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Messages - indiecosmic

#1
Quote from: Manu1361 on March 20, 2019, 11:50:38 PM
Hello there, anyone knows of an update for this mod or a similar mod ?
I'd love to get stats about food production/consumption.

Hey Manu! Thanks for showing interest in this old thing. I'll update it for you.

A new release can be found here: https://github.com/indiecosmic/rimworld-extended-history/releases
#2
Bugs / [A13] Broken down fueled stove still works
April 07, 2016, 04:11:55 PM
My fueled stove broke down, but the colonists keep cooking meals on it without problems.
#3
Ideas / Re: Growing plant "none", for winter
December 14, 2014, 09:56:37 AM
I came up with a temporary solution for this. I made a mod (see attachment) which lets you plant grass in your growing zones. It requires some work from your farmers to grow, but it has a long lifespan and doesn't die in winter.

[attachment deleted due to age]
#4
Ideas / Re: Growing plant "none", for winter
December 14, 2014, 08:15:12 AM
+1 It would be really good with a fallow/none option like in DF.
#5
Quote from: Rikiki on November 24, 2014, 04:03:06 AM
Are you sure you use the latest version? There was a bug with the recipes in the last version...

Could you please send me your savegame+world file and the list of mods you are using?
Thanks for the report :)

Well, this is embarrassing. I was using v3.1  :-[. Thanks for your fast response, and a great mod. :)
#6
Quote from: cyrus on November 15, 2014, 02:45:31 AM
Quote from: Rikiki on November 14, 2014, 05:38:15 PM
Have you deleted any previous version to be sure?
Have you created a new world/colony?
ofc i did. today i will try to use your mode without other mods to check compability.

upd. its working when game without mods...
i have theese mods: A2B, Apparello, BodyBank v1.4, EdBInterface, EdBPrepareCarefully, M&Co. Common (3.2), M&Co. Deepdriller+MMS(3.2), MaterialCrops, MoreTurrets, NewRecipeNurse, ProjectArmory215, PurpleIvy, SimpleTorch, SuperiorCrafting, SurgeryExtendedAndBionics, Tech Tree Minami A7(full pack), Turrets Pack.
Best idea that is your mode make some conflicts with superior crafting.

upd2. found solution. Just need to rebuild mining and electronics workbenches. After that they will have new craft options.

I've run into this problem as well. Even though I researched the whole mining techtree the only bills available in the mining and electronic workbenches are the basic ones. Rebuilding the workbenches doesn't help, nor does activating/deactivating the mods. I'm playing on a fresh map too.
#7
Quote from: millenium on November 18, 2014, 03:21:24 PM
the clutter (i think) mod adds a automatic trash can that cleans within a radius while also being confined to a room. from my understanding of whats needed this would work great for the proposed refrigerator room. i dont know if the code could be modified to the refrigerator algorithm but its an idea.

Thanks! I'll check it out!
#8
I've got some good news and some bad news. The bad news is that rooms and regions are hard coded in the game, which makes it very difficult to create a refrigeration room based on the prison cells principles at the moment. However, I might be able to create a refrigeration building with a radius, like the orbital trade beacon or sun lamp. This would basically have the same effect if you place some of them together.

What do you think?
#9
Quote from: NoImageAvailable on November 04, 2014, 04:51:45 AM
Quote from: Vas on November 04, 2014, 12:25:54 AM
If you could, it would be nice to be able to build a refrigeration room.  One entire room that keeps everything inside it cold, and causes colonists that are inside it to be uncomfortable because of the cold and become stressed like being in the dark and stuff.  :P  This way I can store a lot of things in one big walk in fridge.

That might be unnecessary soon, given the latest changelog entries

Quote

  • Raw potatoes, berries, meat, and herbal medicine will rot and can be refrigerated to prevent rotting.

Yeah I saw this as well, maybe the fridge will be unnecessary in A8. But until then I will try building a refrigeration room just to see how if and how it could be done.
#10
I made a small update which adds a glowing effect to the fridge.
#11
I actually made a mod to make it easier to keep track of this stuff.
Extended History
#12
Quote from: Viceroy on October 28, 2014, 04:56:17 AM
Cool dude, thanks so much! :D

And another updated with charts for generated and consumed power. :)
https://github.com/indiecosmic/rimworld-extended-history/releases/tag/v0.3
#13
Outdated / Re: [MOD] (Alpha 7) Extended History v0.1
October 28, 2014, 04:04:28 AM
Quote from: indiecosmic on October 28, 2014, 02:39:23 AM
Quote from: Viceroy on October 27, 2014, 05:55:00 PM
Ah nice, can you make a power generated and power usage one too by any chance?

Yeah, that would be cool! I'll look into it. :)

Okay, so I made a quick test with a power chart. Power is a bit more complex to track, but I managed to create a chart which displays transmitted and stored power. I'll see if I can manage to break it down into generated and used power later on.
#14
Outdated / Re: [MOD] (Alpha 7) Extended History v0.1
October 28, 2014, 02:39:23 AM
Quote from: Viceroy on October 27, 2014, 05:55:00 PM
Ah nice, can you make a power generated and power usage one too by any chance?

Yeah, that would be cool! I'll look into it. :)
#15
Description
So far this is a proof of concept on how to make your own history and statistics graphs. It adds additional graphs to the history tab, and tracks stored food/meals and power over time.



Download
Download the latest release on GitHub

How to install

  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate the mod in the mod menu in the game.
  • In order to use this mod you need to start a new colony.

How to use

  • Open the overview and switch to history.
  • Choose food from the graph selection.

Notes
Feel free to post opinions and ideas on how to extend this mod with cool statistics in the comment section below.

Changelog

Version 0.3 (2014-10-28)

  • Added additional charts for generated and consumed power.

Version 0.2 (2014-10-28)

  • Added a power chart which displays transmitted and stored power.

Version 0.1 (2014-10-27)

  • First release! Adds a food chart.

Source code
Full source code is available at GitHub.