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Messages - WolfgangPolska

#46
Releases / [1.0]RT weapon pack (unoffical) Update
March 08, 2019, 09:23:15 AM
I have updated RT's weapon pack fro rimworld 1.0. It throws few errors, but gameplay-wise it should work fine i guess.
Support original creator, and if you like you can support me, by checking out my orginal mod: Ore Processing


Mod link:
https://ludeon.com/forums/index.php?topic=25272.0

Updated Version download:
https://drive.google.com/file/d/1Qb9yf1tBw0r98s0_mIkI5iVMLfWhygPQ/view?usp=sharing

My mod link: https://ludeon.com/forums/index.php?topic=47313.30

Other people have also made thier updated versions, which probably are better then mine, but I was unaware of that since I don't play rimworld on steam.
#47
Fixed version is now on github I forgot to push te proper file, sorry for inconvinience.
#48
New update 1.5v contains major reworks, It is not compatible with savegames with older versions of mod.
Changelog:

Changelog:
-Silver, Steel and gold are now smelted in klins or blast furnaces.(I used Syrchalis Universal fermenter to achieve this, there is a license in mod file.)
-Uranium and plasteel are crafted at advanced refinery.
-Added some buildings that affect mining hole. (Increased yield and workspeed).
-Mining yields decreased.
- Added coal rock resource.
-Mining skill now affects mining yields at mining hole.
-Ores are now mined from deep lumps insted of clear metals.
#49
Thats what I have need since  power was introduced into the game.
#50
Releases / Re: [1.0] Animals Logic 🐾
February 21, 2019, 09:49:29 AM
My animals do not nuzzle anybody, I wonder if it is game related issue or with Animals logic.
#51
Quote from: Plasmasloth on February 20, 2019, 05:37:34 PM
Hey, I've just started using mods, including this one, and I'm unsure how to make or get coal? Do you find it on the map or can you like burn trees?

edit: I am getting coal from a mining platform now but If anyone can let me know if there are other ways of getting coal I'd appreciate it.

I plan on adding charcoal, and mineable coal just like in vanilla, but those features are not yet present, currently u can only mine it at mining platform.
#52
Quote from: AmS on February 18, 2019, 03:29:57 AM
Hi, i have a little question:

since im also using Expanding Woodworking, i was wondering,
what it takes to make your mod a littly "stuffy" ;)

at the moment i dont mind about diffferent looks, but its a little inconvenient to transfere logs to mixed logs first, before i can build your things,

so i was wondering if it is enough to replace your
<costList>
   <WoodLog>15</WoodLog>
</costList>


with

<stuffCategories>
   <li>Woody</li>
   </stuffCategories>
      <costStuffCount>15</costStuffCount>
</stuffCategories>


or is this thought to simple?

im asking out of couriosity ...
yeah, I belive it would work  fine codewise, but the textures may look quite bad, since they were not designed to be stuffed in the first place, but sure, u can go for it. I might consider making them stuffed anyway.
#53
Yeah I plan to do that I just need a break from computer for a while.
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Should be easy to implement then.
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Orginally I was planning on adding that feature. But I remebered how turning wood logs into planks, to become usable turned off many players, so powdering ores would be unnesecesary step, as it adds nothing but more work to be done, simpliy increascing work needed to process ores will do the same.
My goal when starting this mod was to reimplement Settlers-like economy to rimworld. In case you haven't played this amazing series I will explain shortly. Whole economy (especially in early issues of game )  is focused to produce soldiers. But it is not simple matter. First, colony needs steady supplies of raw materials like wood and stone(for building ofc), then mines have to be placed on  scarce mineral reserves to provide ore, which needs to be smelted using a lot of coal, and then process it further into things like tools for ever-growing settlement. But miners need a lot of food, so you have to provide efficient food production if you want mines to keep operating. I was enticed in this system from the very begining. So I thought: "What if I introduced more complex, yet more rewarding economic challenge in rimworld?",
Introducing ore refining is what I want to start from and expand in other directions of rimworld resource industry.
#54
HOTFIX IS OUT!


Patch 1.3

-ores are now resources
-reblanced whole mod for that reason
-fixed drying rack spawining no thing due to mistake
-some new textures
-coal can now fuel every Vanilla fuelable(except for campfire and torch duh)
#55
Quote from: Canute on February 12, 2019, 07:17:17 AM
Quote from: WolfgangPolska on February 12, 2019, 04:09:28 AM
Quote from: temple_wing on February 12, 2019, 01:14:55 AM
Coal has market value of 2, and it cost 40 coal to get 10 steel, and steel has market value of 1.9. Looks like that it need some balancing.
Introducing coal is a trouble thing, it should be able to be used as a fuel. To fuel eg: fueled stove.
Yeah, sure I should patch that today.
Coal are a more effective fuel then wood log, so i think it is a bad idea to use it as fuel for other workbenches like stove. It would be a waste of coal when it get burned down like wood logs.

Coal as fuel for the FueledSmelter, maybe for the Primitive smelter (same problem with the fuel eff.) and remove the wood logs from the FueledSmelter and add a recipe to made coal(charcoal) from wood logs. Or if you want made it realistic use universal fermenter to create a charcoal kiln to turn wood logs into charcoal/coal over time.
Then the recipes from the FueledSmelter don't need coal anymore but keep it at the electric smelter with less amount, since at last steel need carbon to be steel. Not sure about plasteel/uranium.

I tried to modify universal fermenter code to use two resources (ex. steel and coal), and smelt ore that way (like in blast furnace) but I'm concerned about two issues:
1.Coal to steel ratio - How should I determine when smelting begins? Maybe allow to smelt (ferment) only when blast furnace is filled to max with both resources?
2.Refuelable comp - How can I link fuel level from said comp to smelting process? Will ticker stop by itself when facility runs out of fuel?
The charcoal klin might be easier to write tho.
#56
Quote from: temple_wing on February 12, 2019, 01:14:55 AM
Coal has market value of 2, and it cost 40 coal to get 10 steel, and steel has market value of 1.9. Looks like that it need some balancing.
Introducing coal is a trouble thing, it should be able to be used as a fuel. To fuel eg: fueled stove.
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And I suggest compact steel deposit drop metal slug instead of iron ore.
And increase commonality of steel deposit and metal slug. Metal items should be very common million years age :p. Smelt metal slug should be much easier than smelt iron ore, so player can get steel at early game without coal.
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Adobe is too powerful.
As far as I know, adobe brick is a kind of brick that does not has a roasting process. How can it be even harder than marble ( 15% harder ).
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When I try to build a drill machine, there is no longer deposit area.
What about keep vanilla drill system, don't remove it, but make mining platform a "low tech version of driller"?
Yeah, sure I should patch that today.
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I think ore will become raw resource, rather than a chunk, that way you will be able to purchase it cheap, and sell it afterwards for a  better price, as smelted metal.
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Yeah I'm aware mod needs a lot of balancing as it concerns  the difficulty in particular.
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I didn't touch the vanilla system, I guess I've accidentally created issues with map generation by adding nodes. I will look into that.
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Well I should have conducted more intensive testing in future, sorry about that!.
#57
@temple_wing Sure!
#58
Version v1.2 changelog
-Added  mining platform, placed on resource hole in place of mining nodes
-Rebalanced few recipes
-Added way to make adobe  bricks
-Uranium smelting now require chemfuel to purify the ore instead of silver.
-Added Vovivk's fixes to few not-well-thought out issues.
-removed mining nodes
-added new textures made by sma342(smelter and mining well)
#59
Releases / Re: [B19/1.0] Huntsman's Mods
February 08, 2019, 03:53:16 PM
The shield mod is missing textures, and some paths are improperly named.
#60
Releases / Re: [1.0]Rimworld Ore Processing
January 05, 2019, 12:41:10 PM
Quote from: vovik on January 05, 2019, 09:19:29 AM
So i will do stuff mentioned earlier and do following:

im going to integrate Fishing, Ore processing, Explosives mod,Garden tools and terraforming
So, what im going to do:
1. allow use of tnt for fisihing, mining at mining nodes. Feature.
2. use fertilizer, crushed coal (made from coal), and spawkweed to make tnt charges - coal, nitrogen and sulfur somthing is used to make powder(i dont remember actual ingridient names, tho sparkweed seems to generate something like sulfur and product is high-reactive). Recipe change.
3. add stations that allow terraforming ground in 3x3 area around them(require fertilizer to make garen and fertile soil; lots of work and fertilizer to terraform marshsy type of soil, mud, gravel, sand; cannot terraform stone - its a bit unrealistic, also there are planter boxes and hydroponics for that, also one cannot simply place soil on a rock and grow something there - it does not work that way). Because metagamng that counts for terrain cost and cost of terrain that counts in amount of work and ingridients. Balance change.
4. fishing node will allow for bill giving - its annoying that i cannot control how much fish i catch and when to stop, also will solve "carry fish after catch" as recipes have that option with more customization + integration with recipe changing mods. Major annoyance removal.
5. will turn most fish meat types into simple fish meat - its really annoying to have lots of different fish meat lying around taking space and since lobsters, crayfishes and snail can be used raw into food production and take time and effort for butchering these yielding less products - this is better option. Minor annoyance removal.
6. add fish`n`chips recipe - its annoying to butcher lots of little fishes that pile up and give not much of yield, just cook it with potatoes instead. Major annoyance removal.
7. will remove most terraforming recipes for terrain - really, developers made it that terran that has price is counted in raid generation, will stop that and use custom terrain transformation via code instead! Major annoyance removal. Game disbalance removal.
8. will remove most upgrades - game is simple as it is and bringing more complexity with home-brewn mechanics that work mostly in your mod is a bit strange. I understand that this is more realistic but its like a paid dlc, wanna get full version? pay! - how about full version from the start? Major annoyance removal.
9. will remove pile of dirt and lots of other things like different fish meat - its just a resource that again gets into home-brewn mechanic - vanilla pots dont need dirt, assuming that time that pawn goes around to take some dirt or sand for crafting is accounted into crafting time - its a simplification that game allows for. Minor annoyance removal.
10. will give all things and minified buildings their respective place in stockpile tree, if not done already

This is what i am going to do, i post this to ask for your opinion, permission i will do it anyway and open for suggestions.

Sorry for any inconviniences while reading.
Still, you should ask other authors about their permission, I wont really mind if you modify my mod, just credit this post.