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Messages - cuproPanda

#136
(These changes aren't published as a release yet, but can be downloaded for testing here.)

Glowstone changes are coming along nicely. I've added floor lighting, which is made from glowstone tiles(steel and glowstone dust).


Quote from: Several Puffins on May 29, 2017, 10:18:37 PM
Hi CuproPanda!

I am delighted to see these mods back for A17! I really have to say that AJO and Zen Garden are two of my favourites, they both just make the colony feel more rich and alive. Before AJO the only way of improving on the pool & chess table rec room was making them gold!

Great work. GracieRocket, who I basically make all my mods for, will be especially delighted that this is back!

Thank you :)
#137
Quote from: GrumpyProgrammer on May 29, 2017, 05:19:52 PM
Quote from: cuproPanda on May 29, 2017, 04:46:48 PM
Glowing sculptures. They're cool! A little too blue, though.

Ha ha! Nice work, cuproPanda! That was quite quick.

Well I didn't finish all of it, that was just a screenshot from when I was testing them.

Quote from: TA1980 on May 29, 2017, 05:58:54 PM
Hello cuproPanda,

my spectago sprites are missing...could there be a mod load order issue?

Missing how so? If there aren't any flower petals, it's because of the growth or temperature. If you have a big magenta [X], I suggest redownloading the mod. There shouldn't be any mod conflict that messes with the flower graphics.
#138
Glowing sculptures. They're cool! A little too blue, though.
#139
Quote from: Canute on May 29, 2017, 03:37:50 AM
Quote from: cuproPanda on May 28, 2017, 09:59:29 PM
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?

Thoughts? Suggestions? I'm interested to hear how it might be improved :)
What do you think about to let pawn enchant chunks or stone blocks into small glowstones ? Min. requirement 10+ research + alot of work.
Large glowstones are results from mining.

It doesn't really fit. That would add a whole new dynamic to the mod that would be out of place unless I added other magic stuff, and then it's no longer a mod about powerless survival, but about magic.

Quote from: Love on May 29, 2017, 08:30:55 AM
Could you make schist a far more rare map spawn? It is very unpleasant to look at.

I can't. The generator picks a random stone type from the ones loaded. The colors can be changed, though. I don't plan on adding any new features for the mod, and I haven't come across any bugs. Going into ThingDefs_Misc/Various_Stone.xml and adding <isNaturalRock>false</isNaturalRock> under the <building> tag of Schist would also work. That would stop it from spawning.
#140
Expanded power updated, adding patches for Powerless, RIMkea, MoreFurniture, Vegetable Garden.

Quote from: craus on May 28, 2017, 11:14:14 PM
Pls add work amount to <label>smoke meat (6)</label> and <label>smoke meat (3)</label> and <label>smoke meat (1)</label>.

They have a work amount - 3500.

Quote from: GrumpyProgrammer on May 28, 2017, 10:55:53 PM
Quote from: cuproPanda on May 28, 2017, 09:59:29 PM
Powerless updated, lamps and pylons no longer cost silver to build, and both can be made from stuff.


Sweet! Thanks a bunch, cuproPanda!

Quote
(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?

Thoughts? Suggestions? I'm interested to hear how it might be improved :)

Hmm. Do you plan to make both operations happen on the same workbench? It might be interesting to have breaking glowstone down into smaller bits (ie Glowstone Chunks -> Glowstone Crystals (?) -> Glowstone Dust) happen at the Stonecutter's table, but going in the opposite direction would need to be done at a smithy (you're effectively melting the glowstone back into a larger form). That may be too fiddly for dubious benefit, though.

Glowing floor tiles would be neat. Would it be possible to make glowstone sculptures out of Chunks? It might be cool to have a statue that is also a light source, but I don't know if this is practical.

Maybe have some glowstone crystal chandeliers? Lighting objects that go on roofs and perhaps provide some beauty?

It would all be done at the stonecutter's table, or the forge(not the smithy). I do like the idea of glowing sculptures, and I believe when I had Dwarven Crafts going glass and quartz was a thing, which was cool with the transparency. I might add art jobs to the forge for glowstone sculptures, I can't remember off the top of my head if they are normally at the stonecutter's table.

Chandeliers are already in Additional Joy Objects, maybe I can patch in a recipe if both are installed! There's a bit of code to copy over for just chandeliers, it would be best if I could patch a recipe.
#141
Powerless updated, lamps and pylons no longer cost silver to build, and both can be made from stuff.

(NOT A FEATURE YET)
Over the next week I'm going to be changing the glowstone mechanics a bit. I'm thinking of making large and small glowstones. Large stones can be cut into (3?)small stones, and small stones can be forged into large stones. Stones can be crushed into glowstone dust, which can be used to make glowing floor tiles or other objects. Maybe dust can be forged into small stones?

Thoughts? Suggestions? I'm interested to hear how it might be improved :)
#142
Quote from: Darkmark8910 on May 28, 2017, 03:05:12 PM
Hey Cupro, can I ask a super-dumb question? I've been playing with your mods since... Lord, A11 or A12? It feels like it's been awhile!

Where'd you find an A17 More Furniture download? I've been looking all over to no avail, outside of Steam (I play off Steam though b/c Steam Workshop can wreck Rimworld saves way too easily).

It has definitely been a while :)

I got it on steam... Then went through all my folders to find the right one with the mod, and moved/renamed it. It was a hassle.
#143
Powerless is updated correcting an issue with the More Furniture patch. I also balanced shelter heaters to be less effective (a single one was heating my hallway, kitchen, and 9x9 dining room) and charcoal to burn quicker. The burn rate of charcoal is now about 1 wood log per grill operation or 2 wood logs per smoker operation.

As for the glowstone ideas, I like them. Making the stones harder to mine and allowing them to sell for more would encourage their use, since they can be sold away for materials once ready. I didn't see the issue originally with using silver, because back then the only traders were orbital. Now that traders can walk right up to your doorstep, silver is needed at all points of the game.
#144
Minor updates for the mods correcting a few stats and fixing patches so they don't slow down the game upon loading. I added new graphics to Cupro's Stones for rock walls and chunks: Rocky, Granitic, Marbled, and Banded. The rocks look less cartoony now.

Also, the mods are now hosted on GitHub, which means no more scrolling through posts to get to the downloads! If you already know what a mod does, simply click the green version number on the main post to be taken to the download page, where you can (pending future releases) scroll through the different versions to see what has changed! This will also allow future players to roll back to a previous version of a mod if there is a change they don't like or would break their save, a bug is discovered, or they just want to play on an older alpha :)


Quote from: pasghetti on May 27, 2017, 08:07:54 PM
Quote from: cuproPanda on May 26, 2017, 11:55:41 PM
Sorry, but that's a lot of work considering it's an outdated version. The little bit of time I have now needs to be spent focusing on the current versions and making sure they work properly.
oh, rip
if you have any spare time, do you think you can

No promises, but I'll try. I am rather busy, but if I have some free time I'll do what I can.
#145
I decided to make a new texture for gneiss stone because it bothered me how it didn't have a banded look like real gneiss. Then I made a new texture for marble stone because that bothered me. Then I thought, why stop at two? I'll be doing new stone textures for all the stone types in the next version of Cupro's Stones! Most will be the same, but a few will have special looks to be more realistic. Unfortunately, once built into tables and stuff, they will have a smooth texture once again - but the stones and chunks will look good! Also, the mod will correctly integrate with Fluffy's Stuffed Floors on its own.

Quote from: pasghetti on May 26, 2017, 09:20:31 PM
do you think you can make an a16 version for expanded power?

Sorry, but that's a lot of work considering it's an outdated version. The little bit of time I have now needs to be spent focusing on the current versions and making sure they work properly.
#146
Quote from: Love on May 26, 2017, 03:49:12 PM
Sure, I understand that, but given Powerless makes it much harder to get electricity lighting going, not really being able to light my central rooms that don't really have window access is really a pain.

Powerless doesn't make any electricity stuff harder, it just adds features for enhancing powerless play. Expanded Power makes them harder. For now, try this version. I'm going to take a look at the sky fallers (ship chunks) and maybe add in a meteorite event. I tested this version with 3 regular size mountain maps: map 1, 3 deposits; map 2, 2 deposits; map 3, 2 deposits. This was all what was viewable upon spawning. I boosted the commonality to 1.5, since 1.0 was still having spawns with none showing. The yield is only 1, but the lump size is 3-6 unless the terrain generator cuts a few off. This should allow usable lighting while still being relatively rare, preventing overuse.

How are the windows working for you? I've been getting flickering issues that I can't nail down. I'm pretty sure it's caused by the glow grid updating, since vanilla only has things turning on/off the priority might have been lowered. At first I thought it was only on larger maps, but after a few days in-game I was getting the same issue on a regular sized map
#147
Just a heads up on the patching, its slow if not done this way: https://ludeon.com/forums/index.php?topic=32874.0
#148
There is currently an issue with the patching system of (probably) all mods using patches, including mine, which makes loading the game a lot slower. I'll be updating my mods later today to address this issue.

Quote from: Love on May 26, 2017, 01:30:38 PM
Quote from: cuproPanda on May 26, 2017, 01:23:54 PM
Quote from: Love on May 26, 2017, 06:08:35 AM
The glowstone spawn rate still seems REALLY low. Not getting any exposed glowstone on several rerolls of mountainous maps. Can it be bumped up again?

I've played around 30 maps in the past 2 days (quicktest is awesome) and have seen it a few times, but not often. I took a cue from compacted machinery and bumped the numbers up to 1, while reducing the lump size to 1-3 and yield to 1. This works pretty well, as the glowstone is rare, but you are guaranteed to have it.

How many of them were mountainous maps? If it doesn't spawn exposed on a mountainous map, good luck finding it... Why make it so rare? Light is pretty important.


None of them were mountainous for the quicktest, since it spawns a tiny map that is flat or small hills only (or so it seems). The current map I'm playing in is mountanous/huge river, and I have none visible. This map was made prior to the commonality boost. I've actually been trying to quarry up some glowstones, so I see what you mean.

The glowstones should be rare because it eliminates the need to build lamps, which cost electricity. They cost silver to build, which offsets the price of free light, but they shouldn't be so common a large base can be entirely lit with them.
#149
I've noticed a slowdown as well. I thought it was just the new system of loading the patches and changing the defs, but this explains it.
#150
Quote from: Love on May 26, 2017, 06:08:35 AM
The glowstone spawn rate still seems REALLY low. Not getting any exposed glowstone on several rerolls of mountainous maps. Can it be bumped up again?

I've played around 30 maps in the past 2 days (quicktest is awesome) and have seen it a few times, but not often. I took a cue from compacted machinery and bumped the numbers up to 1, while reducing the lump size to 1-3 and yield to 1. This works pretty well, as the glowstone is rare, but you are guaranteed to have it.

Quote from: Love on May 26, 2017, 10:08:55 AM
Oh, this is something I keep forgetting to bring up, but I actually think the hide beds should be an improvement over the normal beds, rather than the other way around.

Because they cost more resources? I don't understand why beds don't cost cloth to begin with, so I either play with Telkir's mods or edit the def manually. This is something I could do using the new ModSettings and Patch features, though. What I'm thinking is I'll have settings to choose between hide beds being better than vanilla, or making vanilla beds cost cloth if they don't already(mod change).

At the very least the beds could be equal to vanilla, but with more beauty.