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Messages - FlowerChild

#1
Quote from: AllenWL on April 24, 2015, 07:56:30 AM
Hey, if I try to rip out all non-seed related thing, and just keep the seed things with absolutely no knowledge of codes and how they work, what are the chances of me getting a 'need seeds to farm' mod for A10?

That's unlikely to work.  The most extensive bit of C# code in the mod is likely the one that deals with how colonists handle the job of planting the seeds.  Without that, you'd have seeds, but you wouldn't be able to do much with them ;)

Given I've opened it to the public domain though, should be relatively easy to find someone with enough coding experience to isolate that portion of the code and update it if you are so inclined.  Everything should be pretty self-explanatory for anyone with rudimentary coding knowledge.
#2
Quote from: AllenWL on April 18, 2015, 06:56:36 AM
Will this be updated to A10?

Unfortunately, I think I'm going to let this one go. 

I realized recently that I'm trying to juggle way too many projects simultaneously, and as the newest one, this is the mod I am most inclined to give the axe to :)

I'll open up everything in the mod to the public domain, so that anyone else will be free to do as they please with the source, and keep the thing going if they're so inclined.  Will put a little notice about that in the OP.
#3
Quote from: MrSurvivor on March 22, 2015, 06:01:17 PM
It's not working for me and I installed it from normal fresh vanilla into the mods folder, everything including the readme yet it still doesnt work because it still says that I can build heaters and coolers and turrets and batteries at the beginning

Did you activate it via the mods menu as per the install instructions?
#4
Quote from: AllenWL on March 21, 2015, 02:43:59 AM
Also, viable crops seem to sometimes give extra seeds. I now have 20-ish viable hop seeds and 15-ish viable rice seeds, and I started with 8 of both :D

Hehe...yup, that's by intent.  Right now all the different crop types drop extras for expanding your farms at the same rate, but I set things up there so that they can all be tweaked individually to further differentiate the crop types from a gameplay perspective.

Quote from: Canute on March 22, 2015, 05:10:54 AM
About the Seeds:
Basicly it is a good idea, but the current methode isn't working very well.

It's really intended to be difficult to build up.  As Allen mentioned, fully viable seeds are only available from black market (slave) traders, and they're very expensive, working on the principle that they're illegal goods that you have to pay a premium for.

Until you can acquire them, you have to rely on other food sources, whether that be hunting or trading directly for food or terminator seeds. 

Really, that's the point of the seed system: to provide a tiered progression to food production that the player can work towards progressing within, rather than providing an easy source of infinite food right from the get go, so I'd say it's working pretty well in that regard ;)

I will agree however that blight is currently excessive under this system.  We were talking about that a bit earlier in the thread.
#5
Quote from: coht on March 20, 2015, 09:10:04 AM
I do hope they're called "seed potatoes" and not "potato seeds", just a little thing I see modders who adds potatoes in a farming enviroment, there are no thing such as a "potato seed" but there are Seed Potatoes which are selected potatoes with a bigger ammount of the small "knobbs" that you may see when peeling a potato, the potato is cut and put in the ground to grow to a mother potato or a "seed potato" :3

They're genetically engineered super potatoes flying through space thousands of years in the future.  The details of how they're grown are entirely up in the air :)

Quote from: AllenWL on March 20, 2015, 02:30:03 AM
Well, winter has stuck the colony of Soulstone again

Thanks for the story man.  Very cool :)
#6
Quote from: AllenWL on March 19, 2015, 02:22:48 AM
Ok.. maybe not. after seeing this, I took a look at the codes, and changed the recipe for medicine so it used two herbal medicine, five cloth(bandages) and a piece of plasteel(casing) to make craft medicine.

Yeah, don't let yourself be intimidated by the .xml files man.  RimWorld has an extremely powerful modding system (one of the most powerful I've seen short of games that just give you the source code), the .xml files are all plain text, and they're all pretty easy to understand.

It may look like code, and thus be intimidating if you're a non-coder, but it's all really very straightforward :)

Quote from: TheMythMan on March 19, 2015, 11:27:40 AM
Another excellent mod from FlowerChild. Are you gonna add some hibachis or whatever? Donuts, perhaps?

I think if I ever found myself implementing the exact same features in one game after another, over and over again, I'd start looking around to see if I had been moved in next to Sisyphus :)
#7
Quote from: re1wind on March 18, 2015, 08:53:00 PM
But does BTSG have a mechanical windmill to grind wheat into barley? That's what i want to know.  ::)

I think if you want to convert wheat into barley you're better off with a mod that provides a genetics laboratory rather than a millstone :)
#8
Quote from: AllenWL on March 18, 2015, 04:26:41 AM
The mod itself does wonders in balancing stuff out by making it harder to get a electrical system going(lots of things need electricity) and forcing your pawns to go fight themselves.

Thanks man!  Glad you're enjoying it :)

Quote from: skullywag on March 18, 2015, 05:02:43 AM
I havent looked at the code (weird right!) But if FC is just using a new plant class it coukd be as simple as changing the plants in other mods to use it as well. If not it should be simple enough to make that a reality at least in simple terms. (I.e theyd all be 1 shot plants)

Yup, that's pretty much correct.  If you check the mod .xml files, there are two directly related to the whole seed thing:

Plants_Cultivated.xml which contains some modified entries for the stock plants to use seeds, which can be used as examples, and:

Items_Custom_Seeds.xml which contains the new seed items themselves, and which should be very easy to expand upon

I've got generic classes setup to handle the whole seed planting/harvesting thing in game, so all that needs to be done to adapt other plants to the system is to add additional entries for seeds and plants like in the above files.
#9
Quote from: hawk. on March 10, 2015, 11:19:06 PM
   Even with my blight battles, it was a great fun! I had more than a few "oh shit" moments where my mistakes almost wiped out my colony and plenty of mornings that came too early because I stayed up way too late the night before feeding this addiction (The blame for which, I lay solely at your feet :)) ). I look forward to all the future changes, both large and small, but in the meantime I'm going to start up another game.  ;)

Very cool man.  Thanks for the detailed description of your experiences, as that will definitely help with future balancing :)

Quote from: hawk. on March 10, 2015, 11:19:06 PM
I'm guessing that this was probably an anomaly since my luck was much better in my previous games (Is Mechanoid disassembly efficiency the driving stat for this? ...or surgery?).

I *think* it's the repair/construction skill that governs this.  It's using the same stock system as scavenging the bladed limbs off the smaller mechanoids.
#10
Quote from: akiceabear on March 09, 2015, 06:51:37 AM
Just posting to say this is a great mod!

Thanks man!  Hope you have a lot of fun with it :)
#11
Quote from: AllenWL on March 09, 2015, 04:18:26 AM
Ok, so no new crops or turrets I can build at the start and I should be fine then I guess.

...or anything that would normally be unlocked through the tech tree :)

There's technical incompatibility, and then there's conceptual.  There's likely very little in the way of technical incompatibility here, however, whether things will play right is a whole other matter.

You could always read through the change log in detail to determine whether any given mod would fit well with this one, but without knowing the specifics, I can't really say one way or another.  Honestly, I'd probably give it a try at least once on its own to get a feel for what it changes, and then you can better judge from there.
#12
Quote from: AllenWL on March 09, 2015, 12:14:10 AM
Just a question, but how compatible is this with other mods?

Short answer is: "no idea" :)

It was developed and tested in isolation, so I can't really say one way or the other.  The posts immediately preceding your own seem to be indicating the first discovered minor incompatibility, but beyond that, I haven't heard anything more from players since it was released a couple of days ago.

I'm not doing anything too funky here, so I doubt there would be any technical incompatibilities, but of course if you're using additional mods that provide stuff like more crops or additional turrets, that would likely provide ways to bypass the systems I've setup, potentially nullifying the value of using BTSG.
#13
Quote from: ItchyFlea on March 08, 2015, 07:16:08 PM
It appears that this mod and EdB Prepare Carefully don't fully work together, as the changes PC make to the world generator prevent solar cells from spawning at the start of the game. Potato seeds still spawn as you've got them arriving on the map through a droppod event at map start.
A possible solution would be to add the solar cells to that droppod.

Thanks for figuring that out Itchy!  That should help greatly with future support :)

I'm not too keen on adding the panels to the drop pod as that implies they're packaged as part of your survival equipment (which is the intent with the seeds) rather than being part of the crash (which is the intent with the panels), but I'll take a look at it to see if I can otherwise switch around how they're generated to prevent potential conflicts.

I intentionally implemented the seed drop through code instead of just spawning it normally to get that sequence right (you can even see the section in MapGenerators.xml where I initially just plopped them on the ground like the solar panels then thought "that's not right" when I saw it in action and commented it out to go off and implement a custom drop pod handler), so I'd be rather hesitant to change it around to this end :)

EDIT:

Yeah, after taking a quick look (would have been happy to make a change if it was a matter of a few minutes, but it doesn't look that way), I think this:

Quote from: ItchyFlea on March 08, 2015, 07:16:08 PM
The player can solve this issue themselves as well, as PC does allow the player to add the solar cells to the list of starting equipment.

Is the most reasonable solution here, as if the player has a mod installed to change the equipment they spawn with, I think it reasonable to expect them to know that it's going to affect the equipment they spawn with ;)
#14
Quote from: skullywag on March 08, 2015, 04:21:15 AM
Dune is one of Tynans inspirations, so no wonder you feel that way about it. ;)

I definitely caught the Dune reference with the personal shields, and was picking up a generally similar vibe from some of the in-game descriptions, so yeah, that totally makes sense to me :)

I decided to run with that idea and go a tad Butlerian Jihad on classifying the mechanoid parts and the AI persona cores as black market goods.  I find it works well in relation to there essentially being some tech that the player can never manage to build themselves, and I think it further emphasizes the creepiness of the mechanoids.

I've always liked the whole "fallen tech" idea in sci-fi whether that be Dune, or some gaming franchises like WH40K, or the old Battletech games.
#15
Quote from: Famous Shoes on March 07, 2015, 09:13:22 PM
I just took a quick first crack at this as it sounds fantastic. But, if I'm understanding what I saw correctly, the minimum to plant a potato is:

Research:

  • Electrics
  • Machining
  • Communication Systems

Not sure where the machining requirement comes from here.  You initially crash with more solar panels than are required to make a solar generator.  Machining would only be required if you also need to make wind generators.

And really, you can plant potatoes within the first couple of minutes of the game, so not sure why you think it's so involved to get started.  The only big problem there is that all you have initially are the single-generation (terminator) seeds that are part of your survival kit.

It sounds like perhaps you didn't start a new game with this installed, and thus you didn't get the starting equipment?  If that's not the case, something might be whacky with your install.

QuoteI feel like I'm not getting the mechanic. I mean, I follow it, it's just feeling at odds with the vanilla themes (unlike the other BTS mods.) Much of what is grown in RimWorld doesn't really need processed "seeds". Have some corn? Shove some kernels back in the ground. A potato? Cut it into pieces and stick 'em in the dirt. I guess that could be abstracted as "seeds". Even so, having to nail orbital communications and renewable energy to plant a few spuds feels off, given the simplicity of vegitative reproduction.

I think if you read the seed descriptions this will make a lot more sense.  The problem is two fold:

a ) you aren't on earth, so you can't expect the soil and environment to sustain regular earth crops.

b ) the seeds themselves have been genetically modified to maximize profit, so you aren't planting regular earth crops either, nor are regular earth crops available to you (perhaps they don't even exist anymore). 

Personally, I think this fits the dark scifi vibe of the RimWorld universe (which I personally find is reminiscent of the Dune books, which I've also emphasized in some of the mod's mechanoid elements, or maybe the Aliens series in some ways) very well, and it's based on real-world concepts (look up "terminator seeds" if you don't believe me).  If you take a minute considering the limited cargo space/weight that would be available on interplanetary trade ships, shipping seeds instead of raw food would make a lot of sense (assuming your destination was capable of growing them), and genetically modifying them to terminate after a single generation would also make sense (in a very mercenary "life is cheap" mindset) given it would keep the buyer dependent on the supplier to keep coming back for more.  In some ways I've even been thinking of it as a form of futuristic tenancy, where someone probably paid an awful lot to terraform these planets, and thus charging "rent" through controlling the food supply in some way might be considered a way to get some return on that investment instead of just letting a bunch of random freeloaders crash on your nice factory-fresh planet and despoil it at will :)

And yes, "seeds" are a general abstraction, that wouldn't necessarily apply in the case of potatoes ;)

EDIT: Actually, here, for easy reference: http://en.wikipedia.org/wiki/Genetic_use_restriction_technology