[MODPACK](A9) Rimsearch (0.8.5) 2015-03-07 Added three new mods to pack

Started by herrcaptain, March 01, 2015, 06:24:58 PM

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herrcaptain

Rimsearch - Longer Research, More Fun

For people with too much free time!

Description

Rimsearch is a Rimworld modpack that compiles several amazing community mods that make things more realistic or add more stuff to build and craft. In its current version it makes these mods play nice together, and then increases research times so that colonies will generally want to have a dedicated researcher. Future plans involve gradually adding in additional mods, creating a proper tech tree, and (hopefully) making some neat changes to the research system itself.

This mod was very much inspired by the amazing (but currently out of date) Tech Tree Minami Modpack but nothing has been taken directly from that mod.

See the attached Install_Instructions.txt file for notes on mod loading order!!!

Download

NexusMods:

http://www.nexusmods.com/rimworld/mods/77/

Or via GitHub:

https://github.com/herrcaptain/Rimsearch

Changelog


# Rimsearch Changelog

### 2015-03-07: 0.8.5

Added Less Incident Trolling mod (v.1.2.2)

Added Animal Hide Working mod (v.2.04)

Added Industrialisation mod (v.0.96)

Increased research times for two research techs included in industrialisation.

Increased base pistol range from 10 to 20 and decreased medium-range accuracy from 35% to 25% as I felt that the ranges included in Combat Realism were too low but that it should still be difficult to hit from a distance for an inexperienced shooter.

### 2015-03-01: 0.8.1

Updated Advanced Lamps to v.6.0 and fixed a small bug I had introduced into its wall lamps.

### 2015-03-01: Initial release of version 0.8.0.

Added initial mod load, increased research times, and made compatability patches between third-party mods. Added in a new item: Academic Shirt based off of button-down shirt but a bit more expensive to craft and boosts research speeds by 15%. This may be removed at a later version now that Apparello has been added to the pack, as it has several items that serve a similar function.



What is Included?

In the current 0.8.5 release this modpack includes the following mods:

Combat Realism & Combat Realism Defence

- Author: NoImageAvailable
- Current version in pack: V.1.1
- Site/Forum: http://ludeon.com/forums/index.php?topic=9759

This mod and submod overhauls the combat system to increase weapon ranges to more realistic levels and changes the damage system to make combat more realistic and brutal. The submod adds in several new defensive structures.

Apparello - Armor & Apparel

- Author: Shinzy
- Current version in pack: Apparello 1.5 for Alpha 9
- Site/Forum: http://ludeon.com/forums/index.php?topic=5085

This adds in a ton of new apparel and items - including craftables.

T's Mods

- Author: Telkir
- Current version in pack: 1.6.0
- Site/Forum: http://ludeon.com/forums/index.php?topic=4373

This is a package of separate mods that add cotton production to the production chain (you now grow raw cotton and have to process it at a textile bench), more floor and bed options, and expanded crops as well as a few other things. This includes all of T's Mods except for [T] MoreBedsVanilla as it is redundant with another of his mods.

Advanced Lamps

- Author: Igabod
- Current version in pack: 6.0
- Site/Forum: http://ludeon.com/forums/index.php?topic=6813

This adds in a bunch of new lamp options, including one that is built into a conduit wall. Amazing!

Temperature Control

- Author: Igabod
- Current version in pack: 2.2
- Site/Forum:  http://ludeon.com/forums/index.php?topic=8223

Adds more heating and cooling options, including heated floors!

Modular Tables

- Author: ItchyFlea
- Current version in pack: 1.43
- Site/Forum:  http://ludeon.com/forums/index.php?topic=4320

Adds more heating and cooling options, including heated floors!

Industrialisation

- Author: eatKenny
- Current version in pack: 0.96
- Site/Forum:  http://ludeon.com/forums/index.php?topic=8902

Adds some heavy industries into the game, such as: core mining, nuclear power, and concrete production.

Animal Hide Working

- Author: ItchyFlea
- Current version in pack: 2.04
- Site/Forum:  http://ludeon.com/forums/index.php?topic=2569

Adds in the ability to make carpet out of animal hides as well as taxidermy!!!

Less Incident Trolling

- Author: MarvinKosh
- Current version in pack: 1.2.2
- Site/Forum:  http://ludeon.com/forums/index.php?topic=6892

Decreases the odds of bad events happening such as eclipses and crop blights. No more eclipses every month. Just how many moons does this planet have???

Rimsearch

- Author: Herrcaptain
- Current version in pack: This one!
- Site/Forum: http://github.com/herrcaptain/Rimsearch

Increases research times for all vanilla techs as well as those included in mods. Adds new item: Academic Shirt to boost research speed a bit. Makes tweaks and compatibility patches to other mods in pack.

Compatibility

I have tested this mod fairly extensively using the following UI mods:

- EdB ModOrder http://ludeon.com/forums/index.php?topic=7454 - Highly recommended! Install and load it first, then re-open the Mods list in game to install other mods.

- EdB Interface http://ludeon.com/forums/?topic=5258 - Probably the single best mod available for Rimworld. Seems to work great alongside Rimsearch.

- EdB Prepare Carefully http://ludeon.com/forums/index.php?topic=6261 - I haven't tested this one as much but it doesn't seem to cause any problems while loaded with the other mods.

- Pawn State Icons - http://ludeon.com/forums/index.php?topic=9163 - Another amazing UI mod. Also highly recommended and seems to play nice with Rimsearch.

You're welcome to try anything else as well - I'm not the boss of what you do in your game! Let me know what works and what doesn't.

Compatibility Notes: Any other mods that affect vanilla weapons, walls, rock walls, rock chunks, bodies, or body parts (for human and mechanoid pawns) are incompatible with the changes in Combat Realism. If you really want to try a mod that changes any of these make sure you load it higher in your load order than CombatRealism and Rimsearch. New instances of these things (like a new gun or wall type) should work but likely won't be balanced correctly. Additionally, any new research definitions will not have an increased length.

Known Issues

None at this time, but this is an early release and there are bound to be some problems. Please let me know if you encounter any! Also, the mod is likely far from balanced at the moment.

Future Plans

- Add in additional mods (but gradually, to ensure balance and compatibility)
- Create a proper tech tree between the included mods and with additional steps
- Revise the crafting chain between the included mods to eliminate redundancies
- (Hopefully) Revamp and expand the research system to make it necessary to create proper research labs full of useful equipment.
- Inevitable bugfixes and balance patches.

Licensing Info

This work that I have personally done for this Modpack (anything in the Rimsearch mod itself) is completely open. Do whatever you want with it. Modify it, fork it, marry it (where permissible by law). Whatever. Credit and a link back to the original modpack would be nice, but I'm not going to be a dink about it.

The contained mods outside of the Rimsearch mod all belong to their original creators. See their respective sites for licensing info.

Credits

The authors of each included mod are listed with their respective mod(s) above. They did the real work for this pack - I just tweaked things a bit and put it all together.

Novellum

Ooh, this looks nice. Might I add that Rimfire is a good weapons mod that already has a Combat Realism compatibility patch, and all the weapons are vanilla friendly.

Will definitely keep an eye on this though.

herrcaptain

Quote from: Novellum on March 01, 2015, 06:56:56 PM
Ooh, this looks nice. Might I add that Rimfire is a good weapons mod that already has a Combat Realism compatibility patch, and all the weapons are vanilla friendly.

Will definitely keep an eye on this though.

Oh, wow! I've only played around with Rimfire a bit but I quite liked it. I hadn't realized that it worked with Combat Realism or I likely would have put it in this initial version. I'll take a look and add it soon.

MyNameIsSpyder

Nice idea, I've never seen a semi-realistic ( Semi because Rimworld can NEVER be purely realistic without taking out the fun parts ) before.

MyNameIsSpyder

I just spent so long typing out a list with hyperlinks and images for examples of a bunch of mods I recommend to add, but accidently closed the browser. Just lemme type one up again... I'll ditch the images; they took too much effort.

MyNameIsSpyder


MyNameIsSpyder

I'll give some feedpack + pics ( I'll be using the mods I recommended, though, so it might have some additional stuff ) later.

herrcaptain

Thanks so much for the suggestions. A bunch of those I already do have plans to add to the pack (assuming that the mod makers are cool with it - I'll want to check first if they don't have clear licenses available as I don't want to step on any toes). I'll definitely check out the ones I'm not familiar with as well.

The next few releases of this pack will likely just be the inclusion of additional mods to get a baseline of "stuff" into it that I'm happy with. Right now it's still a bit bare for my own tastes (but still lots of fun). I just really don't like bugs so I'm trying to take a gradual approach to what I include, though I hope to have a ton of mods included in later versions. Somewhere over the next few weeks, once a few more mods are in place, I'll be putting together a more coherent tech tree to tie them all together.

By the way, as Novellum has mentioned, Rimfire has a Realistic Combat compatible mod. I've been playing it alongside my pack for the last few hours and nothing weird has happened so it looks like it should be totally compatible. I plan to include it soon, assuming the author is cool with it.

Anyway, I definitely welcome all feedback and bug reports. I know there is going to be a lot of work to get it all balanced nicely, but that will come around the time I start to put together the new tech tree.

Listen1

Oh sugar! Yes please! (Yes pleas) More modpacks for me love like these!

Spyder suggestions are great, I believe i've seen it before, but isn't there a mod that we can assign workers to the workbench? Should be a must have to this modpack.

Couldn't find it though


herrcaptain

I haven't heard of a mod that does that, but that would be AMAZING. I know a lot of people are requesting it in the base game so hopefully we see that in one of the upcoming patches.

If anyone can find a mod that does this though, please let me know!

MyNameIsSpyder

Quote from: Listen1 on March 02, 2015, 06:48:43 AM
isn't there a mod that we can assign workers to the workbench? Should be a must have to this modpack.

Couldn't find it though
I don't believe that's a mod; I've browsed through all of my mods all the way to the alpha 7 ones and couldn't find any even resembling that. Good mod idea, though.


Listen1

Yep, I was mistaken, there isn't such mod.

But that feature should be coming soon, wanna send my brain damaged one armed peg legged tribal man to make stone blocks all day.

herrcaptain

I know the pain. Only the best craftsmen in my town get to make those sweet, sweet dusters and cowboy hats. Everyone else can just cut stone or clean up the ridiculous amounts of vomit pooling the hallways.

Anyway, tonight I'm going to see if I can get a few more mods working nicely in the pack. Rimfire (with the Combat Realism mod) works like a charm without any modification, though I want to get permission from the author before I actually pack it into the next release.

I've also started brainstorming a proper tech tree and I plan to draw up some preliminary blueprints soon to get some feedback from anyone interested in the pack. I want to make something relatively deep with lots of branching paths, similar to what you'd see in a 4x or other turn-based strategy games. I'm thinking that I'll structure it along several different industry/technology paths as the "main" techs and then have more specialized techs branch off of those at various points, some with multiple prerequisites.

For instance, at the start of the game you may only be able to research each of: Basic Crafting Tools, Basic Agriculture, etc. and then as you start to unlock those you'll meet the needs for more advanced versions of those fields as well as sub-fields. Like, unlocking Basic Crafting Tools might unlock the first levels of Basic Electronics and Basic Machining, and those in turn would unlock more advanced versions of themselves. All along the way you'd be unlocking minor techs that allow you to build or craft certain items, such as those introduced in the individual mods.

Obviously unlocking an empty tech is no fun, so I plan to add tech prerequisites to most of the craftable/buildable items so that those new techs serve a concrete purpose besides just opening up further research. Another idea I had that I think is interesting is techs that unlock ability buffs. For instance, maybe a hunting tech would give your pawns a +10% hit or damage against animals, or maybe an advanced medicine tech might reduce the risk of pawns getting sick. I'm almost positive that that will involve building new assembly dll's in C# (if it even is possible with the current version of the game), so that's more of a longer-term plan as I'm still wrapping my head around how all of that works. I have something of a programming background, but I've never worked in C# before and I need to get familiar with how the game works internally before I can start hacking away at that stuff.

Obviously as the tech tree expands it will start to take longer to research it all the way through, so as it gets developed I'll continue to tweak the tech times. I want it to take a fairly long time to research all the way through, but I also don't want the research portion of the game to feel boring so it will take a lot of balancing there.

As I've also mentioned previously, one other thing that I REALLY want to include in the pack eventually will be a mod that allows you to build a real research lab, with tools that speed up research (either overall or maybe even specific devices will speed research in specific fields). Again, that will absolutely involve dll coding so it's another longer-term plan.

MyNameIsSpyder

Quote from: herrcaptain on March 02, 2015, 06:25:43 PM
Another idea I had that I think is interesting is techs that unlock ability buffs. For instance, maybe a hunting tech would give your pawns a +10% hit or damage against animals, or maybe an advanced medicine tech might reduce the risk of pawns getting sick. I'm almost positive that that will involve building new assembly dll's in C# (if it even is possible with the current version of the game), so that's more of a longer-term plan as I'm still wrapping my head around how all of that works.
You could just see how the vanilla game Pneumatic Picks tech works, and use that as an example.