It's just for human meat. Feel free though to chop this mod up and do what you want with it though. I discontinued development of it.
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#2
Off-Topic / Re: [MEGAMOD] (Alpha 9) Z-Levels Mod (v0.6) - Add two additional layers to Rimworld!
April 01, 2015, 06:09:32 AM
Great mod, just downloaded and tested. 10/10 IGN. I bet all the Bay 12 fan boys are stroking their autistic neckbeards over this one. *tips fedora* good day sir.
#3
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
March 30, 2015, 01:07:17 AM
>>Abrexus
Bloody brilliant, man. Love the meat jerky addition.... Now all of a sudden I want to make Jerked Human Meat.... That sounded vaguely sexual. Yay! Unintentional hilarity! Another thing for me to force my hapless colonists to eat! Thanks for your genius! I hope you continue to refine and expand on this wonderful mod!
Bloody brilliant, man. Love the meat jerky addition.... Now all of a sudden I want to make Jerked Human Meat.... That sounded vaguely sexual. Yay! Unintentional hilarity! Another thing for me to force my hapless colonists to eat! Thanks for your genius! I hope you continue to refine and expand on this wonderful mod!
#4
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
March 28, 2015, 10:38:45 AMQuote from: Ramsis on March 28, 2015, 10:30:34 AMMy grandmother used to can veggies and fruit on her stove with mason jars... It isn't rocket science. You just need heat, jars, and a pressure cooker.
It doesn't make sense for early game. Believe it or not the canning and sanitation process is brutally advanced! That would be like a crafting 2 with power 2 option easily.
Quote from: Abrexus on March 28, 2015, 10:27:18 AM
What if I told you the next thing being added is an expansion to heating/cooling?

#5
Help / Re: [Reference] Not-so-complete ThingDef reference
March 28, 2015, 10:08:47 AM
This is a start. Now we just need something like this on the wiki..... that wiki, omg it's pretty much useless. Thanks Latta.
#6
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
March 28, 2015, 09:53:50 AM
I really enjoy this mod. I've been playing it with Edb's prepare carefully, with 3 stock colonists and no starting out items on a arid shrub-land biome. Now granted, I'm playing on cass' rough difficulty. Still very hard.
>>Abrexus
One thing you may want to think about adding is a way to can food. Something along the line of JuliaEllie's mod that adds that. If you balance it out right, it's a great way to preserve food early in the game if you don't have the power or time to make a freezer.
Also, something like RedistHeat incorporated into the mod would be outright awesome.
>>Abrexus
One thing you may want to think about adding is a way to can food. Something along the line of JuliaEllie's mod that adds that. If you balance it out right, it's a great way to preserve food early in the game if you don't have the power or time to make a freezer.
Also, something like RedistHeat incorporated into the mod would be outright awesome.
#7
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
March 27, 2015, 09:29:10 PM
Make sure you redownload the latest version, he has updated it a bit since a couple days ago. He had some WorkGiverDef issues where some tables wouldn't be used.
#8
Outdated / Re: [Mod] (Alpha 9) Industrialisation v0.97 (24-03-2015) lite version added!
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.
#9
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
March 27, 2015, 10:48:25 AM
Code Corrections
I figured out how to fix the organ vat not working properly here are the changes i made:
Buildings_Production.xml:
Line 711
<recipes>
<li>ExtractBiomatterCorpse</li>
</recipes>
Recipes_Production.xml:
Line 644
<ingredients>
<li>
<filter>
<categories>
<li>CorpsesHumanoid</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>CorpsesHumanoid</li>
</categories>
<specialFiltersToDisallow>
<li>AllowRotten</li>
<li>AllowBuried</li>
</specialFiltersToDisallow>
</fixedIngredientFilter>
Also I changed in Workgiversdef <defName>DoBillsTableOrganvat</defName> to <defName>DoBillsBiomatter</defName>
I just tested the changes in game and it now functions properly. You can make corpses into biomatter. I suggest upping the biomatter from corpses to 35, that way you can still get one usable organ from a corpse. just a suggestion.
I figured out how to fix the organ vat not working properly here are the changes i made:
Buildings_Production.xml:
Line 711
<recipes>
<li>ExtractBiomatterCorpse</li>
</recipes>
Recipes_Production.xml:
Line 644
<ingredients>
<li>
<filter>
<categories>
<li>CorpsesHumanoid</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>CorpsesHumanoid</li>
</categories>
<specialFiltersToDisallow>
<li>AllowRotten</li>
<li>AllowBuried</li>
</specialFiltersToDisallow>
</fixedIngredientFilter>
Also I changed in Workgiversdef <defName>DoBillsTableOrganvat</defName> to <defName>DoBillsBiomatter</defName>
I just tested the changes in game and it now functions properly. You can make corpses into biomatter. I suggest upping the biomatter from corpses to 35, that way you can still get one usable organ from a corpse. just a suggestion.
#10
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
March 27, 2015, 09:39:38 AM
Bugs
FertilizerPump's shadow is messed up. It's shadow looks like a wall.
Organvat - still cannot process biomatter
I tried adding variable <recipeUsers>TableOrganvat</recipeUsers> to the biomatter reciepe but its throwing an exception in the assembly. dll modding isn't my forte, but maybe it's related to that? Maybe im stupid and it's not related at all. Would like to process biomatter eventually so i can make organs.
EDIT: Also, outdoor fences act as roof support. I can use the no roof zone tool to fix it but is there a way to make it not a roof support by default?
FertilizerPump's shadow is messed up. It's shadow looks like a wall.
Organvat - still cannot process biomatter
I tried adding variable <recipeUsers>TableOrganvat</recipeUsers> to the biomatter reciepe but its throwing an exception in the assembly. dll modding isn't my forte, but maybe it's related to that? Maybe im stupid and it's not related at all. Would like to process biomatter eventually so i can make organs.
EDIT: Also, outdoor fences act as roof support. I can use the no roof zone tool to fix it but is there a way to make it not a roof support by default?
#11
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1a
March 27, 2015, 02:49:30 AM
Stuff I noticed while rummaging thru your code.
*Snippet from Buildings_Production.xml
Line 679
<ThingDef ParentName="BuildingBase">
<defName>TableOrganvat</defName>
<EType>BuildingComplex</EType>
<label>bionic crafting table</label> *Wrong label
*Snippet from Recipes_Production.xml
Line 636
<RecipeDef>
<defName>ExtractBiomatterCorpse</defName>
<label>extract biomatter from corpse</label>
<description>Extracts biomatter from a corpse.</description>
...
Line 659
<products>
<ArtilleryShell>10</ArtilleryShell> *Wat? Should be Biomatter.
</products>
EDIT: I also noticed you need this code for the ExtractBiomatterCorpse RecipeDef to work:
<recipeUsers>
<li>TableOrganvat</li>
</recipeUsers>
*Snippet from Buildings_Production.xml
Line 679
<ThingDef ParentName="BuildingBase">
<defName>TableOrganvat</defName>
<EType>BuildingComplex</EType>
<label>bionic crafting table</label> *Wrong label
*Snippet from Recipes_Production.xml
Line 636
<RecipeDef>
<defName>ExtractBiomatterCorpse</defName>
<label>extract biomatter from corpse</label>
<description>Extracts biomatter from a corpse.</description>
...
Line 659
<products>
<ArtilleryShell>10</ArtilleryShell> *Wat? Should be Biomatter.
</products>
EDIT: I also noticed you need this code for the ExtractBiomatterCorpse RecipeDef to work:
<recipeUsers>
<li>TableOrganvat</li>
</recipeUsers>
#12
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1a
March 27, 2015, 02:22:02 AM
>>Abrexus
Bugs I've Noticed/Suggestions
*raw devilstrand's item description is the name
*Suggest wood log floor for starting out (maybe balance it out so it's not as beautiful as plank floor or has a walking speed debuff)
*Organ vat, and bionic crafting table have the same name
*Worktables need <itemSurface>False</itemSurface> variable to keep colonists from eating on them
*Suggest having a plasteel bar icon different than plasteel ore to avoid confusion
EDIT: You actually do have a plasteel icon in the textures folder, you need to change the variable in Items_Resources.xml from <graphicPath>Things/Item/Resource/Plasteel</graphicPath> to <graphicPath>Things/Item/Resource/PlasteelBar</graphicPath>
*"Organ Vat" (named Bionic Crafting Table) is still broken, no way to make Biomatter from corpses to make organs
You have fixed the medicine and mulch crafting. Thank you.
Bugs I've Noticed/Suggestions
*raw devilstrand's item description is the name
*Suggest wood log floor for starting out (maybe balance it out so it's not as beautiful as plank floor or has a walking speed debuff)
*Organ vat, and bionic crafting table have the same name
*Worktables need <itemSurface>False</itemSurface> variable to keep colonists from eating on them
*Suggest having a plasteel bar icon different than plasteel ore to avoid confusion
EDIT: You actually do have a plasteel icon in the textures folder, you need to change the variable in Items_Resources.xml from <graphicPath>Things/Item/Resource/Plasteel</graphicPath> to <graphicPath>Things/Item/Resource/PlasteelBar</graphicPath>
*"Organ Vat" (named Bionic Crafting Table) is still broken, no way to make Biomatter from corpses to make organs
You have fixed the medicine and mulch crafting. Thank you.
#13
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return!
March 27, 2015, 12:09:11 AM
>>Koupally
I understand were you're coming from, but he did just release this mod after all. Really the part that bugs me the most is that this hasn't been thoroughly tested by the author before release. The organ vat is very broken. WorkGiverDefs is incomplete leading to a few tables not even working at all. This game has a debug menu, you can unlock everything in game to test out mods like this. I just don't understand how a developer could drop the ball like that. At first I liked it, but now I'm just disappointed after wasting 3 hours playing it.
I understand were you're coming from, but he did just release this mod after all. Really the part that bugs me the most is that this hasn't been thoroughly tested by the author before release. The organ vat is very broken. WorkGiverDefs is incomplete leading to a few tables not even working at all. This game has a debug menu, you can unlock everything in game to test out mods like this. I just don't understand how a developer could drop the ball like that. At first I liked it, but now I'm just disappointed after wasting 3 hours playing it.
#14
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return!
March 26, 2015, 11:28:09 PM
>>Abrexus
Im pretty far into a game just using your mod (and edb stuff except scenarios). I have the chemlab and the bionics table. I queued up to make some medicine, I have all the ingredients but my colonists arent making any. I noticed in the workgiver defs that the chemlab isnt listed would that be the reason i cant make medicine? Also, i have corpses in stock in my fridge, but the bionics table doesnt have an option to process corpses into biomatter, only bills for body parts. Oddly though, its called a bionics work table and not an organ vat but the bionics table claims to be an organ vat. im a little confused. Could i get some feedback?
EDIT: Also, my dudes arent making mulch....
Im pretty far into a game just using your mod (and edb stuff except scenarios). I have the chemlab and the bionics table. I queued up to make some medicine, I have all the ingredients but my colonists arent making any. I noticed in the workgiver defs that the chemlab isnt listed would that be the reason i cant make medicine? Also, i have corpses in stock in my fridge, but the bionics table doesnt have an option to process corpses into biomatter, only bills for body parts. Oddly though, its called a bionics work table and not an organ vat but the bionics table claims to be an organ vat. im a little confused. Could i get some feedback?
EDIT: Also, my dudes arent making mulch....
#15
Outdated / Re: [MOD] (Alpha 9) Superior Crafting: The Return!
March 26, 2015, 10:29:39 PM
>>millenium
backyard furnace? isnt that industrialization mod? Im pretty sure it isnt compatible with this mod.
>>Abrexus
Also, this mod adds a great amount of difficulty to this game.... and I absolutely love it! there are a few things like the occasional typo, on the looms crafting menu you have make cloth twice but one of them is for deavilstrand or something like that but its just named make cloth like the regular one. Anyways, I had a few reservations before trying this mod (not a huge fan of loads of crafting tables) but so far it is really quite great. 90% of it feels vanilla. I like it.
backyard furnace? isnt that industrialization mod? Im pretty sure it isnt compatible with this mod.
>>Abrexus
Also, this mod adds a great amount of difficulty to this game.... and I absolutely love it! there are a few things like the occasional typo, on the looms crafting menu you have make cloth twice but one of them is for deavilstrand or something like that but its just named make cloth like the regular one. Anyways, I had a few reservations before trying this mod (not a huge fan of loads of crafting tables) but so far it is really quite great. 90% of it feels vanilla. I like it.