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Topics - WolfgangPolska

Pages: [1] 2 3
1
Releases / [1.0,1.1]Simple Mining Extension [Formerly ore processing]
« on: February 25, 2020, 10:02:21 AM »


Minor expansion to mining on rimworld. Vanilla metals now have to be smelted from ores before they can be used.
Steel, gold and silver are smeltable in primitive furnace, blast furnace and electric smelter. Uranium and plasteel are smeltable in rich ore mill ( after researching "Advanced Smelting")
Mines are added. They spawn infestations like vanilla drills.
After depletion they leave "abadoned mine" for 45 days (configurable), after that time, mine can be rebilt. Mine can't be destroyed nor deconstructed to prevent cheesing. Pawns after mining get "Miners Hunger" Hediff, it increases hunger and decreases plant work speed and yield. Goes away by itself.
Mod also adds "adobe bricks". You can craft them at "brick spot" (production tab). Brick dry out on their own. That addtion was made to ensure that player has means to make first smelting furnace.


New research!
Mining- unlocks mines
Electric smelting - unlocks electric smelter
Advanced smelting - unlocks Rich ore mill

New buildings!
-Coal Smithy - Same as smithy, but uses coal. Bonus: 125% workspeed.
-Coal Stove - Same as stove, but uses coal. Bonus: 40% reduced fuel usage.
-Coal Power gnerator - Same fuel usage as chemfuel generator.
Download:https://www.dropbox.com/s/zo54xqjn1uuc8vh/SME.zip?dl=0
Steam:https://www.dropbox.com/sh/7tgiw9zjfoqrh2y/AABwZLxcB78kyTE0zFbXujdPa?dl=0


WARNINGG!!
Mod has no loanger dependancy and uses own coal.

Will be incompatible with any mods that change vanilla mineable rocks.

The mine, abadoned mine sprite, preview image  and furnace sprite was kindly provided by "Kasmex Forever" (His discord: Kasmex Forever
#0915) . He is great man and artist, may Randy bless him!

I have attached link to my google form about this mod. It wil help me enhance and shape my mod for it's users ( it means YOU!), so consider filling it.
https://forms.gle/yXDHxW37d2kotUru6
Enjoy!



2
I play the game since very  first alphas began to pour out. And since like Alpha 17 i cant play without mods. It is just unbearable for me, every 5 of 10 min I feel game is lacking something. Now I have modlist of like 50+ mods and cant stop adding, and game looks like a pawn with too many crude bionics. It is just clusterfuck of content. How do I fight the urge to mod the heck out of rimworld. Please help :c

3
Releases / [1.0] Patchwork Stone
« on: September 08, 2019, 12:18:53 PM »
Tired of clutter in your stockpile? Are u lacking that one particular brick? Wanna show how poor you are? Now with (warning tags), blended, mixed, patchwork or whatever you want to call it stone it is possible!

How u ask?

Mod adds recipe for patchwork stone simillar to the patchwork leather.

Enjoy!

Here is a dropbox link:
https://www.dropbox.com/sh/gb3jlrms6j4kw68/AACws-A_ndFkPRDrzJc8Wg0ca?dl=0

4
General Discussion / [ModdedRimwolrd] Recipes Missing
« on: August 14, 2019, 05:59:29 AM »
Recipes don't show up on every table the should have, what's the issue with that? Can it be related to Better Workbench managment or Seve Storage settings mod? It isnt just one mod, numerous recipes are missing :c

My modlist:
Code: [Select]
<activeMods>
    <li>Core</li>
    <li>JecsTools-1.1.0.15</li>
    <li>HugsLib</li>
    <li>Locks-2.3.0</li>
    <li>LWM.DeepStorage</li>
    <li>RimWorld_GrazingLands-master</li>
    <li>ImprovedWorkbenches</li>
    <li>SaveStorageSettings</li>
    <li>CarpenterTables</li>
    <li>Down For Me</li>
    <li>Equipment-Deterioration-master</li>
    <li>SkilledStonecutting</li>
    <li>ExtendedInspectData-1.2.2.4</li>
    <li>TD Enhancement Pack - Release</li>
    <li>StuffedFloors</li>
    <li>DeathRattle</li>
    <li>Clutter Structure_Windows_Mod</li>
    <li>Bubbles</li>
    <li>BluePrints</li>
    <li>1464742390 CustomDeathRandomness</li>
    <li>1500420126 Advanced Cultivation [1.0]</li>
    <li>10_DESurgeries</li>
    <li>Achtung</li>
    <li>AllowTool</li>
    <li>AnimalsLogic</li>
    <li>AnimalTab</li>
    <li>AreaUnlocker</li>
    <li>Ancient_Structures-1.2a</li>
    <li>CameraPlus</li>
    <li>Children</li>
    <li>ColonyLeadership</li>
    <li>CutPlantsBeforeBuilding_1_0</li>
    <li>Dubs Mint Menus</li>
    <li>EdBPrepareCarefully</li>
    <li>EffectiveLumbering-master</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Faction Discovery</li>
    <li>Faction Manager</li>
    <li>FluffyBreakdowns</li>
    <li>FollowMe</li>
    <li>GiddyUpCore-1.1.3</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>battlemounts-1.1.2</li>
    <li>Hardworking animals</li>
    <li>GiddyUpRideAndRoll-1.1.1</li>
    <li>GearUpAndGo - Release</li>
    <li>More-Furniture-A-O</li>
    <li>MF-Medical</li>
    <li>MoreFactionInteraction</li>
    <li>RunAndGun-1.1.3</li>
    <li>Roads of the Rim</li>
    <li>RimWorld_CommonSense-master</li>
    <li>Prisoner Arena</li>
    <li>Pharmacist</li>
    <li>Meals On Wheels - Release</li>
    <li>LevelUp</li>
    <li>Kill For Me</li>
    <li>HelpTab</li>
    <li>[WD] Expanded Artillery - 1.0 21.04.2019</li>
    <li>Vegetable Garden</li>
    <li>ExpandedWoodworking</li>
    <li>ExpandedWoodworkingVGP</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Canning</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Medicine</li>
    <li>VGP_Tools</li>
    <li>StuffedFlaks</li>
    <li>RF - Advanced Bridges</li>
    <li>RF - Concrete</li>
    <li>RF - Editable Backstories</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Rumor Has It</li>
    <li>RF - Rational Romance</li>
    <li>RF - Pawns are Capable!</li>
    <li>RF - Fishing</li>
    <li>Rim-of-Madness---Bones-master</li>
    <li>rim-FuelBurning-master</li>
    <li>Snap Out</li>
    <li>Slave Outfits</li>
    <li>Spidercamp Dog Pack</li>
    <li>Tribal Reborn</li>
    <li>static_quality_plus_1.1</li>
    <li>StorageTweaks</li>
    <li>SimpleSidearms</li>
    <li>ShowHair</li>
    <li>Realistic Darkness (Lighter Version) 1.0</li>
    <li>PickUpAndHaul</li>
    <li>Nuclear-Energy-master</li>
    <li>Nandonalts-Camping-Stuff-master</li>
    <li>More Vanilla Turrets</li>
    <li>MiningCo. Projector</li>
    <li>Miniaturisation-1.0.0</li>
    <li>MendAndRecycle</li>
    <li>MemorableAuroras</li>
    <li>Infused</li>
    <li>HolyWasher-1.4.1</li>
    <li>RunandHide</li>
    <li>RimWriter-master</li>
    <li>RimQuest</li>
    <li>Realistic Rooms</li>
    <li>SimpleSlavery-1.0_Unstable</li>
    <li>SmartMedicine - Release</li>
    <li>Smoked-Meat</li>
    <li>VanillaAnimalsExpanded-Livestock</li>
    <li>VGP_Garden_Drinks</li>
    <li>RealRuins</li>
    <li>Replace Stuff - Release</li>
    <li>rimworld-combat-training-master</li>
    <li>SimplePlastic</li>
    <li>SuppressionMod</li>
    <li>TargetingModes</li>
    <li>SYR_SetUpCamp</li>
    <li>SYR_Neuter</li>
    <li>SYR_HarvestYieldPatch</li>
    <li>SYR_DoorMats</li>
    <li>TechAdvancing</li>
    <li>TradingSpot</li>
    <li>VariablePopulation</li>
    <li>[1.0]OreProcessing[v1.6]</li>
    <li>[WD] Barbed Wire - 1.0 - 11.11.18</li>
    <li>[WD] Partially-Passable Wind Turbines</li>
    <li>MedicalTab</li>
    <li>Dubs Rimkit</li>
    <li>Days Matter</li>
    <li>Ushanka19_0</li>
    <li>WorkTab</li>
    <li>SF [B18] Trash Furnace</li>
    <li>RF - Rainbeau Flambe - Storyteller</li>
    <li>Hospitality-1.0.14</li>
    <li>Electric Stonecutting Table</li>
    <li>Dubs-Paint-Shop-1.0.66</li>
    <li>BetterPawnControl-2.0.0</li>
    <li>Rimsenal - Storyteller pack</li>
    <li>Toggles</li>
    <li>FMSUC</li>
    <li>MortarAccuracy</li>
    <li>Harvest Everything!</li>
    <li>Vanilla Apparel Expanded_(25_7)_ENG</li>
    <li>Vanilla Armors Expanded_(25_7)_ENG</li>
    <li>Vanilla Weapons Expanded_(25_7)_ENG</li>
    <li>LetsGoExplore</li>
    <li>Arrow Please - Faction Addon</li>
    <li>FactionControl</li>
    <li>Vanilla Fences</li>
    <li>[WD] Barricades - 1.0</li>
    <li>CentralizedClimateControl</li>
    <li>ProfitableWeapons</li>
    <li>PhysicalShields v1.1</li>
    <li>Yes-Vehicles-finally-0.3c</li>
    <li>[WD] Nerfed Parasites - 1.0</li>
    <li>[WD] Antibiotics And Painkillers - 1.0 - 14.06.2019</li>
    <li>Glass&amp;Lights</li>
    <li>Skylights-1.4.651</li>
    <li>DubSkylightsGlassPatch-master</li>

5
Mods / [MOD REQUEST] Hardcore Electricity
« on: July 30, 2019, 03:32:15 AM »
Isn't it silly that electricity does not require any reasearch beforehand? Is there a mod (besides Medieval times, which in my opinion adds many unbalanced things) that delays electricial appilances from the player? Or can anyone make some?

6
General Discussion / Settlements don't generate trade stocks.
« on: May 16, 2019, 03:15:19 AM »
As in topic, when I rech the settlement, trade stocks arent generated. Here an error log that occurs then:
Code: [Select]
Exception while generating thing set System.ArgumentNullException Argument cannot be null.
Parameter name type
at System.Activator.CheckType (System.Type) 0x00095
at System.Activator.CreateInstance (System.Type,bool) 0x00027
at System.Activator.CreateInstance (System.Type) 0x0001e
at (wrapper dynamic-method) Verse.ThingMaker.MakeThing_Patch1 (Verse.ThingDef,Verse.ThingDef) 0x0035a
at RimWorld.StockGeneratorUtility.TryMakeForStockSingle (Verse.ThingDef,int) 0x0021e
at RimWorld.StockGeneratorUtilityTryMakeForStockc__Iterator0.MoveNext () 0x0008b
at RimWorld.StockGenerator_TagGenerateThingsc__Iterator0.MoveNext () 0x002f2
at RimWorld.ThingSetMaker_TraderStock.Generate (RimWorld.ThingSetMakerParams,System.Collections.Generic.List`1Verse.Thing) 0x0035a
at (wrapper dynamic-method) RimWorld.ThingSetMaker.Generate_Patch1 (object,RimWorld.ThingSetMakerParams) 0x00173

Verse.LogError(String, Boolean)
RimWorld.ThingSetMakerGenerate_Patch1(Object, ThingSetMakerParams)
RimWorld.Planet.SettlementBase_TraderTrackerRegenerateStock()
RimWorld.Planet.SettlementBase_TraderTrackerget_StockListForReading()
RimWorld.Planet.SettlementBaseget_Goods()
RimWorld.TradeDealAddAllTradeables()
RimWorld.TradeDealReset()
RimWorld.TradeDeal.ctor()
RimWorld.TradeSessionSetupWith(ITrader, Pawn, Boolean)
RimWorld.Dialog_Trade.ctor(Pawn, ITrader, Boolean)
RimWorld.Planet.TradeCommandc__AnonStorey0m__0()
Verse.Command_ActionProcessInput(Event)
Verse.GizmoGridDrawerDrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGridDrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.Planet.WorldInspectPaneDrawInspectGizmos()
RimWorld.InspectPaneUtilityExtraOnGUI(IInspectPane)
RimWorld.Planet.WorldInspectPaneExtraOnGUI()
Verse.WindowStackWindowStackOnGUI()
RimWorld.UIRoot_PlayUIRootOnGUI()
Verse.RootOnGUI()

Constructed TargetInfo with cell=(0, 0, 0) and a null map.
Verse.LogWarning(String, Boolean)
Verse.TargetInfo.ctor(IntVec3, Map, Boolean)
ExtendedStorage.Building_ExtendedStorageTrySplurgeStoredItems()
ExtendedStorage.Building_ExtendedStorageDestroy(DestroyMode)
RimWorld.ThingSetMakerGenerate_Patch1(Object, ThingSetMakerParams)
RimWorld.Planet.SettlementBase_TraderTrackerRegenerateStock()
RimWorld.Planet.SettlementBase_TraderTrackerget_StockListForReading()
RimWorld.Planet.SettlementBaseget_Goods()
RimWorld.TradeDealAddAllTradeables()
RimWorld.TradeDealReset()
RimWorld.TradeDeal.ctor()
RimWorld.TradeSessionSetupWith(ITrader, Pawn, Boolean)
RimWorld.Dialog_Trade.ctor(Pawn, ITrader, Boolean)
RimWorld.Planet.TradeCommandc__AnonStorey0m__0()
Verse.Command_ActionProcessInput(Event)
Verse.GizmoGridDrawerDrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGridDrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.Planet.WorldInspectPaneDrawInspectGizmos()
RimWorld.InspectPaneUtilityExtraOnGUI(IInspectPane)
RimWorld.Planet.WorldInspectPaneExtraOnGUI()
Verse.WindowStackWindowStackOnGUI()
RimWorld.UIRoot_PlayUIRootOnGUI()
Verse.RootOnGUI()

Exception while generating thing set System.ArgumentNullException Argument cannot be null.
Parameter name type
at System.Activator.CheckType (System.Type) 0x00095
at System.Activator.CreateInstance (System.Type,bool) 0x00027
at System.Activator.CreateInstance (System.Type) 0x0001e
at (wrapper dynamic-method) Verse.ThingMaker.MakeThing_Patch1 (Verse.ThingDef,Verse.ThingDef) 0x0035a
at RimWorld.StockGeneratorUtility.TryMakeForStockSingle (Verse.ThingDef,int) 0x0021e
at RimWorld.StockGeneratorUtilityTryMakeForStockc__Iterator0.MoveNext () 0x000eb
at RimWorld.StockGenerator_TagGenerateThingsc__Iterator0.MoveNext () 0x002f2
at RimWorld.ThingSetMaker_TraderStock.Generate (RimWorld.ThingSetMakerParams,System.Collections.Generic.List`1Verse.Thing) 0x0035a
at (wrapper dynamic-method) RimWorld.ThingSetMaker.Generate_Patch1 (object,RimWorld.ThingSetMakerParams) 0x00173

Verse.LogError(String, Boolean)
RimWorld.ThingSetMakerGenerate_Patch1(Object, ThingSetMakerParams)
RimWorld.Planet.SettlementBase_TraderTrackerRegenerateStock()
RimWorld.Planet.SettlementBase_TraderTrackerget_StockListForReading()
RimWorld.Planet.SettlementBaseget_Goods()
RimWorld.TradeDealAddAllTradeables()
RimWorld.TradeDealReset()
RimWorld.TradeDeal.ctor()
RimWorld.TradeSessionSetupWith(ITrader, Pawn, Boolean)
RimWorld.Dialog_Trade.ctor(Pawn, ITrader, Boolean)
RimWorld.Planet.TradeCommandc__AnonStorey0m__0()
Verse.Command_ActionProcessInput(Event)
Verse.GizmoGridDrawerDrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGridDrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.Planet.WorldInspectPaneDrawInspectGizmos()
RimWorld.InspectPaneUtilityExtraOnGUI(IInspectPane)
RimWorld.Planet.WorldInspectPaneExtraOnGUI()
Verse.WindowStackWindowStackOnGUI()
RimWorld.UIRoot_PlayUIRootOnGUI()
Verse.RootOnGUI()


Does anyone know about solution? I'm thinking that ZARS Tribal reborn mya be the issue, so I'm going to reload game without it.

7
General Discussion / Big saved games
« on: April 25, 2019, 02:57:57 AM »
I play on normal sized mountanious map. For a few irl days ma savegame was fine, I uninstalled Real FoW mod, beacuse I thought it causes my saves to take a lot of space. Turns out it wasn't the case. After playing for 4 quadrums on my map, one day suddenly my save now takes up 856 mb (Usually tay take around 5 mb or so). Is it some kind of glitch? Can it be mod related? I have opened savegame with notepad (Notepad++ just crashes, when confronted with such big text file) and it is litttered with fighting logs. Can I delete those?  What to should I do? ;c

8
The loading screen is going for ages and games wont load, help me I can't stap installing mods, how should I play without  them?


Code: [Select]
<activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>AlienRaces-1.0_v1</li>
    <li>ExpandedWoodworking</li>
    <li>Vegetable Garden</li>
    <li>10_DESurgeries</li>
    <li>[v1.0] JernfalkStandaloneHorses</li>
    <li>AllowTool</li>
    <li>AnimalsLogic</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>AnimalTab</li>
    <li>AreaUnlocker</li>
    <li>BargainTweaks</li>
    <li>GiddyUpCore-1.1.3</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>battlemounts-1.1.2</li>
    <li>GiddyUpRideAndRoll-1.1.1</li>
    <li>ChangeDresser</li>
    <li>Children</li>
    <li>Dubs Mint Menus</li>
    <li>FollowMe</li>
    <li>DefensesExpanded</li>
    <li>FluffyBreakdowns</li>
    <li>Locks-2.3.0</li>
    <li>MendAndRecycle</li>
    <li>Nuclear-Energy-master</li>
    <li>PickUpAndHaul</li>
    <li>Replace Stuff - Release</li>
    <li>RF - Advanced Bridges</li>
    <li>RF - Concrete</li>
    <li>RF - Fishing</li>
    <li>RF - Pawns are Capable!</li>
    <li>SimpleSidearms</li>
    <li>StuffedFlaks</li>
    <li>StorageTweaks</li>
    <li>TargetingModes</li>
    <li>VariablePopulation</li>
    <li>VGP_Medicine</li>
    <li>VGP_Tools</li>
    <li>VergeOfGalaxy19_0</li>
    <li>Ushanka19_0</li>
    <li>StuffedFloors</li>
    <li>Pharmacist</li>
    <li>Panzer Muffalo</li>
    <li>MoreShelves</li>
    <li>MoreFactionInteraction</li>
    <li>MedicalTab</li>
    <li>Electric Stonecutting Table</li>
    <li>Dubs Rimkit</li>
    <li>VGP_Canning</li>
    <li>Dubs Bad Hygiene</li>
    <li>Crossbows</li>
    <li>RealRuins</li>
    <li>RF - Permafrost</li>
    <li>RimQuest</li>
    <li>Achtung</li>
    <li>Realistic Rooms</li>
    <li>SYR_HarvestYieldPatch</li>
    <li>RunAndGun-1.1.3</li>
    <li>MadSkills-1.0-2.2.1</li>
    <li>Snap Out</li>
    <li>Hardworking animals</li>
    <li>Spidercamp Dog Pack</li>
    <li>ExtendedInspectData-1.2.2.4</li>
    <li>RimWriter-master</li>
    <li>HolyWasher-1.4.1</li>
    <li>TradingSpot</li>
    <li>Miniaturisation-1.0.0</li>
    <li>Faction Discovery</li>
    <li>Krysas_3.8 V1.0</li>
    <li>SYR_SetUpCamp</li>
    <li>Combat-Shields-master</li>
    <li>VGP_Garden_Gourmet</li>
    <li>WorkTab</li>
    <li>Infused</li>
    <li>rimworld-combat-training-master</li>
    <li>More Vanilla Turrets</li>
    <li>Nandonalts-Camping-Stuff-master</li>
    <li>static_quality_plus_1.1</li>
    <li>Uneasy Floor</li>
    <li>TD Enhancement Pack - Release</li>
    <li>Meals On Wheels - Release</li>
    <li>SmartMedicine - Release</li>
    <li>Random Research - Release</li>
    <li>TechAdvancing</li>
    <li>BluePrints</li>
    <li>ExtendedStorage-master</li>
    <li>Extended-Storage-Extended-0.4.0.3</li>
    <li>1464742390 CustomDeathRandomness</li>
    <li>Dubs-Paint-Shop-1.0.66</li>
    <li>Prisoner Arena</li>
    <li>1501573913 Weapon Tech B19</li>
    <li>Medieval Times (v. 1.974.B19)</li>
    <li>MoreTraitSlots</li>
    <li>Bubbles</li>
    <li>SimpleSlavery-1.0_Unstable</li>
    <li>Slave Outfits</li>
    <li>Harvest Everything!</li>
    <li>SuppressionMod</li>
    <li>ShowHair</li>
    <li>RF - Rumor Has It</li>
    <li>ColonyLeadership</li>
    <li>Roads of the Rim</li>
    <li>AlphaAnimals-1.1</li>
    <li>LevelUp</li>
    <li>SimplePlastic</li>
    <li>Faction Manager</li>
    <li>Clutter Structure_Windows_Mod</li>
    <li>CutPlantsBeforeBuilding_1_0</li>
    <li>SF [B18] Trash Furnace</li>
    <li>RunandHide</li>
    <li>MiningCo. Projector</li>
    <li>Prophetly's Big Base</li>
    <li>[1.0]OreProcessing[v1.6]</li>
    <li>SurvivalTools</li>
    <li>ExpandedWoodworkingVGP</li>
    <li>RealFoW</li>
    <li>EdBPrepareCarefully</li>

9
General Discussion / Choosing Fuel
« on: April 01, 2019, 12:00:39 PM »
There should be option to switch fuel on refuelables in game, why is that missing? This is a feature which would help to manage colony, yet it is missing. Is there a mod for  that?

10
Help / How spawning blood by butchering recipe works?
« on: March 26, 2019, 02:31:58 PM »
Hello, I wanted to make recipes in my mod to leave filth, after they had been worked on, in similar fashion how butchering table leaves filth(blood) when animals are buthered. yet I havent found any class, or def, or xml tag near in table and recipe defs to give that functionality. Does any know how it works?

11
Releases / [1.0]RT weapon pack (unoffical) Update
« on: March 08, 2019, 09:23:15 AM »
I have updated RT's weapon pack fro rimworld 1.0. It throws few errors, but gameplay-wise it should work fine i guess.
Support original creator, and if you like you can support me, by checking out my orginal mod: Ore Processing


Mod link:
https://ludeon.com/forums/index.php?topic=25272.0

Updated Version download:
https://drive.google.com/file/d/1Qb9yf1tBw0r98s0_mIkI5iVMLfWhygPQ/view?usp=sharing

My mod link: https://ludeon.com/forums/index.php?topic=47313.30

Other people have also made thier updated versions, which probably are better then mine, but I was unaware of that since I don't play rimworld on steam.

12
RIMWORLD ORE PROCESSING MOD

Introduction
This mod aims to make mining more tedious, by forcing player to smelt ores in order to make use of mined stuff on the map. It also adds quarries mining wells, where said ores can be mined, so you won't run out of metal ever again.
Features
Mineables yield ores instead of processed metals in brand new fueled smelters.  I have added adobe bricks, if you dont have metal source and 50 stone blocks for first smelter. Now u can make adobe bricks with diggable stuff and some sun.
Mod also adds mining platform where you can mine those ore chunks if none of ores are present on the map, they need to be put on mining holes though, and mining single chunk still takes up quite a lot of time. Experienced miners can even dig gold or uranium! I may increase work thereshold even further to nerf getting metals and resources out of thin air.(Now places suitable for mining are generated randomly on the map.)



Known Issues
As I am begginer in modding, some problems may occur during your playthrough, if they do so, report them in this topic, so I can take a look at them.
Download
My GitHub, yay
https://github.com/WolfgangPolska/Rimworld_OreProcessing
And release:
https://github.com/WolfgangPolska/Rimworld_OreProcessing/releases/tag/v1.96
Future plans
  • Add Hediffs to pawns working at quarries to further nerf the metal mining
  • More smelting facilities, and extensive tech chain required to smelt ores
  • I hope to devise more features in future
Help
I would much appreciate any feedback regarding rimworld modding, and if someone was to retexture the whole thing, he(or she) should feel free to do so, and I will include graphics in this mod, as well as credits for their author.
Credits
-sma342 for better textures (check out his work!).
-Vovik for fixing dumb mistakes of mine.

13
Help / Adding things to be generated on map
« on: November 29, 2018, 05:20:29 AM »
Lets say I would add floor called "ore pocket" for example, what should I do for it to generate near vanilla stone floors?

14
Help / Tips for making textures
« on: October 24, 2018, 11:10:27 AM »
Guys do you have any tips on making texutres for things? I mean mostly items and workshops, despite proper texture path my mods wont load them and I get the "unity2d.engine could not  load textures for XXX". What factors to consider and how i should be naming the files?

15
Help / Patching Operation Failed
« on: October 21, 2018, 12:25:49 PM »
Hello, I have recently started developing my own mod and I have trouble with changing yield type of mineables to item made by me.
Also adding recipes to smelter give out similar results.
Here is a code:
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Patch>


<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[@Name = "MineableSteel"]/building</xpath>
<value>
<isResourceRock>true</isResourceRock>
      <mineableThing>ChunkIronOre</mineableThing>
      <mineableYield>1</mineableYield>
      <mineableScatterCommonality>1</mineableScatterCommonality>
      <mineableScatterLumpSizeRange>
        <min>1</min>
        <max>1</max>
      </mineableScatterLumpSizeRange>
</value>
</Operation>


<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDefs[@Name = "ElectricSmelter"]/recipes</xpath>
<value>
<li>SmeltIronOreChunk</li>
</value>
</Operation>
</Patch>

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