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Messages - JustIvory

#1
I must say that the Mod Manager is beautiful! I was using Mod Switch previously and this by far quenches my love of aesthetics. I think that the addition of some sort of category feature, such as color coding or tags would be very useful. Perhaps also a button to disable all mods at once. As for now, I click each of my 230+ mods one by one to disable them and hope that I don't forget to save a mod list with nothing on it.


Great work! :)
#2
Releases / Re: [B19] Meaty Bits & Eggcetera
October 05, 2018, 09:20:26 AM
Quote from: zmadz on October 04, 2018, 11:37:20 AM
Hey was wondering how does this play with cab's beat the meat the mod that let's u make sausages,steaks etc ?
I will take a look at this today. :)

Update: It was mostly compatible, but there was one small issue with the bacon recipe because it required turkey meat specifically. I added a patch to change it to accept poultry instead and I will be uploading that tonight (possibly with support for Fluffy's new Mod Manager). If you do find any more issues between the two, be sure to let me know!


Quote from: dburgdorf on October 04, 2018, 12:11:23 PM
Just gotta say, I love the mod's name.  :D
Thank you! I'm happy that you like my sense of humor.
#3
Unfinished / Re: [0.19.2009] Rimworld Earth - Tech tree.
September 29, 2018, 04:38:34 PM
I'm currently working on my own tech tree for one of my WIP mods. I was intending to make it detailed similar to this, but not quite as complex. Would you mind if I used this as a reference to help construct mine? :)
#4
I was a fan of the minced meat mod before it became outdated with B19. I also tend to use a lot of mods and my meat list would require too much scrolling for my taste just to find that one thing that needs checked in six different areas. I also personally don't think it is necessary to have so many types of unfertilized eggs considering all they are good for is crafting and they never hatch. So, this is my own personal solution to my problem! I want to make this as inclusive as possible with mods, so if you want to see support for a specific mod added, leave it in the comments so I can add it to my list!

Meaty Bits
This mod simplifies the types of meat you get from butchering into the following types:

       
  • Poultry
  • Beef
  • Pork
  • Venison
  • Game meat
  • Insect meat
  • Humanoid meat
  • Rabbit meat
  • Dog meat
  • Kitty meat
  • Exotic meat
  • Meat scraps
If you have certain supported mods enabled, it may add these as well:

       
  • Mutton
  • Seafood
Ideally, you will be left with nothing more than these meats in your meat menu no matter how many mods you have that would normally add clutter.

Eggcetera
Because many other mods add to the unfertilized egg type list, I felt the need to make the system very minimal. Animals that lay unfertilized eggs will now lay one of two types:

       
  • Egg (Sm)
  • Egg (Lg)
These have different nutrition values and sizes just for fun.

Supported Mods

       
  • AnimalCollabProject
  • Spidercamp's Dog Pack
  • Lost Forest
  • Rainbeau Flambe's Fishing
  • Vulpine Race Pack
  • Ferrex Race
  • Racc Race
  • Xenn Race
  • Beast Man Tribes
  • Argonian's of Blackmarsh
  • Fantasy Goblins
  • Orassans
  • Tree People
  • Astorial
  • Cab's Beat The Meat
Notes
If you do not use any of the supported mods, it will cause no harm. All changes were made via patches that are ignored if a supported mod is not present.

If you are using Rainbeau Flambe's Fishing mod, this will make some significant changes! Seafood recipes are now made with the fish corpses. The meat that you butcher from the corpses will all become "seafood". As a result, fish corpses can now stack. Future improvements to this system may be made.

Compatibility


       
  • May be incompatible with any other mod not listed above that adds egg-laying animals. They will run together without issue, but you probably will not be able to use the extra eggs to craft anything. Lonely little eggs that are destined to rot... how sad. :( Please let me know if you find a mod that needs support added!
  • Most likely incompatible with mods that patch the core's EggLayer comp property. I will hopefully be able to work out a fix.


This mod is Nexus Exclusive!


You may include this mod in a modpack with credit given to the Ivor Sisters, Justine and Annabelle Ivor, and a link back to this mod.
You may not make derivatives.





Feedback is appreciated and very motivating. Enjoy!
#5
Currently on a short hiatus while sprites are being designed. Health difficulties are interfering with my modding time. :(

TODO:

       
  • More extensive overview of what I plan to do.
  • Better mod title.
  • Textures, textures, textures! Voluntary spriters are needed!
I am working on an ambitious project that I feel needs to happen.

A complete fantasy overhaul!

Expanding on that a bit, this overhaul will completely change how the game plays with a strong focus on early primitive, tribal, medieval and pre-electricity industrial eras. If you've played the with Tribal Essentials or Medieval Times mods, imagine something similar amplified with the addition of dragons, fae, magic, and eventually steampunk! There will be many races and animals added, a ton of furniture, and most aspects of the game will be expanded on to some degree.

So far, I have begun re-writing the tech tree and filling out the early game content. I'm writing the tree to have a bit more realism with a twist of my personal taste. The tree also starts much earlier than the Tribal Essentials mod allowed. Early game makes use of hay, wood, leather, and stone as its primary resources for crafting, building, clothing and weaponry. You will be relying on these for quite awhile. You can choose how you would like your colony to advance with a more expanded tech tree.

Here's a little breakdown of what I've accomplished.

In progress:

       
  • Tech tree rewrite, including changes to what can be built/crafted and when
  • Primitive content
  • Planning, lots and lots of planning!
Done:

       
  • Straw animal bed
  • Basic log wall (for early game use)
  • Straw curtain (an early game door)
  • Primitive research spot
  • Digging pit (still needs a custom work type)
  • Dirt, sand, rocks, clay, mud, gravel + recipes
  • Rocks are weapons!
Progress on the research tree thus far:



The research tree is still a huge WIP. I expect to see a lot of changes and additions in the coming weeks.
Because there will be many things to research early on, there will be a primitive research spot you can place immediately at the start of the game and each research will have a significantly low cost so it won't feel like there is too much of a drag on progress or too drastic a disadvantage. This is all being balanced out to make it fair with only a mild degree of challenge.

If this doesn't seem impressive yet, just wait for future progress updates. :) 
(I think my planning outline alone is impressive...)




A big thanks to my current spriter: Shotgunfrenzy