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Topics - Ironvos

#1
It's been quit a while since i played, almost a year since my last series of alpha 10.
Was waiting for alpha 13 to be released to get back into the game. 
Usually i do modded playtroughs, but this time i'll be doing vanilla to get my bearings again and check the state of the game.
I'll be doing about 2 episodes each day.

Here's a link to the playlist: https://www.youtube.com/playlist?list=PLi1UBGAImyYIDYWr8nMqITJ2rFUl715Xk

Hope you enjoy.
And there's plenty more older Rimworld content on my channel, this will be the 10th season.


#2
Ideas / Selective blights
February 08, 2015, 08:39:01 PM
I hate blights, i think i've said it dozens of times already  ;D

However i do see their value in making farming and food supplies more of a challenge and to create famines.
But it could use some tweaks.

For example, making blights only affect certain crops at a time, randomly chosen.
Blights could have severity levels that determine how many kinds of crops are affected.
This would make blights less devastating and annoying.
It would also make it so that people would plant all kinds of crops in order to avoid losing all crops in one blight.

Right now i think people just plant potatoes for the most part, and that's pretty much it.
With the addition of extra crops in A9 it would be nice if this could somehow stimulate people to actually plant more than one kind of plant.

An easy and mod friendly way (I think) could be just to give crops a certain blight resistance stat. Then when a blight event happens all crop types need to pass a check, if they fail they are affected.
This also opens a path to genetic altered plants with higher resistance.
#3
Ideas / [Balance] Balancing mood buffs.
February 07, 2015, 07:00:47 AM
When playing the game i often feel like the buffs and debuffs are somewhat out of control.

Imo it would be nice if mood buffs had some sort of mood category to belong to. Those categories would be what determines the final mood. And each category should have a certain cap, either soft or hard cap to make sure that no buffs get insanely low or high.

There could be a category for all food buffs, for environment beauty, comfort (sleeping, eating off the floor etc.) , health, psychology (dead people, slaves), and so on.

This would also make the mood overview a bit more structured. You can still add a button to expand the category to view all the specific buffs inside for details.

It might also make the game feel a bit more organic, as you would at glance be able to see what category you are doing terrible at, and you might act accordingly to add things to buff the mood.
Like if people complain about terrible food, you're not going to solve it by building a gold statue because environment might be maxed already, and you actually would need to make decent food.

Anyway it's something i've had on my mind for a while now, and especially since every alpha new moods are introduced (A9: intoxication, disturbed sleep, ..) it could use some structuring.
#4
Video / Alpha 8 Modded, Shipwrecked (The Metal Age mod)
January 18, 2015, 12:50:17 PM
I'm back with some more Rimworld.
This time it will be a more building oriented let's play, although no doubt there will still be a lot of action as it is Rimworld after all.
The plan is to eventually escape from the planet with a new ship. This will meanwhile also allow me to research the whole tech tree that i have made.

Playlist
Episode 1
Episode 2
Episode 3
Episode 4
Episode 5
Episode 6
Episode 7
Episode 8
Episode 9
Episode 10
Episode 11
Episode 12
Episode 13
Episode 14
Episode 15
Episode 16
Episode 17
Episode 18
Episode 19
Episode 20
Episode 21
Episode 22
Episode 23
Episode 24
Episode 25
Episode 26
Episode 27
Episode 28
Episode 29
Episode 30
Episode 31
Episode 32
Episode 33
Episode 34
Episode 35
Episode 36
Episode 37
Episode 38
Episode 39
Episode 40
Episode 41
Episode 42
Episode 43
Episode 44
Episode 45
Episode 46

The mods i'm using:

The Metal Age
EdB Scenarios
EdB interface UI
EdB Mod order

There will be 2 new episodes per day.
Hope you enjoy the video's.
And as always, feel free to post comments, i enjoy reading them.
#5
********
Important, when using my mod, make sure to start off with a newly created world and colony, it is not save compatible as it changes a lot of things in the game.
********
Some update info here.

Released a patch on 16/01/2015 for 0.0.3 that will make it compatible with the EdB scenarios mod.
However i can not guarantee it being compatible with 0.0.3 colonies you made before applying this patch.
If you have built any regular batteries or ship buildings there might be some issues, so use at own risk if you want to keep your past colonies playable.

Released 0.0.3 on 15/01/2015, this is basically 0.0.2 + the 0.0.2 hotfix all in one.

********
Hello.

I would like to share the mod i have been working on for a while now for my YT channel.
It's a mod that replaces the core mod as it includes everything from the core game, be it somewhat modified, and a bunch of new things as well. Additionally the game also uses an extensive tech tree which you can see here (It's also included in the mod file).

Everything in the mod is either coded or created by me, or it's from the vanilla game.
I do however want to remind people that i am not a coder, nor am i an artist, so don't expect the best professional stuff here :)

-The first important change i suppose is that there are now some different mineable resources:
Iron, copper, silver, gold, titanium, coal, salt.
Steel and plasteel now need to be crafted.

-Some other new crafted items:
Superconductor, powerfilament, powercells, electromagnets, paved tiles, pickled food, salted meat, grilled food, first aid kits, ...
Almost all vanilla weapons, armors and prosthetics.

Some other important changes:
-Powerconduits now use a bit of power themselves. 10w for an iron conduit and 5w for a copper conduit. The supercondutor conduits don't use any power at all and are thus similar to the vanilla conduits.
This will make it so that you kind of have to think a bit more carefully about how you plan your powernet.

-Not all plants can be grown everywhere.
Cotton can only be planted in soil.
Xerigium and devilstrand can only be grown indoors (hydroponics or plant basin).
Plant basins and hydroponic basins don't require power themselves. So power outages won't kill your plants.
However the lamps need a lot of power, and so will your heaters or coolers, so your plants aren't completely safe yet.

-Normal standing lamps now have a small radius around them where plants can grow, this is to make it so the plant basin is usable.

-Buildings on average will use more power than in the vanilla game.
While the lowtech ones use around 400w, the hightech ones will use 1000 to 2000w.
This will mean that you might want to get some better powergenerators later on.

-You get a bit of choice in what resources you want to build something from.
I kind of expanded the 'stuff' system to accomodate to building power and production buildings.
There are basically two catergories: Lowend (Copper, Iron, Steel) and Highend (Steel, Titanium, Plasteel)
Most buildings will fall into one of those categories, some in both.
While this allows you some freedom in your building material, you will still need other materials either way since most buildings also have some fixed resource requirements.

-Steel needs to be crafted in the arc furnace (formely known and the electric slag furnace and now 4 times larger and very power hungry). You need iron and coal to do so.
To build this furnace however you will need Steel. So it's up to you on how you get your first steel.
You can find ruins made from steel walls, you can go open a casket and deconstruct it, you can go trade for it, or you can just wait until it falls from the sky.

-Electromagnets are a new MidTech resource created at the machining table.
They are made from iron and copper and used is many electrical buildings

-Powercells are a new High Tech resource made at the machining table or the power armor table. They are made from powerfilament and titanium.
Powerfilament is something you have to craft at the molecular infuser, it requires devilstrand.

-Nutrient paste dispenser is now a more high tech building. It is still as efficient as it was, and now the paste is considered a simple meal, so no bad mood penalty anymore.

-A lot of more smaller tweaks like trade balance, and things i probably already forgot about :p

-The new buildings, i hope i didn't forget any.

Preserving table: Preserve food with salt, edible but not very tasty.
Grill: Grill food, little better than preserved food, but rots faster.
First aid station: Make first aid kits from cloth, 0.3 medical potency.
Armorsmith: Make basic armors and helmets.
Gunsmith: Make 'ancient' firearms, the bacic ones require iron, more modern ones need steel.
Grenade assembly table: Make grenades and molotovs from iron.
Medicine cabinet: Similar to the equipment rack, but this stores medicine and body parts.
Prosthetics table: Make basic prosthetic arms and legs.
Laboratory: An advanced research bench. Because high tech research takes a long time, one way to speed it up is to have multiple researchers. The normal researchbench however is quite big, but the laboratory is small so easy to set up a room with multiple.
Bionics table: Make bionic limbs, eyes and some nasty melee bionics.
Mechanoid table: Allows you to craft the weapons mechs use, expensive to make but they sure pack a punch.
Power armor table: Craft power armor and helmet.
Molecular infuser: Used to craft advanced materials like superconductors, plasteel and powerfilament.
Plant basin: Similar to the hydroponics basin, but 2x2 and no fertility bonus.
Powercell battery: More efficient than a regular battery, looks nicer and doesn't explode in the rain.
Saltwater battery: A makeshift powersupply that get's it's power from a saltwater solution. Only provides 200w but it will get you started.
Advanced solar panel: More efficient than the regular solar panel in that it's only 3x3 while the normal one is 4x4. It does output the same amount of power though, but is only about half as big.
Chargelance turret: A high powered long range turret that is basically a mounted charge lance, a weapon you can build at the mechanoid table. You don't need a weapon to build the turret though, you just build it from scratch.
Fusion reactor: Some sort of ancient ineffective tokamak design. While it's not exactly glitterworld quality, it's certainly a more advanced generator than whatever else you had built so far. Needs to be built indoors, it doesn't take kindly to the rain and lightning.



And finally here's a link to the mod itself:
v0.0.3 (This is basically 0.0.2 with the hotfix, just uploaded it into one package to make sure people use the right version.)
EdB scenarios compatibility patch for 0.0.3

v0.0.2
v0.0.2 hotfix (just copy the contents into the required folder for the mod 0.0.2 and overwrite. )

To install it, extract the file into the mods folder for rimworld.
When in game, go to the mods menu, enable the mod and disable 'core'.
Make sure you don't exit the mod menu without having either one selected, otherwise your game isn't going to run properly.
If this does happen for some reason, end the game and go to the User/<your name>/AppData/LocalLow/Ludeon Studios/Rimworld/Config/ModsConfig.xml  file and edit the file so that under active mods it lists <li>Core</li>
This will enable the Core vanilla game mod again and will allow you to start up the game properly again.

If you have any thoughts, ideas or if you find any bugs or imbalances, let me know and i'll check it out.
I will attempt to fix as much as possible, however as i said i'm not a professional and most of my work goes into youtube.
So apart from hotfixes i will probably stick to just one release per alpha build.

Hope you enjoy the mod :)
#6
Hello.

So i'm starting a new let's play.
Once again it will be modded.
This time with the exception of EDB interface i will exclusively use the mod that i have made.
The mod is somewhat of an overhaul that adds both lowtech and hightech things, some new resources and tweaks to general gameplay.
It's a bit of everything basically.

I attached a file of the tech tree that i am using.

Playlist
Episode 0 Here i give the mod introduction, no gameplay this episode.
Episode 1
Episode 2
Episode 3
Episode 4
Episode 5
Episode 6
Episode 7
Episode 8
Episode 9
Episode 10
Episode 11

If you have some thoughts or ideas, let me know in the comments, i enjoy reading the things people have to say.

[attachment deleted due to age]
#7
There seems to be some sort of oversight on how beauty calculations work in the game.
Everything works fine for positive beauty.
In that case the formula, (base beauty) x (stuff modifier)  holds up.

However when you have buildings with a negative beauty, they get even worse when built in a material that is supposed to increase beauty.

So it would make sense to have two separate calculations for this.
One for positive: (base beauty) x (stuff modifier).
And another for negative being:  (base beauty) / (stuff modifier).
This way a nice material makes ugly buildings look better.

I found this while modding the game, here's an example:
(In this case i had added a copper resource with a 1.3 beauty modifier.)

#8
Hello.
So i'm back with some more let's plays.
This time i will be playing with a modded game.

Playlist
Episode 1
Episode 2
Episode 3
Episode 4
Episode 5
Episode 6
Episode 7
Episode 8
Episode 9
Episode 10
Episode 11
Episode 12
Episode 13
Episode 14
Episode 15
Episode 16
Episode 17
Episode 18
Episode 19
Episode 20
Episode 21
Episode 22
Episode 23
Episode 24

I am using my own mod, that overhauls the whole tech tree and adjusts certain aspects of the game.
You can check out the tech tree here

Additionally i am using these mods:
Edb interface
Stonecutting tweak
Weapon crafting (I adapted this mod to fit into my tech tree.)
More hair
Jaffa, kree
Norbal viking program
Alpha muffalo


Hope you enjoy watching the video's.
There will be new ones every day.
And if you got any ideas, requests or suggestions, make sure to leave a comment, i always read them and often reply.
#9
Hello.
I'm back with a new playtrough for Alpha 8.
This time it's a vanilla one, but i will be starting modded playtroughs very soon as well.

Here's the link to all 7 episodes.
1) http://youtu.be/3OOWIJWa1ao
2) http://youtu.be/5MOvauUSm4Q
3) http://youtu.be/JLn5UhzZZAo
4) http://youtu.be/JXRUncRyiAQ
5) http://youtu.be/Wp_385rZQiw
6) http://youtu.be/TpC9DD1Pc6k
7) http://youtu.be/z6WX37aFIug

It was a very short but hefty let's play, had some awesome fights:)
Hope you enjoy it, will be doing that modded let's play next.
#10
Hello everyone.

Been playing rimworld for about a month or so now, both vanilla and modded.
With the release of Alpha 7 i think it was an ideal time to start a let's play.
But not just the vanilla game, this has been covered plenty of times already on YT.
So i have started a modded alpha 7 let's play a few days ago.
Currently i have published 36 episodes so far.

The main mod i use is Tech tree minami.
Additionally also extended surgery , extended stoneworking and the EdB UI.

My approach is to not minmax too often and just play in a more balanced and plausible way.
So no huge unicomplexes full of rooms, and no idealized starting conditions.

Anyway, enough talk, here's the link to episode 1
http://youtu.be/32xjSU9zb-c

And this is the link to the playlist.
https://www.youtube.com/playlist?list=PLi1UBGAImyYK7KeTxSTyJIv6W-SamO8FM

Hopefully you enjoy, and if you have some remarks about the youtube presentation or the way i'm playing, feel free to leave comments.