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Messages - Ironvos

#31
Hah, don't worry, i'm not easily offended  :D

Atm i'm not looking to merge with other mods yet because i actually learn quite lot by doing things myself.
Do also keep in mind that  first and foremost i make this mod for myself and for use on my channel.
While many people can have many great ideas, they won't always make it into the mod, at least not initially.
I have a lot of ideas myself, will be introducing a few new things for the A9 release as well, but not all my crazy ideas make it into the mod either  :)
#32
Don't write off TTM yet.
If it's not updated for Alpha 8, then maybe for Alpha 9.
Updating modpacks like this takes quite a bit of work, and it just so seems like alpha 8 was released on a bad moment for Minami.
#33
While it seems a reasonable idea, it would require either some fancy coding, or dirty coding, neither is really on my to do list atm :)
For now you'll have to make due with what you find on the map.
Maybe start on a small hills map instead of flatlands to get more resources.
#34
Allright so i added some extra info at the top of the OP.

Also i released a patch that will make 0.0.3 compatible with EdB scenarios.
However it may not be save compatible with earlier made 0.0.3 colonies.
I had to change around some research stuff for the ship parts and i changed the build costs for the regular battery.
The battery now no longer uses the 'stuff' method but now has a specific build cost, the stuff cost is basically replaced by iron.
#35
Did you start in a new world as well?
Cause if you didn't then that's probably the problem.
Otherwise i'm not sure what the problem could be since the mod does work with EdB's mods.
#36
Quote from: Enjoyment on January 15, 2015, 09:16:41 AM
This mod seems to be great (was a huge fan of TTM), but can you post more screenshots?

Well i don't have any screenshots of it atm, but you can go here and watch my videos of the mod.
https://ludeon.com/forums/index.php?topic=8932.0

Episode 0 shows pretty much all the new stuff in the mod.
#37
Everything works fine for me when i use my mod with prepare carefully.
I re-uploaded my mod as version 0.0.3, which is exactly the mod i use.
So if you still have trouble with EDB's mod when using 0.0.3 then i really have no idea what could be causing it.

And if you haven't done so already, make sure you create a new world when starting a game.
#38
Quote from: EdB on January 15, 2015, 12:50:02 AM
Quote from: Woolridge on January 14, 2015, 11:41:17 PM
is there anything i could do to make this great mod compatible with EdB Prepare Carefully?

This was a problem on my end.  I believe it's fixed in the newest release of the Prepare Carefully mod, version 1.6.3.


Yep it actually works now, awesome work there :)
Kinda glad that it's compatible because even though i don't use prepare carefully myself ( i like random starts ) i know a lot of other people do.

Quote from: baebos on January 15, 2015, 05:17:40 AM
Looks like a great mod im going to check it out(remember me i was your tenth sub on your youtube channel)(its great to see it growing)


Yep i remember you, my channel is still small enough to check out who every new sub is :)
Growing slowly but surely, most people are probably there for rimworld i think.


Also i just re-uploaded the mod as version 0.0.3, it's just 0.0.2 with the hotfix really, but want to make sure people have the same version as me since mine works perfectly with EDB's mods.
#39
General Discussion / Re: RimWorld change log
January 13, 2015, 04:44:39 PM
QuoteReworked ship takeoff sequence into a proper whiteout with nice credits.

Well it's not really going to be a very long credit list now is it  :D
#40
Quote from: daedelus on January 10, 2015, 06:06:54 PM
Quote from: Ironvos on January 05, 2015, 10:45:09 AM

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.

10w/5w for 1 conduit square is utterly ridiculous... No wiring would ever lose that much energy to heat. MAYBE 1w/.5w would be more understandable.

And no potato plant will grow in 2 days.
Also noone would be able to assemble a solar panel out of a pile of metal.
And neither would mining ever drop a refined material.

Rimworld is a simplified game, off course wires wouldn't have such a huge electrical resistance, but 1 to 0.5w would be such a ridiculously small amount that it wouldn't have any added gameplay value at all.
#41
Quote from: testerke on January 08, 2015, 04:04:49 AM
Love the idea but it's not compatible with any other mod because you need to disable the CORE. Prepare carefully, EDB interface and shield is improtant for me but they don't work with your mod. :(

EDB interface works just fine for me.
My mod contains everything the core mod does with some modifications and additions.
Just make sure you activate EDB after you have activated my mod.
#42
Another playtrough done :p
The odds were just stacked against me it seems, quite a lot of attacks in the last few episodes.

I'll be doing a new one soon with the same mod.
#43
Quote from: Oragepoilu on January 06, 2015, 11:31:55 AM
After a check i only had one spot of salt (with 1500 hp my bad for this :p) so i restarted a new map, because only having the possibility of 400w for early game kill the thing a bit too much x)

Anyway incase of, is there a way to change the drop of salt ? each square give only 25 salt, and even if it's only for myself i could edit and change it if i know where the data is stored (didn't found it yet )

Yes, go into the metal age mod folder to Defs\ThingDefs\Buildings_Natural.xml

Look for the section about MinableSalt.
There you will find <mineableYield>25</mineableYield>
Changing this will change how much drops per tile you mine.
And the one under it <mineableScatterCommonality>0.20</mineableScatterCommonality>
This one determines how common the resource should be generated, turning it up to 0.30 would make it 50% more common for example.
#44
Quote from: Oragepoilu on January 05, 2015, 02:25:15 PM
I'll try, pal. I don't have a lot of time from the next two days but expects another anwser (in the worst case) after.

If I'll find something I found weird, I'll tell you.

Edit : i find the "salt" part a bit ... useless ?
I only had one spot of salt, it take ages to mine it (2500hp) and provide almost nothing to help with.
by the time you can get some salt you will be already making wind turbine or whatever (no need for battery) and it take too much time to mine to use it on food anyway.

Well, it's pretty much your own choice which way you want to go. You can forget about salt for the most part and try to beeline for power. But the windturbine does need either steel or titanium to build, so if you don't have either then you can forget about an early turbine. Either way you will need the battery to power a machining table to make electromagnets as well.
Much of the early stuff is pure survival things, you won't need it later on, but depending on your starting situation they could come in handy.
Still i'm not saying it's perfect or balanced, i will evaluate all things and improve or cut out the bad and keep the good.
Also salt is 1500hp, and should be pretty abundant.

Quote from: Sokengo on January 05, 2015, 05:02:59 PM
The Crematorium is way too fucking big, 6x4, this is intentional or is a bug?

Yes that's intentional, i wanted to make space important. Lot's of early things will take a lot of space. Later on you can get more compacted stuff , like advanced solarpanels, batteries that can be outside, fusion power, hydroponics, .. that will free some space for all the advanced workbenches and all new colonists.

Quote from: Ugo on January 05, 2015, 08:14:53 PM
I am impressed. This mod adds a lot to the game.
I am a big fan of Minami's mods, and yours has the potential to be as good as his.
Great job! Looking forward to future versions of your mod.

I played a lot with minami's mod, and it certainly showed me what was possible, and i'll be playing it again when it's updated.
My approach is somewhat different though since i stick to adding simple content by editing xml files, minami adds both content and features, something i can't do.
Still there's a lot of work to do on mine, i have a lot of crazy ideas but not all of them would work, gotta find out what i got right first to continue.

Quote from: millenium on January 05, 2015, 09:36:54 PM
interesting so far about an hour into the game and the major thing im wishing for is bulk canning for food preservation. making 5 or so pickled foods at a time would really help with winter food preservation. also its taking longer than i thought it would to get basic power and refrigeration. probably just have the wrong colony composition for it but its taking awhile.

also trading early on is an issue blocking the console is alright with me but letting me build the beacon would be useful since i have halpos miscellaneous mod with roaming traders.

ill update with another post when i get my colony developed a little more.

Yea, food preservation was something i had difficulty with for balancing, i didn't want it to make too hard, but neither can it be too easy. Maybe it's a bit too slow now.

Having basic power be somewhat difficult to get at first was really the intention. The addition of the salt water battery allowed me to push back all the other power generators. Still it's not that hard to get if you really want to get it first. But by doing so you'll be neglecting other parts of the technology, like defense, trading and medical stuff. So it's very much a situation where i wanted people to have a choice on where to go for first, and possibly make bad decisions :)

Trading needed to be somewhat harder to get, because it's very powerful as it can supply you with pretty much anything early on.
Still it's only 4 research away, and i kept the beacon with the comms console because, well it made sense.
#45
Quote from: Ugo on January 05, 2015, 11:41:16 AM
This looks great!
I will try it as soon as i can.
Are there any compatibility issues with other mods?

There are most likely some issues with compatibility yes.
The whole tech tree is new, so a mod that makes use of the vanilla tech tree won't work, unless they provide their own research project.
And that research won't be integrated into the tech tree.

Buildings and items from other mods also won't be using the new resources i introduced, although that's not exactly a compatibility issue, and more a matter of keeping the mods consistent. For example anything the game thinks of as 'Steel' in actually 'Iron' in my mod, steel is a new resource.

To be honest i have not tested a whole lot of mods with it yet, and there are a lot of them around in all sorts of forms and shapes, it's difficult to know.
But i'd say try it out and let me know when mods throw up errors, that way i can make a list of certain incompatible mods.
If the game get's too many errors you will probably just get a black screen, just go into the ModConfig file i mentioned and return it back to core to fix the game.