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Messages - Abrexus

#271


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It is with great pleasure I bring to you version 2 of Superior Crafting!  This has been completed with great collaboration and effort due to the amazing people here on the Rimworld forums, and the modding community.  I have so many people to thank for their help in both testing and contributing ideas, but in the end everyone who plays Rimworld is to thank.  Without this great game we would not have this wonderful community.

You will see alot of new items, and balance based of your feedback.  In this edition, we added a number of new things for your colonists to do, such as use the shooting range to increase their ranged skill, and reading learning tapes at the desk.  We added new crops to grow (such as mushrooms which also grow at night), as well as new things to do with those crops.  I try to make sure everything has a purpose, and isn't just included to be included.

We have also taken a pass at combat balance, so no more tribesman bows out-ranging your machine gunners!  We've included a number of requested features from other popular mods, such as Jaxxa Shields, Colonist Only Doors by Neurotoxin, and Soylent Green from Apothecarius.  Many of the great textures by Mrofa from his clutter collection are included as well.

FAQ:

Q:  When I first install the mod I get some red X textures in the build menu.
A:  This is a known issue, may happen when you first install.  Simply activate the mod in the mods menu, then quit the game and restart to fix the issue.

Q:  Will this update work with an older version of Superior Crafting?
A:  Most likely not.  Many of the items were changed and new ones added.  It most likely will require a new game.

Q:  How do I get my colonists to use the Berry Wine or Shroom-Stims?
A:  They will use them as needed.  Because they are a food item, they will not consume them if they are too full.  This may change in a future update.

Q:  My healing pod is not healing my colonists, even when agave gel is in a hopper next to it.

A:  They are definitively working, I just tested them again.  Keep in mind, they will not heal missing body parts.  Also the agave gel wont heal blood loss.  The damage system has changed dramatically in alpha 6, and there are still some things that are locked out from being changed/healed.  There is also a known bug with healing as posted here http://ludeon.com/forums/index.php?topic=5449.0

Q:  I am getting a spam list of recipes in the chemlab.

A:  This is a bug with the load/save system of the game itself.  It doesn't reset all internal variables when simply loading from a save, and leaves some of them stored in memory.  They do get cleared when the game is exited and restarted.  If you exit the game completely and reload, the list should revert to normal.

Coming in version 2.5 = Apparello!

Update:
Added soylent green to slave and agriculture trader.
Steam Generators can once again be built inside.
Fences now buildable at start.
Locakable doors courtesy of Colonist Only Doors by Neurotoxin!
adjusted exp gain and work time for the tapes.  Work time reduced by 50% and exp gain increased to 2500.
Reworked training system and added a medical dummy, punching bag, and holosuite.
Fixed the Wine & Shroom-Stim code so they work as intended.  Shroom-Stims will now be properly consumed during the psychic drone event only (addiction removed)
#272
Excellent mod!  I love the idea of refining the base resources.  A couple of thoughts and ideas for you if I may...

First, I am finding the Crude Work Table impossible to make without modding the resource requirements to be Wood Logs and Metal Ore.  Maybe I'm missing something, or just unlucky, but I am not getting any metal bars when I create the map, and without them I can't make the starting table.  I would suggest changing it's requirements to just Wood Logs and Metal Ore to make getting started a bit easier.

The next hurdle I am running into is finding slag to turn into metal bars using the Crude Work Table.  Until a cargo pod crashes, I am stuck with a ton of Metal Ore but no way to make bars.  I can't build a research bench either to get the Smelter or build any power generation buildings until I get Metal Bars either, so it's a bit of a stopping point.

I would suggest allowing the Furnace to be unlocked at the start and build-able using Stone Blocks and Wood Planks, and have that be able to convert Metal Ore to Metal Bars.  It would also need to be usable without a power source.  The Smelter could be used for extracting Metal Ore from Slag and Weapons.

Finally, I would suggest are growing cotton, which can be harvested for cotton fiber.  This could be turned into cloth at the Tailor station.

Please let me know if I am missing something, and keep up the great work with your mod!
#273
Bugs / Re: [W|Alpha 4] Infinite Meal Production
June 03, 2014, 10:15:22 AM
I can confirm this.  If you have no stockpile setup for the meals, the chef will continue to make them until the stockpile is filled with the specified number of meals needed to complete the order.
#274
General Discussion / Re: Call for Alpha 4 testers
June 01, 2014, 01:36:11 PM
I'd be most happy to assist.

1)  Windows 7, 64 bit.
2)  I was a concept designer/tester for Star Wars the Old Republic.  I've since moved out of the gaming industry, and haven't tested anything since.