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Messages - VincentSinclair

#1
Unfinished / Re: [A15] [WIP] Mine Shafts
January 11, 2017, 10:56:07 PM
An XML error?
#2
Unfinished / Re: [A16] The Great War
January 11, 2017, 10:54:29 PM
Quote from: Profugo Barbatus on December 29, 2016, 05:25:05 AM
Considering the size and weight of most great war machine guns, and the most common usage of them as emplacement weapons, I'd go for turrets.
I would like to point out that some sides DID have some rudimentary light machine guns, and automatic rifles, such as the BAR ,Lewis Gun, and Benet-Mercie/Hotchkiss Model 1909, and Chauchat. *It wasn't as terrible a gun as made out to be, and it will work just fine if the magazine is kept clear of mud and dirt, something that was very difficult to do in the trenches, and that the shooter lays in about a 45 degree angle perpendicular to the gun to avoid getting their eye bashed by the recoil.* Maxim Guns were essentially the MMGs and HMGs of WW1 being as that they had to be serviced by a two man, or three man crew, and could only feasibly be hauled due to it weighing up to 140 lbs. whereas by contrast the Lewis Gun weighed about 28 lbs.
#3
Unfinished / [A15] [WIP] Mine Shafts
October 15, 2016, 11:39:36 PM
The barebones version of this mod is complete! Now you can finally dig in to the crust! I plan for two versions of this little mining mod. The current, and unbalanced version, and a tweaked, balanced version. Feedback would be much appreciated as this is my first mod ever, and I had just recieved help from kaptain_kavern to make this mod functional! For now the basic neolithic mine is an oversized passive cooler, and you can unlock by researching stonecutting. It costs a pretty bunch of wood, but the unbalanced nature of the mining currently offsets that for now. Later it will function as a supplement and last resort source of materials until you unlock the planned powered mine.

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#4
Unfinished / Re: [A15] [WIP] Mine Shafts - Help needed
October 15, 2016, 10:22:03 PM
At some point after I get the mining bits worked out, I want to put this through a full expansion of rimworld's tech and create a companion mod to this that will contain a selection of WW1, and WW2 era technology. (lots of industrialization, and big buildings, with limited to no electrical need.) I.E. taking the MP40 from the 20th CW mod and changing the recipe around to where it can be made at a weapon smith's table, and change it's work required to be lower, but you have to have stamped steel on hand. I'm somewhat of a history buff, and I want to give colonies an ability to rapidly industrialize from the tribal point to survive, however the person now has to manage multiple crafting structures, or atleast have a manager mod installed, and will be able to get firearms out i'd say just before the first raid hits you. If you're playing with Lovecraftian monsters, you get more of fighting chance if Deep Ones are your first raid!   :D Also yes I believe it would, infact there is already a mod out there called Medieval Rimworld I think which disables the entire research tree electricity and beyond, and forces the map to only generate raids with neolithic/medieval tech. No mechanoids. No guns. No easy living in extreme times. Also certain incidents have the text changed around for flavor indicating that your colony had no idea that an eclipse is a natural phenomenon, and believe it is the god of darkness taking hold of the sun.
#5
Unfinished / Re: [A15] [WIP] Mine Shafts - Help needed
October 15, 2016, 09:48:34 PM
Quote from: kaptain_kavern on October 15, 2016, 09:38:19 PM
You were missing a </RecipeDefs> at the end of the recipe file also.


I never noticed that bit.
Quote from: kaptain_kavern on October 15, 2016, 09:38:19 PM

And the error about cross-referencing seems to be related to the fact that your building def have 5 recipes sets and your recipe file only have the first one defined : MiningCrustSteel. If i erase/comment the 4 others recipe in the building def, the game starts without errors.


I was simply trying to go for process of elimination with the errors by only having the steel recipe worked out. If I got the steel recipe right then I would proceed to work on the other recipes. As you pointed out earlier it may have been from the missing </RecipeDefs>
Thank you guys for your help. I wanted to put this together and make it a fully fledged mod inspired from things such as Quarry, Industrialization, and Medieval Times contained rock quarry.
#6
Unfinished / Re: [A15] [WIP] Mine Shafts - Help needed
October 15, 2016, 09:36:39 PM
Yes it is a "low-tech" neolithic mine intended more for my personal use in it's current unbalanced state, however I plan on trying to configure the outputs for it to be balanced vs. surface mining. Currently I plan on having only be used as a quarry, and metal mine for steel, jade, components (might remove this in a another version from the mine and make it to be able to crafted from steel at a different table if people find it to be too unbalanced.), gold, and silver. My idea was from my experience with playing Dwarf Fortress, and the fact that when easier accessed materials on the surface level were depleted cultures would dig down. The balanced version of this is to allow to supplement early mining of veins, before being the main source of materials. The grand plan is to try to complete a full tiered mining system that's great for vanilla play and will play nice with a number of other mods that lack a mine. The unbalanced is intended to let the neolithic tiered mine produce metals at the rate of the end-tier mine, and going from there.
#7
Unfinished / [A15] [WIP] Mine Shafts - Help needed
October 15, 2016, 07:19:50 PM
I need a bit of help with a workbench i'm throwing together as a first mod to provide a stable metal, mineral, and stone economy outside trading and ship parts. I think I have the basic structure correct minus the workgiver part as there seems to be cross-referencing errors with the recipes. It's been driving me up the walls bonkers trying to resolve the issue.

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