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Poll

What age would you prefer to start in using the new tech tree?

Ancient Era - Start from the beginning of the tech tree (Start with almost nothing available)
- 253 (70.1%)
Classical Era - Start 1 age up from the beginning of the tech tree (Start with few things available)
- 33 (9.1%)
Medieval Era - Start 2 ages up from the beginning of the tech tree (Start with many things available)
- 17 (4.7%)
Renaissance Era - Start 3 ages up from the beginning of the tech tree (Start with plenty of things available)
- 7 (1.9%)
Industrial Era - Start 4 ages up from the beginning of the tech tree (Start with just over half of things available)
- 23 (6.4%)
Modern Era - Start 5 ages up from the beginning of the tech tree (Start with most things available)
- 9 (2.5%)
Atomic Era - Start 6 ages up from the beginning of the tech tree (Start with almost everything available)
- 2 (0.6%)
Information Era - Start 7 ages up from the beginning of the tech tree (Start with only few things not available, and not many researches)
- 2 (0.6%)
Experimental Era - Start 8 ages up from the beginning of the tech tree (Start with everything but the experimental stage stuff)
- 15 (4.2%)

Total Members Voted: 359


Pages: [1] 2 3 ... 58

Author Topic: [MOD] (Alpha 3F) Industrial RIM (v.1.1.2)  (Read 188973 times)

Cala13er

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[MOD] (Alpha 3F) Industrial RIM (v.1.1.2)
« on: March 17, 2014, 05:16:58 PM »

Main NEWS
  • Coal poll verdict : Coal will be a very important resource early game, and slowly become less useful. - Won with 78 votes to 24
  • Ore poll verdict : Ores will remain however I will be working hard on balancing it for v1.2.0! - Won with 55 votes.
  • Research poll verdict : Research will be a tech tree, sharing similar paths to The Civilization game series. - Won with 35 votes.
  • In-Depth research poll verdict : Vanilla game items/buildings will be part of the research system - Won with 30 votes to 15


Banner by Blackjack1000K
Current Version : Industrial RIM v1.1.2 - The Fix Update


Description:
Hello, Welcome to the Industrial RIM mod forum post. This mod aims to bring you many industrial like features such as conveyor belts, power plants, industrial hoppers etc... aswell as some non-industrial like features. I hope you enjoy.

Industrial Rim is designed as a standalone mod, meaning compatibility with other mods is not at all a priority, we do not aim to be compatible with any mods. However if you find that this mod is in-compatible with a mod that would otherwise work well alongside Industrial Rim, pm me and I will look into it.

My tutorials :
https://www.youtube.com/watch?v=yvAfLnPJAaM
https://www.youtube.com/watch?v=ZkVucz5O4kc

Features:
The layout is a similar copy of Architects layout for BetterPower+ as I do prefer the way he has layed his topic out. So thanks to Architect :)

>> Industrial RIM
>>> Conveyor Belts
>>> Mining Drills
>>> Smelters
>>> Nuclear Energy
>>> Coal Burning
>>> Water Energy
>>> Many methods of power usage
>>> Carpets

Full list of features (As of v1.0.0) :
Code: [Select]
-> Industrial RIM
---> Conveyor Belts
---> Conveyor Belt Splitters
---> Conveyor Belt Turns
---> Nuclear Reactor
---> Coal Power Plant
---> Water Power Plant
---> Water Storage Pool
---> Industrial Hoppers
---> Coal Mining Drill
---> Copper Mining Drill
---> Iron Mining Drill
---> Wind Turbine
---> Nano-Antenna Solar Panel
---> Electric Energy Accumulators
---> Reinforced Power Conduits
---> Advanced Battery
---> Large Battery
---> Coal
---> Copper Ingots
---> Walls with installed lights
---> Walls with installed red lights
---> Walls with installed blue lights
---> Blue Bright Lamps
---> Red Bright Lamps
---> Random animal death incident
---> Gold carpet
---> Lime carpet
---> Pink carpet
---> Purple carpet
---> Stone Wall with copper wiring

Change log:
Code: [Select]
//Version 1.1.2
--- Nuclear Waste Removed
--- Sludge Waste Removed

//Version 1.1.1
--- Colonists can no longer walk over conveyor belts due to footprint error

//Version 1.1.0 - The Fix Update
--- Added HighTechBattery C# class - High Tech Battery now uses this instead of original battery class
--- Added (Clockwise) Curve Conveyor Belt to make conveyor assemblies look nicer
--- Added (Anti-Clocksie) Curve conveyor Belt to make conveyor assemblies look nicer
--- Added Nuclear Waste (Request and Idea by dannyepsin)
--- Added Sludge (Request and Idea by dannyepsin)
--- Colonists can now walk on ConveyorBelts
--- Conveyor Belts will now forbid any item on the conveyor belt that is not already.
--- Coal and Uranium consumption adjusted
--- Coal Power Plants now create sludge as a by-product of waste (Request and Idea by dannyepsin)
--- Nuclear Power Plants now create nuclear waste as a by-product of energy (Request and idea by dannyepsin)
--- Nuclear Power Plants now consume less Uranium
--- Nuclear Waste now glows green for 50,000 ticks then glow disappears
--- Uranium lasts longer in Nuclear Power Plants
--- Uranium Efficiency 1 & 2 now affects how long uranium lasts as well as consumption.
--- Nuclear Power Plants power output lowered
--- Raw Titanium and Raw Copper now spawn less on the map
--- Copper Ingots now spawn on map start
--- Metal walls with green lighting
--- Alloy Smelter now gives of orange glow when powered
--- Raw Metal Smelter now gives of orange glow when powered
--- Fixed problem where mines would stop working after research
--- Removed - Faster conveyor belts research
--- Conveyor belts are now faster by default
--- Industrial Traders now buy and sell Coal
--- Industrial Traders now buy and sell Titanium
--- Industrial Traders now buy and sell Copper Ingots
--- Industrial Traders now buy and sell Carbon
--- Titanium Spawn ALOT less frequently
--- Titanium slightly made more useful
--- Copper Spawns less
--- Metal Spawns more
--- Heavy Turret undergone balance fixes
--- ShotGun Turret undergone balance fixes
--- Sniper Turret undergone balance fixes
--- Solar Panels now need researching
--- Conveyor Belts now need researching
--- Coal Power Plants now need researching
--- Almost everything now needs researching :P
--- Industrial Hoppers now allow food to be placed in them
--- Industrial Hoppers have critical importance by default
--- Industrial Hoppers have nothing allowed by default
--- Research - Solar Panels require research "Solar Technology"
--- Research - Underground mines require research "Underground Mining"
--- Research - Conveyor Belts require research "Conveyor Belts"
--- Research - Hydro Plants, Pools, Accelerators, Turbines require research "Hydro Power Creation"
--- Research - Coal Power Plants require research "Coal Power Plants"
--- Research - Smelters require research "Smelting"
--- Textures - New Conveyor Belt Texture (By Blackjack1000K)
--- Textures - New Conveyor Belt Splitter Texture (By Blackjack1000K)
--- Textures - New Steel Plate Texture (By Blackjack1000K)
--- Textures - New Mines Texture (By Blackjack1000K)
--- Textures - New Wind Turbine Texture (By Blackjack1000K)
--- Textures - New Smelter Texture (By Blackjack1000K)
--- Textures - New Industrial Hopper Texture (By Blackjack1000K)

// Version 1.0.0
--- Added - Steel
--- Added - Refined Iron
--- Added - Iron Ore
--- Added - Copper Ore
--- Added - Copper Ingots
--- Added - Coal
--- Added - Carbon
--- Added - Underground Carbon Mine
--- Added - Underground Iron Mine
--- Added - Underground Coal Mine
--- Added - Conveyor Belts
--- Added - Conveyor Belt splitters
--- Added - Nuclear Power Plant
--- Added - Coal Power Plant
--- Added - Nano-Antenna Solar Panel
--- Added - Hydro Plant
--- Added - Hydro Advanced Turbine
--- Added - Hydro Accelerator
--- Added - Hydro Pool
--- Added - Windfarm
--- Added - Advanced Battery
--- Added - Energy Accumulator
--- Added - Large Battery
--- Added - Alloy Smelter
--- Added - Raw Metal Smelter
--- Added - Red Sun Lamp
--- Added - Blue Sun Lamp
--- Added - Walls with Lights
--- Added - Walls with Blue Lights
--- Added - Walls with Red lights
--- New Research - Power Storage 2
--- New Research - Power Storage 3
--- New Research - Nano-Antenna Technology
--- New Research - Nuclear Technology
--- New Research - Advanced Coal Mining
--- New Research - Pneumatic Drills
--- New Research - Uranium Efficiency
--- New Research - Uranium Efficiency 2
--- New Research - Conveyor Belt Speed
--- New Research - Coal Efficiency
--- New Research - Hydro Intensity
--- New Research - Advanced Iron Mining
--- Terrain Gen - Copper
--- Terrain Gen - Titanium
--- Scatter - Copper Ingots
--- Recipe - SlagDebrisExtraction (Slag to metal)
--- Incidents - Random Animal Death
--- Story Tellers - All allow up to 500 colonists critical
    Mod Team:

    Need texture artists.

    Contributors - WorldOfIllusion, Blackjack1000K

    Tester Team :
    Credit :
    • To Hancake for the texture she has provided for me :) . (Nuclear Power Plant)
    • To Architect for help on the original conveyor belts*
    My mod Team is open, and if you would like to join. All you need is basic C# knowledge along with the full knowledge of XML modding (RimWorld based only) and I'll take you in. Just pop us a pm if interested. I'm open arms :)



    Notes:
    N/A

    Playthroughs!!! :
    RimWorld Alpha 3 Industrial RIM Update v1.1.2 by Viper2350

    RimWorld Alpha 3 Industrial RIM -- Part 1 -- Lets Take A Look by Viper2350
    RimWorld Alpha 3 Industrial RIM -- Part 2 -- Minigun by Viper2350

    Modded Rimworld - Industrial Rim Ep 1 - New Metal, Manufacturing & Buildings by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 2 - steel manufacturing by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 3 - Lets try this again by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 4 - Setting Up Automated Mining by Gaming with Ryan
    Modded Rimworld - Industrial Rim Ep 5 - Troubles With Steel Manufacting by Gaming with Ryan

    Recommended Mods :

    SHOW YOUR SUPPORT OF INDUSTRIAL RIM:

    If you want to show your support of Industrial RIM, add this to your signature!



    [/list]
    Code: [Select]
    [url=http://ludeon.com/forums/index.php?topic=2598.0] [img]http://i1084.photobucket.com/albums/j408/calumrules/industrial_rim_forum_signature__not_by_me__by_blackjack1000k-d7f3hot.jpg[/img][/url]



    Code: [Select]
    [url=http://ludeon.com/forums/index.php?topic=2598.0] [img]http://i1084.photobucket.com/albums/j408/calumrules/industrial_rim_banner_by_blackjack1000k-d7eipw9.png[/img][/url]
    Download Links:

    Donations! (I know it sounds cheap but I'm not forcing you to)
    Every little helps.

    If you do happen to donate! You get versions like my testers do, You get to choose your own feature for me to add for the next update, and a very special thanks from me (wish I could offer more but i'm out of ideas :P. (Must be industrial and not based on weapons like most suggestions are).
    « Last Edit: August 25, 2014, 03:59:02 AM by Cala13er »
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    Vas

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED (WEAPONS PLUS+)
    « Reply #1 on: March 17, 2014, 08:36:41 PM »

    If these aren't your mods in the pack, then you should really rename the title to say [MODPACK] instead.
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    Cala13er

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED (WEAPONS PLUS+)
    « Reply #2 on: March 17, 2014, 08:45:56 PM »

    They're my mods? Industrial RIM is my mod. These are just parts from the Alpha 3 version because someone requested it.
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    Vas

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED (WEAPONS PLUS+)
    « Reply #3 on: March 17, 2014, 08:58:39 PM »

    They're my mods? Industrial RIM is my mod. These are just parts from the Alpha 3 version because someone requested it.

    I just checked the files and it looks like your stuff.  :P  I missed some bits of the post, just woke up so it was hard reading stuff.  I thought you said you merged other mods in the "Mod Merging" bit.  xP
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    Cala13er

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED (WEAPONS PLUS+)
    « Reply #4 on: March 17, 2014, 09:00:26 PM »

    Hahaha nahhh, The mod merging is an offer. For people who have discontinued mods :).
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    Architect

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED
    « Reply #5 on: March 18, 2014, 07:45:17 AM »

    Cala13er, I don't know if you have read my message yet, but I'm offering my assistance in getting this alpha 3 ready :)
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    Check out BetterPower+ and all its derivatives by clicking the picture below.

    It adds many new methods of power generation and uses for it, as well as other things such as incidents.

    Cala13er

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED
    « Reply #6 on: March 18, 2014, 08:03:08 AM »

    That would be great! Any help is welcome. But don't you want to focus on your mod?
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    Architect

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED
    « Reply #7 on: March 18, 2014, 08:10:19 AM »

    That would be great! Any help is welcome. But don't you want to focus on your mod?

    I do, but if your industrial craft, then I'm build craft, and they complimented each other very well in minecraft XD I wouldn't mind getting a similar interaction here a little further down the line when both our mods are a little more established?
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    Check out BetterPower+ and all its derivatives by clicking the picture below.

    It adds many new methods of power generation and uses for it, as well as other things such as incidents.

    Cala13er

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED
    « Reply #8 on: March 18, 2014, 09:15:51 AM »

    I like it!
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    TimMartland

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
    « Reply #9 on: March 19, 2014, 01:40:52 PM »

    Hooray! Congrats on first release, am looking forwards to the full version. As an idea, you could add in more SF weapons with the pack (More modern guns are good, but its kinda been done before by PA), ones that have been made up for RimWorld like the R-4 rather than ones that are references (I think its kinda immersion-breaking, and again its been done already by PA). Also, you could add more turrets like LMG, HMG, mass acceleration and then a basic AR one (They could be set into a 'progrssion tree' with research so you move away from improv turrets towards big lasery ones)
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    Cala13er

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
    « Reply #10 on: March 19, 2014, 01:53:33 PM »

    Hooray! Congrats on first release, am looking forwards to the full version. As an idea, you could add in more SF weapons with the pack (More modern guns are good, but its kinda been done before by PA), ones that have been made up for RimWorld like the R-4 rather than ones that are references (I think its kinda immersion-breaking, and again its been done already by PA). Also, you could add more turrets like LMG, HMG, mass acceleration and then a basic AR one (They could be set into a 'progrssion tree' with research so you move away from improv turrets towards big lasery ones)

    I guess you could say the gun bit is at competition with Project Armoury. And I've got quite a bit instore for it, v0.0.1.4 (when it's released) will contain a few more battlefield guns (Guns I copied from battlefield 4) and around 4-5 more Modern Guns. With a few more special guns.
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    starlight

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.2 FIXED
    « Reply #11 on: March 20, 2014, 05:08:34 AM »

    That would be great! Any help is welcome. But don't you want to focus on your mod?

    I do, but if your industrial craft, then I'm build craft, and they complimented each other very well in minecraft XD I wouldn't mind getting a similar interaction here a little further down the line when both our mods are a little more established?

    I am all for adding more complexity to the industrial / building / economy parts of the simulation and not just to the weapons.
    (Having weapons that are tiered, or require complex economies to be accessed would be interesting, though)

    Hence, looking forward to more great versions of this mod  that have more things to do alongwith more alpha versions of Rimworld.

    Just some sugggestions:
    Vehicles
    Automated Minecarts ('Men' with different graphics, and only hauling turned on)
    Searchlights
    A tiered economy starting with stone/wood and ending in nuclear power
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    Cala13er

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
    « Reply #12 on: March 20, 2014, 08:30:48 AM »

    Alpha 3 version will be alot more balanced and with more stuff tying into each other.
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    Ribas

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
    « Reply #13 on: March 20, 2014, 10:19:50 AM »

    If I only use grain to make simple meals... my colonist cannot eat it. (They try but the meals never ends.)
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    Cala13er

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    Re: [MOD] (Alpha 2) Industrial Rim BETA v0.0.1.3 FIXED
    « Reply #14 on: March 20, 2014, 10:48:46 AM »

    If I only use grain to make simple meals... my colonist cannot eat it. (They try but the meals never ends.)

    The farming part is currently unfinished. When I finish work later. I will add a bit more into it. Just been busy on the alpha 3 version instead.
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