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Messages - EarthyTurtle

#1
Releases / [1.0] EarthyTurtle's Mods
November 03, 2018, 07:35:50 AM
Let's Trade
For Rimworld Version [1.0] | Mod Version [1.7.1]
An entire rimworld and only 4 types of traders? Not anymore :).
'Let's Trade!' adds more trader variety to Rimworld. New traders will create more flavour within the trade system and provide more unique opportunities. Let's Trade's secondary purpose is to try to make modded content appear more frequently in trade lists without the need to directly patch them into the trade files.
"Variety is the variety of life!" - true story.
Github Download: https://github.com/earthyturtle/LetsTrade
Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1541261044&tscn=1541180538




The Rock Trade
For Rimworld Version [1.0] | Mod Version [1.5.0]
This mod makes storing, transporting, trading and using stone chunks easier with a crating system. A total of 3 new rock traders are added, that specifically buy and sell chunks.
Github Download: https://github.com/earthyturtle/TheRockTrade
Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1541260846




Soil Enhancement
For Rimworld Version [1.0] | Mod Version [1.6.3]
A small, simple mod that allows you to both defile the dead, and feed your plants.
This mod gives you the ability to break rocks down into various soil types. Starting with gravel, and working through to rich soil. Unlike other soil mods this mod does not add new soil types, but rather gives you access to build existing soil types.
Github Download: https://github.com/earthyturtle/SoilEnhancement
Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1541260462




Stackable Chunks

For Rimworld Version [1.0] | Mod Version [1.1.0]
A small, simple mod that makes Stone and Slag chunks stackable. Includes the ability to set a custom stack values through mod options between 1-400.
*Requires Hugslib to be placed before StackableChunks.*
Offline Download: https://drive.google.com/open?id=1xPkBSTrACraL1bActhkei9824uVe9Jcl
Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1619558325

I struggle to remember to check the forums haha, so if you need to contact me you can find me on:
RimWorld Discord | Personal Discord | Steam Profile
#2
Outdated / Re: [B18] Let's Trade!
April 20, 2018, 10:37:31 PM
Just updated Let's Trade!
Now includes 30 new traders, more orbital than caravan due to bugs occurring as a result of too many caravan options.

- There are now translations for 25 languages in Rimworld. I do not have Spanish Latin or Portuguese Brazilian translation options. Many of the translations however are very poorly google translated, I would welcome any help properly translating Let's Trade.
Mora145 has helped with a proper Spanish translation, cheers for that!
#3
Outdated / [B18] Soil Enhancement
March 31, 2018, 04:35:47 PM


This mod gives you the ability to break rocks down into various soil types. Starting with gravel, and working through to rich soil. Unlike other mods this mod does not add new soil types, but rather gives you access to existing soil types. So growing becomes more viable on harder maps (like extreme deserts and ice sheets) without access to growable soil.

Start with:

       
  • Researching Stonecutting. This unlocks the creation of gravel and sand at the stonecutting table.
  • Research Soil Enhancement to unlock soil and rich soil which is craftable at the stonecutting table and blood n bone which is craftable at the butchers table.
  • Soil takes gravel and hay to make, requires a growing skill of 8.
  • Rich Soil takes Soil and Blood 'n' Bone to make, requires a growing skill of 12. (blood n bone is crushed at a butchers table using 1 corpse).

Screenshots:
Hard at work
Totally no colonists in that pile...




Download here:
B18 - Soil Enhancement v1.1 (Current)


Compatibility:

  • Placeable anywhere in your modlist.
  • Is perfectly safe to install into existing save files, plug'n'play.
  • Can be removed from save files, as long as ALL items of Soil Enhancement are removed from the save first.
  • Haven't encountered any incompatibilities with other mods as of yet.
  • Lemme know if any problems pop up. :)




Author: EarthyTurtle
Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1346819398
License: 'I Like Rock' is under the creative commons license. Cite, learn and use aspects from this mod, credit optional but appreciated ;) . Please do not outright copy this mod and/or re-upload without my consent.
#4
Outdated / [B18] Let's Trade!
March 31, 2018, 04:26:12 PM


An entire rimworld and only 4 types of traders?! What heresy is this?
Let's Trade! adds more trader variety to Rimworld. 30 new traders will be added to your play with the capacity to buy and sell every known item in the game (within reason, the rarer the item the harder it is to come across in trade). Let's Trade's main purpose is to try to include content from other mods as trade-able items without patching them in.

So who's trading?

       
  • Agricultural Traders - We had them way back when, now we get to have them again. Straight from the farmlands they trade in most known edible plants.
  • Butchers - The agricultural trader's twisted sister. If there's a special type of meat you've always wanted to try, chances are they have it on the menu.
  • Medical Traders - 000 what's your emergency? You need meds and stat! The docs and nurses will sort you out with all your hospital needs.
  • "Pharmaceutical" Traders - Lemme hear you say Yayo! Heyo!
  • Archeologists - To continue our pursuit to uncover the secrets of our past and the knowledge of our future.
  • Scrap Traders - Your run of the mill scrap dealer. One man's junk is another man's treasure.
.. and many, many more!
Full list can be found here (spoilers)


Screenshots:
Scrap Trader
Textiles Trader




Download here:
B18 - Let's Trade! v1.5.1 (Current)


Compatibility:

  • Placeable anywhere in your modlist.
  • Is perfectly safe to install into existing save files, plug'n'play.
  • Is safe to remove from save files, as long as there isn't a modded trader active in any of your saves.
  • Should be compatible with all known mods, and includes modded content as long as it is using vanilla categories, tags or defs.
  • Lemme know if any problems pop up. :)




Translations available for 25 languages in Rimworld.
- Spanish translation thanks to mora145!

*Currently Spanish Latin and Brazilian Portuguese remain untranslated and welcome input from anyone willing to reliably translate this mod into them.*

I cannot guarantee the accuracy of languages translated by myself. I am not fluent enough in other languages to accurately use words or correctly structure grammar. If you find errors or poor construction that you believe you can fix please contact me on the RimWorld Discord, Ludeon Forums or in the translations section of this mod.




"Variety is the variety of life!" - true story.

Author: EarthyTurtle
Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1344181821
License: 'I Like Rock' is under the creative commons license. Cite, learn and use aspects from this mod, credit optional but appreciated ;) . Please do not outright copy this mod and/or re-upload without my consent.
#5
Outdated / Re: [B18] I Like Rock
March 31, 2018, 04:11:10 PM
Alright, changed much about the mod to make it a bit more streamline.
- Standard small rocks are now throw-able by default, throwable rocks have been removed.
- Additional research is now required to unlock rock armour.
- Balanced some of the item and statistical amounts of items. Changed recipes to make more sense.
- Added more weapons and the addition of simple tools.
#6
Outdated / Re: [B18] I Like Rock
March 21, 2018, 04:59:45 AM
Just updated the mod so now you can throw some rocks at people :D.

(Unfortunately not the rock chunks though, Rimworld didn't like me altering them as weapons)
#7
Outdated / [B18] I Like Rock
March 10, 2018, 06:10:13 AM


A mod about rocks, for the rock enthusiast. Expands on the uses for stone chunks beyond just stone brick.

Features:

       
  • 3 new trader types - Rock is now tradable!
  • Simple craftable weapons, armour and items made from rocks.
  • Ongoing additions to come.

Screenshots:
Tradeable rocks
New rock items
Rock Crafting
Throw-able rocks




Download here:
B18 - I Like Rock  v1.2 (Current)


Compatibility:

  • Placeable anywhere in your modlist (must be placed above other dependant mods).
  • 'I Like Rock' plays nice with existing save files, should be no drama installing.
  • Remove all traces of 'I Like Rocks' from your save before uninstalling.
  • Should be compatible with most known mods, may have difficulty with any mod also editing or replacing the various_stones.xml file.
  • Lemme know if any problems pop up. :)




Some positive callouts:
"This mod rocks." - Vlad (definitely not a swan)
"Solid mod, a true gem." - Grease is the word
"This mod is a favourite of mine - now I can get stoned whenever I want" - a.mead93
"I didn't know whether to download this ore not. Glad I did. This is the bedrock of all my mods"
"The update is very much appreciated! I will never take you for Granite" - Dr. Ben Carson
"This mod is the schist" - Jmattspartacus
"It's great this doesn't fracture my saves!" - Killer Rabbit
hehehe....

Author: EarthyTurtle
Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1322710602
License: 'I Like Rock' is under the creative commons license. Cite, learn and use aspects from this mod, credit optional but appreciated ;) . Please do not outright copy this mod and/or re-upload without my consent.
#8
Alternatively, I have had success with mine field recently. Especially around the crashed ship part itself.

Watch the path your troops take to get to the ship from your base and mine that entire trip. (If multiple paths are located, wall off the more obscure ones. If you put too many walls up then they may try bust through them.otherwise lure them with a runner.) You wont kill centipedes, you're aiming to kill any scythes coz they are your main threat when kiting with snipers. You may damage centipedes additionally as body rings get heavily damaged by mines.

Mines my friend, mines. Mortars are good but mortars a better I find for large bodies of clustered low health units.
#9
General Discussion / Re: Making money through smelting
February 20, 2016, 11:13:18 PM
Depends, if it's good quality and actually usable I would imagine so also. But Imagine a really nasty cheap manufactured sword that looks like it's about to break? I wouldn't cough up much for that. Sometimes the raw ingot is worth more just because it can be used to make something of decent quality.

Lets face it no one would buy a terrible quality weapon, those terrible quality weapons need to be melted down into their raw elements to be reforged which costs time and money to do. They'd have to buy it cheaper to do that.
#10
Love it, a strong Ice-sheet player myself and I think this is great.

I'd say for food never go past the idea of setting up your own Hydroponics. Yes trade is very important to survival, but your first research should be into hydroponics and there is no guarantee of a farming vessel coming into comms range in time. If you begin research from the first or second day on hydroponics with your fastest researcher then you should be able to get a small hydroponics farm running and yielding it's first crop right as you run out of food on the map.

Pjj also makes a great point if there is a geothermal vent near to your crash site then abuse it. If it's a far distance then don't bother. But what you should also look out for are ruins. Free walls that you can use that'll cut down on construction time and material.

Other than that great :).
#11
Ideas / Re: Research queue.
February 13, 2016, 08:59:32 AM
Kinda reminds me a bit of the old Galactic Civilizations tech tree.... which I loved so naturally, support!
#12
Ahhh I remember the days... back when you could stick people in gibbet cages to rot in front of your troops, bodies sprawled across the floor. Torture was rife in the prison cells, I could hear their screams at night...

The rule of the old rimworld, where fear was a factor of control and the raiders seemed less like plundering pirates and more like liberators.
#13
Ideas / Re: Backgrounds.
February 13, 2016, 08:47:55 AM
A mercenary backer, I'm not keen on the idea of having to rewrite my entire character to make them gender neutral. It doesn't reflect my character's background and story in Rimworld. I made my character as a reflection of myself, a young vibrant designer.  I identify as he and so follows my character also identifies as he. While I am not oppose to the idea of adding character backstories that include gender neutrality (they), I can't see any benefit to making an entire community of backers rewrite their personal characters.

Gender really doesn't do anything in the game, so organizing an entire rewrite of paragraphs of text would be an enormous undertaking. Perhaps instead adopt the idea of gender neutral characters and expand on the existing system rather than replacing? Then allowing backers the option of rewriting their characters if they wish.
#14
General Discussion / Re: Huge problem
February 12, 2016, 07:55:01 PM
Quote from: Veneke on February 11, 2016, 05:51:59 AM
Quote from: muffins on February 11, 2016, 01:15:01 AM
I did some testing.



Very interesting indeed! Thanks!

This more or less confirms what I thought about insulation: a cooler is worth more than a layer of insulation (3v5) by a good bit, and the insulation difference between wood and stone is marginal (1v4).

The airlock certainly has an impact (the heat staggering effect mumbles mentioned), but 6-10 degrees is rather more than I would have thought given its not in active use. I wonder though, is the temperature in 2 slowly rising in the airlock section? If it is then, once that equalizes with the outside, won't 2 eventually have the same temperature as 1?

This answered a long standing question for me thanks! :D
I'm actually curious to see if this works the same way for keeping heat in. May test this as some point.
#15
General Discussion / Re: Animals OP?
February 10, 2016, 08:22:47 AM
Quote from: Boston on February 09, 2016, 09:34:15 AM
Quote from: TinnedEpic on February 09, 2016, 05:50:50 AM
Fun fact, Animals are rated on a scale of 1-5 based on where they stand in the food chain. 1 being things like Chickens and 5 being like Bears/Sharks.

Humans are rated around 2.2, we only act like 5's because of our technology which there is a lack off when you start the game in Rimworld. We are rated on par or just bellow cattle and horses. :P

What? Where is this "rating scale"?

Humans have been on top of the food chain ever since we invented fire, and before we were "humans" (Homo erectus). The development of pointy sticks only cemented our place on top.

What do you consider "technology", exactly? Breaking off a stick and stabbing something with it is considered "technology". A group of humans with pointed sticks can kill anything on the planet, with ease.

Humans haven't been a "prey species" for a couple million years now.
Quote from: Veneke on February 09, 2016, 09:57:43 AM
Quote from: TinnedEpic on February 09, 2016, 05:50:50 AM
Fun fact, Animals are rated on a scale of 1-5 based on where they stand in the food chain. 1 being things like Chickens and 5 being like Bears/Sharks.

Humans are rated around 2.2, we only act like 5's because of our technology which there is a lack off when you start the game in Rimworld. We are rated on par or just bellow cattle and horses. :P

That's not quite right. We rank between 2.1 and 2.2 on the trophic scale. The trophic scale has some very specific parameters for who gets put where, and it isn't really reflective of our position in the food chain (with or without technology).

The reason why most humans today can't be top of the trophic scale (ie level 5) is because we don't solely consume meat. In fact, we're basically limited to level 2 on account of the fact that we eat plants. However, that really highlights just how variable the trophic scale is on an individual basis. For example, any human that only eats other animals will be a level 5 on the trophic scale because we have no natural predators as the only other requirement for level 5 (I'm really simplifying here, but for purposes it should be sufficient) is to be a carnivore.

Wiki link for more info: https://en.wikipedia.org/wiki/Trophic_level

I'm basing it off this:
http://www.smithsonianmag.com/science-nature/where-do-humans-really-rank-on-the-food-chain-180948053/?no-ist

I would assume that by technology, yes indeed a broken off stick would count xD. Which is why we haven't been a prey species for a long time. But I leave it to the experts to understand the full scale of how this is measured, I merely brought it up as a point of interest and relation to topic at hand :P.