job I put out (Trust me, at some point I will fail).
legit suggestion, i will try put it in hauling and test it.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Vulcandead789 on September 14, 2016, 08:31:44 AM
I know I'm stupid but...Where do I put the Concrete and Water patch ?? D:
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: eatKenny on September 14, 2016, 09:47:25 AM
I know I'm stupid but...Where do I put the Concrete and Water patch ?? D:
just actived them after main mod "industrialisation" and they will work.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Vulcandead789 on September 14, 2016, 11:01:55 PM
Oh oky..
Thanks dude  :D
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Actarion on September 21, 2016, 02:49:12 PM
hello !

thanks for the mod ! Nice job !

But i got an issue whit the refinery. As soon as my colonist finished the building, pouf ! disapeared !

I play on A15, maybe a conflic whit some other mod ?
Will looking at the debug log, he say "Argument cannot be null. Parameter name:type"

Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: eatKenny on September 24, 2016, 05:07:12 AM
hello !

thanks for the mod ! Nice job !

But i got an issue whit the refinery. As soon as my colonist finished the building, pouf ! disapeared !

I play on A15, maybe a conflic whit some other mod ?
Will looking at the debug log, he say "Argument cannot be null. Parameter name:type"
i cant reproduce this bug, can i see your mod list?
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: ninjja on September 24, 2016, 05:56:57 AM
hello !

thanks for the mod ! Nice job !

But i got an issue whit the refinery. As soon as my colonist finished the building, pouf ! disapeared !

I play on A15, maybe a conflic whit some other mod ?
Will looking at the debug log, he say "Argument cannot be null. Parameter name:type"
i cant reproduce this bug, can i see your mod list?

Same Problem here Kenny, tried disabling mods but same ending. as soon as complete - zap its gone

Config error in Refinery: Refinery has components but it's thingClass is not a ThingWithComps
 
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Actarion on September 25, 2016, 10:38:46 AM
hello !

thanks for the mod ! Nice job !

But i got an issue whit the refinery. As soon as my colonist finished the building, pouf ! disapeared !

I play on A15, maybe a conflic whit some other mod ?
Will looking at the debug log, he say "Argument cannot be null. Parameter name:type"
i cant reproduce this bug, can i see your mod list?

Modlist
Quote
Core
EdB Prepare Carefully
[T] ExpandedCrops
RT Fuse
Mending
Miscellaneous 'CORE'
Misc. Training
Misc. MAI
Misc. Robots
RT Quantum Storage
Vegetable Garden
[T] ExpandedCrops (for Vegetable Gardon)
Modular Tables
Stonecutting Tweak
ED-Embrasures
Industrialisation
Fishindustry
Healing Gun
Hospitality A15
LT-DoorMat
Rimsenal
Efficient Ligth
Tilled Soil
More Vanilla Turrets
[T] MoreFloors
RF Solar Flare Shield
[sd] advanced powergeneration
Wildlife Tab
Resource Muffaloes
Rimsenal - Rimhair
Cheaper Components
No Hats
Mad Skills
Expanded Prosthethics and Organ Engineering
DE Surgeries
LT-A Dog Said...

in that order ofc (wanted to copy/past Modconfig but, thanks steam and your mod named "2186744"... usefull)
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Etherdreamer on September 25, 2016, 08:51:48 PM
There it´s plans for make "water pipe" system?
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: lc-soz on October 10, 2016, 04:39:13 AM
There's a way to fill the mining hole? I want to change the layout of my colony but one mining hole is on the way. I tried to put floor and carpet over it but the texture from the hole overlay the floor.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Vincent on October 10, 2016, 08:02:47 PM
+1 for hole removal, I tried to destroy it with dev tool but I get an error message
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: jmababa on October 18, 2016, 07:33:03 AM
mod is not much good can't fill mine hole and nuclear power plant is conflict to advanced power generation so fix that separate nuclear power plant from this mod
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Canute on October 18, 2016, 07:51:38 AM
Ofcouse you can't fill a mine hole, you just drill it with an orbital laser, 100 km deep in the ground. You will need more chunks then you can mine from you map.
Next time be sure where you choose to drill.

I have no problems with the Adv. power and Nuclear power plant.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: lc-soz on October 18, 2016, 12:14:11 PM
Ofcouse you can't fill a mine hole, you just drill it with an orbital laser, 100 km deep in the ground. You will need more chunks then you can mine from you map.
Next time be sure where you choose to drill.

I have no problems with the Adv. power and Nuclear power plant.

You don't need to fill it full, just the 1 meter close to the end, for example: Something like building a "bridge" on top of it.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: eatKenny on October 18, 2016, 03:22:37 PM
thanks i will consider those suggestions in the next (A16) update.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Vincent on October 19, 2016, 12:29:48 AM
Ofcouse you can't fill a mine hole, you just drill it with an orbital laser, 100 km deep in the ground. You will need more chunks then you can mine from you map.
Next time be sure where you choose to drill.

I have no problems with the Adv. power and Nuclear power plant.

Funny thing because you also can mine an infinite amount of chunk from that hole... Gameplay and realism don't always go together, we should at least be able to remove it with devmod
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: lc-soz on October 20, 2016, 10:34:42 AM
thanks i will consider those suggestions in the next (A16) update.

Thank you!
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Probe1 on October 22, 2016, 06:07:27 AM
Oh god what did I download. 

This mod goes in 4 different directions.  All I wanted was mining and now I have a weird, unwanted rebalance of cooking. 

Make mods modular.  This is all wrong.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: animagus_kitty on October 24, 2016, 03:21:07 AM
Oh god what did I download. 

This mod goes in 4 different directions.  All I wanted was mining and now I have a weird, unwanted rebalance of cooking. 

Make mods modular.  This is all wrong.

Looks like it's the Water Patch. You could *probably* just delete it...but I say this with WinRAR up trying to figure out how to install the mod, so I don't actually know.
EDIT:: I was wrong. I have no idea.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: tristanv3922 on November 12, 2016, 11:21:59 AM
I posted this on the steam workshp page, but how do I get the skydriller laser to stop shaking the screen?

It's making my head hurt and I can't make high grade steel to build the drill since it shakes so much I feel like vomitting when I press play.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Canute on November 12, 2016, 02:17:29 PM
The Skydriller only works a few minutes, just zoom out and scroll anywhere else until its finished.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Mortimus_Morgan on November 13, 2016, 01:33:25 AM
Hi, in subscription (steam) missing your mod. In workshop also no.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: akahana on November 14, 2016, 06:02:49 AM
For some reason my stoves dont work if i use industrialisation :/ i have meat and everything but just cannot cook it
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Thundercraft on November 20, 2016, 03:56:43 AM
There it's plans for make "water pipe" system?

That might be nice. Plumbing is one of the hallmarks of modern civilization. Heck, even the ancient Romans (and other old societies) had aqueducts and such.

Q: Since the "Water Patch" changes some vanilla buildings (and vanilla cooking recipes, I assume), is there a possibility of conflicting with certain mods?

...You don't need to fill it full, just the 1 meter close to the end...

Good point.

...you also can mine an infinite amount of chunk from that hole... Gameplay and realism don't always go together...

It's not that unrealistic. These are deep, deep holes. A lot of material can be removed from a mine shaft. Anyway, it's the same idea as Deep Core Miner and Sustainable Drill (which this inspired).

This mod goes in 4 different directions.  All I wanted was mining and now I have a weird, unwanted rebalance of cooking.

Make mods modular.

It would be nice. Some suggestions:

The Skydriller, Deep Mine and Refinery could be part of a "Skydriller" module.

May want to make copper an optional addon as there are other mods which add their own version of copper, such as cuproPanda's CorePanda.

It'd be nice if your Concrete was separate as some may prefer to use the Concrete walls mod, instead.

...can't fill mine hole and nuclear power plant is conflict to advanced power generation so fix that separate nuclear power plant from this mod

I would also appreciate the nuclear power plant being separate. There are several mods which add a nuclear power options.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: ActionCow on November 20, 2016, 04:41:18 AM
Oh god what did I download. 

This mod goes in 4 different directions.  All I wanted was mining and now I have a weird, unwanted rebalance of cooking. 

Make mods modular.  This is all wrong.
Just don't install the water patch. I didn't.
Personally I only used this for concrete, nuclear and mineshafts but the mines are redundant now. The new metals are kind of annoying to me since they don't have much of a real purpose.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: loly1st on December 03, 2016, 09:39:27 AM
Hey Eatkenny, the Refinery May be broken. i dont know if its another mod that fucks it up but this is what is says everytime i place it it: http://imgur.com/a/5JE1O
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: eatKenny on December 05, 2016, 05:10:13 AM
Hey Eatkenny, the Refinery May be broken. i dont know if its another mod that fucks it up but this is what is says everytime i place it it: http://imgur.com/a/5JE1O
thanks, i already knew this bug, will be fixed in A16.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: carpediembr on December 17, 2016, 06:47:38 PM
For some reason my stoves dont work if i use industrialisation :/ i have meat and everything but just cannot cook it

You need water.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Hydromancerx on December 30, 2016, 12:22:55 AM
Please update this mod. I miss it!
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: asquirrel on December 30, 2016, 11:07:15 AM
Second on this mod for A16.  I'm missing my concrete, dude! :)
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: pktongrimworld on December 30, 2016, 09:48:37 PM
:D
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Hydromancerx on January 01, 2017, 09:05:22 PM
Anyone know a quick fix for this?
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Fyrespitter on January 04, 2017, 06:34:03 PM
yes , you got to wait, but i can't wait no more, update pls a soon a possible, i miss it so much!!!!
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Hydromancerx on January 05, 2017, 06:54:54 AM
Besides changing the version number I changed a file that had "warmupTicks" instead of "warmupTime" and it seems to not give an error upon loading the game. Not sure what other side effects are going on but its a start. Perhaps someone more skilled at modding could take a look.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Kolljak on January 05, 2017, 10:43:07 PM
i like how one of my favorite zomboid mod authors has come to the rimworld mod zone welcome we could always use excellent modders like you here hydro.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: danielee on January 21, 2017, 12:42:21 AM
Hi, sorry for being inpatient but when would the A16 version come out? Any estimation?
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: eatKenny on January 21, 2017, 02:41:29 AM
Hi, sorry for being inpatient but when would the A16 version come out? Any estimation?
i'm uncertain about A16 update due to lack of freetime.
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: danielee on January 21, 2017, 04:19:04 AM
No worries, take your time! I guess I will just order some appetizers then  :)
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: eatKenny on February 02, 2017, 04:53:26 AM
due to lack of time i have to give up this mod permanently, if someone is interested to maintain/update this mod you will have my green light. all the resource from this mod are open for using. thanks for the support!
Title: Re: [A15] Industrialisation (04-09-2016) A15 update and more!
Post by: Hydromancerx on February 02, 2017, 05:28:39 AM
Besides changing the version number I changed a file that had "warmupTicks" instead of "warmupTime" and it seems to not give an error upon loading the game. Not sure what other side effects are going on but its a start. Perhaps someone more skilled at modding could take a look.

This has worked for me. Its an easy fix if you want to do a quick patch.
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: duduluu on February 02, 2017, 05:39:44 PM
I'd like to maintain this mod. I know some C#. I work on translating so long so thar I'm familiar to Defs.
By the way, what about your other mods?
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: pktongrimworld on February 02, 2017, 06:01:20 PM
The only problem is with the refinery overriding the default refinery. but other than it, it works for A16 after some fixes on the time thingies.
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: eatKenny on February 03, 2017, 03:24:33 AM
I'd like to maintain this mod. I know some C#. I work on translating so long so thar I'm familiar to Defs.
By the way, what about your other mods?
thanks! i will maintain "high caliber" and "medieval asian weapons" myself as they are almost all .xml mods.

to this mod: i did a A15b version for myself adding some new features like industrial battery, reinforced cable etc, i will upload this to dropbox when i get home tonight so hope you can bring them to A16 as well.
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: eatKenny on February 03, 2017, 01:38:20 PM
I'd like to maintain this mod. I know some C#. I work on translating so long so thar I'm familiar to Defs.
By the way, what about your other mods?
as i said i uploaded the latest A15b to https://www.dropbox.com/s/oaz894tg60096pd/Industralisation%20A15b.zip?dl=0 (https://www.dropbox.com/s/oaz894tg60096pd/Industralisation%20A15b.zip?dl=0)
have fun!
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: duduluu on February 03, 2017, 06:26:46 PM
Yes, I got it. I'd like to open source on Github and use Creative Commons license (or MIT license?).
What do you think?
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: eatKenny on February 04, 2017, 03:38:44 AM
Yes, I got it. I'd like to open source on Github and use Creative Commons license (or MIT license?).
What do you think?

sure no problem, CCL or MIT i'm ok with both
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: duduluu on February 14, 2017, 05:38:31 AM
I done. https://ludeon.com/forums/index.php?topic=30547.0
I would update the water patch when I am free.
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: eatKenny on February 14, 2017, 06:32:33 AM
I done. https://ludeon.com/forums/index.php?topic=30547.0
I would update the water patch when I am free.
good job and a big thanks mate! it's all yours from now on ;)
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: Robbie on April 26, 2017, 01:46:57 PM
When I use Skydriller.. :-\

[attachment deleted by admin due to age]
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: Kalre on December 02, 2017, 07:14:23 PM
Any chance someone can update this for B18 :(
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: RyanRim on December 03, 2017, 04:57:09 AM
#KennyModsToB18
Title: Re: [A15] Industrialisation (04-09-2016)
Post by: Kalre on January 12, 2018, 01:07:36 PM
Q_Q I miss this mod.