[1.0] wip Bricks and Ceramics

Started by Lancefighter, August 01, 2018, 02:37:21 AM

Previous topic - Next topic

Lancefighter

Its a really simple mod, in theory. Right now, it adds just bricks. It currently runs on Expandable Fermenting and Processing, you might need that mod for it to do anything.

Github link I am uh not very good at github..

Theres a pretty basic production chain - Chunks are turned into clay at a stonecutting table. Clay is placed in Stone Fermenting barrels errr kilns. You fuel the kilns, and a day and a half later you get bricks.

Bricks are currently the worst stone type block that exists. They have the worst beauty, value, and hp of any stone block type. They are however, much easier to make than regular stone, with the note that they take time instead of only labor, and take marginally less labor to make things out of. They are currently a nice dark red color, though probably too dark.

The purpose of this mod, honestly, is because I hate dealing with random types of stone. Its a pretty stupid reason, but I like being able to build everything out of the same type of material, so I made a lazy material that you can make out of anything.

The scope of this mod is to eventually add two more types of resources in a similar vein - I would like to add a fancy ceramic along the lines of porcelain, purely for the purpose of being pretty, and I would like to add some fantasy steel/plas-ceramic composite to make stuffed armor out of.

Im interested in comments about balance, intended scope, ideas about better implementation, basically any feedback. So far, the only thing I have done with it is make sure it doesnt explode the game. It runs, the basic resource chain works, and thats about as far as Ive gotten.

Known bugs - the kilns dont seem to consume fuel. Not sure whats up with that, but I am pretty sure I told them to. The kilns also look a bit darker than I intended, but thats probably just because I dont have a real sprite for them. Kibble-clay also doesnt look quite as good as I wanted it to, but that might be my fault somehow.

Canute

Hi,
"Chunks are turned into clay at a stonecutting table."
let me suggest to create a gathering spot, you can place at some terraintypes  to gather clay, or some direct gather clay for some terrain types.

And maybe think about some support/patch for Fertile field later.
I think that is a popular mod and uses clay too.

Lancefighter

In theory, I would like to look at the way DF does it - A 'sand collecting' bill is given at a furnace station, and you need a sand collecting zone designated to actually do the job (and a container.. Im kinda glad and sad Rimworld doesnt have that mechanic).

This uh.. Was very much outside of my abilities at 1am last night when I wrote this though.

I didnt note any Fertile field or similarly named mod for 1.0, so I didnt consider any amount of compatibility, though obviously past release I will need to do an amount of reevaluating this.

Uh the other thing - I am not exactly sure how I would go about enforcing land type requirements? In the future, I would like to make chunk->clay a poor option (but always available), with a better method of making it if terrain supports, but I cant think of any vanilla or mod building that can only be built on sand as an example. I could maybe check the terrain rehabilitation floor type to see what its requirements are, I suppose.. Also, the quarry mod adds a new overlay type with some sort of stony map generation things, I could look into that to see how difficult changing that code around would be to work for my needs.

--LukeNation--

if you only allow to gathering on sand, only Desert Maps can do it maybe is better do it on earth
The World is on fire when I arrive,
Rimworld Extreme HardCore Modder,

Canute

Quote from: Lancefighter on August 01, 2018, 03:03:31 PM
In theory, I would like to look at the way DF does it - A 'sand collecting' bill is given at a furnace station, and you need a sand collecting zone designated to actually do the job (and a container.. Im kinda glad and sad Rimworld doesnt have that mechanic).
Many mod's added things like that. So it is possible.
If you can't figure it out yourself, maybe start a topic at the mod/help subforum or at the discord and ask other modder for advice.
Sorry i am not a modder, so i can't help you. I just know it is possible.

QuoteI didnt note any Fertile field or similarly named mod for 1.0, so I didnt consider any amount of compatibility, though obviously past release I will need to do an amount of reevaluating this.
Don't forget 1.0 isn't even released yet too, it is just unstable branch.


Lancefighter

Updated with some minor changes:

No more chunk required for clay, just time at a stone bench
Composite ceramic added - 15 steel + 50 clay = 50 composite clay. Seems to require a new kiln with the framework im using (maybe cupro's is better? I think there might even be another b18 option? will adjust when we get 1.0 version of things)


I couldnt find documentation anywhere for creating a 'crafting spot' type of production station? I am not sure where I was supposed to be looking. in the vgp tools b18 release, I cant find the definition vg_diggingspot actually ever made anywhere, but I guess I might have missed it.

I should make marginally better coloring of items, maybe steal the b18 silver icon for my composite ceramic, as it sorta fits the bill of what I want it to look like. Whats uh the license for old rimworld art anyway is that within the scope of borrowing for a mod like this?

I may also just shelf this entire thing until 1.0 actually comes out, I am not interested in playing until things become stable, I just wanted to get this sort of basic framework set up while I had the inspiration for it. But for the moment - Things function, dont throw errors. So I am happy.