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Topics - Abrexus

#1

Many thanks to the TwitchTV streamers listed below who are supporters of Superior Crafting.  Many great ideas for the mod have been conceived from the streamers and viewers there.  Please feel free to drop in, share your thoughts, and say hello!  Also, a special thanks to Das24680.  I first found out about Rimworld on his Youtube channel.  It's entirely his fault I got sucked into the game and this amazing mod community!

Special thanks to Kirid, jacob814, Skullywag, & Jaxxa for allowing me to incorporate their work into Superior Crafting!  Please note:  Any use of Superior Crafting Alpha 11 additions and features requires a request be sent to Abrexus.  This is due to the fact that some of the new code and textures are not mine, and were given to me for my use in this pack only.




Latest Version
Superior Crafting Alpha 11b CORE Mod Download v0712

*note*  this is for Rimworld alpha 11b and later ONLY.

Previous Versions
Superior Crafting Alpha 11 CORE Mod Download v0703

*note*  this may NOT be save game compatible with versions earlier than 0701 and is not compatible with alpha 11b or later.

So what is Superior Crafting?  Well, it's my vision on how a redesign of the research tree and production chain can enhance the feel of starting out alone and isolated on a new world.  With Superior Crafting, you start with minimal items you can build, and must research your way up to the more advanced items.  The production chain is also enhanced, so that crafting plays a larger role in your colonies growth.  This mod may not be for everyone.  You have to work hard to unlock the good stuff, nothing is given to you for free.  You'll also have to make hard choices as to what you want to research next.  This choice matters, and depending on the biome you start in, one technology may benefit you more than if you started somewhere else.

Please feel free to leave any comments, questions, or ideas, because without you the community this mod would not be what it is today!


Changes:
* Updated to alpha 11
* Training items are now used automatically when the pawn is idle, as well as manual use
* Added a flamethrower weapon
* Added a fire extinguisher
* Hydroponic tables can now automatically change all connected tables to grow the same plant type
* Updated all in game textures to remove unsightly ghosting
* Replaced wood plank texture with something more pleasing to the eye
* Balanced vents so temperature equalizes more evenly between connected rooms
* Decreased the cost of campfires to help balance starting in cold climates
* Decreased the cost of mulch used to fertilize soil
* Mulch now is made from kindling instead of whole logs
* Increased the amount of silver traders have available to buy your goods with
* You can no longer extract biomatter from a rotten corpse

Fixes:
* Hoppers now properly accept hauled items
* Growing zones now working properly for crops
* Meal source alert now properly recognizes the cookstove, grill, and food prep table
* Floors can now be removed
* Equipment rack is now able to store items properly
* Minor fix to allow for worktables to function better
* Raiders should no longer be armed with fire extinguishers
* Colonists should now be able to resume crafting melee weapons at the craftsman's table
* Fixed bug when adding the 5th colonist to the training menu
* Fixed the advanced prosthetic arm, power claw, & scyther blade so they now properly work as melee weapons
* Colonists will now stop training if asked to perform another job
* Fix to workgiver code for fire extinguishers
* Fix to allow scars to be healed on any body part
* Fixed error when fighting fire with pawn who has a melee weapon equipped
* Fixed duplicate slave/pirate trader
* Doors now have the forbidden command added back

- FAQ -
Question:  I want to build a furnace, but it wants to make it out of slate blocks and I don't have any and can't make any.
Answer:  If you click on the icon in the build menu, you can select what types of blocks you can build it from.  Sometimes the default selection isn't a type of block you may already have.

Question:  How do I use the training devices?
Answer:  All four training devices are mannable.  Just activate your pawn and right-click the item to direct them to man it.  They will stop using it when they are tired, hungry, or interrupted by you.


- Mods I play SC with -
EdB Interface UI Mod
EdB Prepare Carefully
Pawn State Icons (v03d)
Miscellaneous V1.11.2 - Vanilla Enhanced
I use the above mods in all my games, and they all work without any problems so far.

Zombie Apocalypse Fix
This is a fix for the Zombie Apocalypse mod.  Overwrite the Races_Zombie.xml file located in the  "Defs/ThingsDefs" folder of the Zombie Apocalypse Mod folder, with the one included in this ZIP file.




Superior Crafting
by Abrexus & Mrofa
is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
#2


SendSpace Download


It is with great pleasure I bring to you version 2 of Superior Crafting!  This has been completed with great collaboration and effort due to the amazing people here on the Rimworld forums, and the modding community.  I have so many people to thank for their help in both testing and contributing ideas, but in the end everyone who plays Rimworld is to thank.  Without this great game we would not have this wonderful community.

You will see alot of new items, and balance based of your feedback.  In this edition, we added a number of new things for your colonists to do, such as use the shooting range to increase their ranged skill, and reading learning tapes at the desk.  We added new crops to grow (such as mushrooms which also grow at night), as well as new things to do with those crops.  I try to make sure everything has a purpose, and isn't just included to be included.

We have also taken a pass at combat balance, so no more tribesman bows out-ranging your machine gunners!  We've included a number of requested features from other popular mods, such as Jaxxa Shields, Colonist Only Doors by Neurotoxin, and Soylent Green from Apothecarius.  Many of the great textures by Mrofa from his clutter collection are included as well.

FAQ:

Q:  When I first install the mod I get some red X textures in the build menu.
A:  This is a known issue, may happen when you first install.  Simply activate the mod in the mods menu, then quit the game and restart to fix the issue.

Q:  Will this update work with an older version of Superior Crafting?
A:  Most likely not.  Many of the items were changed and new ones added.  It most likely will require a new game.

Q:  How do I get my colonists to use the Berry Wine or Shroom-Stims?
A:  They will use them as needed.  Because they are a food item, they will not consume them if they are too full.  This may change in a future update.

Q:  My healing pod is not healing my colonists, even when agave gel is in a hopper next to it.

A:  They are definitively working, I just tested them again.  Keep in mind, they will not heal missing body parts.  Also the agave gel wont heal blood loss.  The damage system has changed dramatically in alpha 6, and there are still some things that are locked out from being changed/healed.  There is also a known bug with healing as posted here http://ludeon.com/forums/index.php?topic=5449.0

Q:  I am getting a spam list of recipes in the chemlab.

A:  This is a bug with the load/save system of the game itself.  It doesn't reset all internal variables when simply loading from a save, and leaves some of them stored in memory.  They do get cleared when the game is exited and restarted.  If you exit the game completely and reload, the list should revert to normal.

Coming in version 2.5 = Apparello!

Update:
Added soylent green to slave and agriculture trader.
Steam Generators can once again be built inside.
Fences now buildable at start.
Locakable doors courtesy of Colonist Only Doors by Neurotoxin!
adjusted exp gain and work time for the tapes.  Work time reduced by 50% and exp gain increased to 2500.
Reworked training system and added a medical dummy, punching bag, and holosuite.
Fixed the Wine & Shroom-Stim code so they work as intended.  Shroom-Stims will now be properly consumed during the psychic drone event only (addiction removed)