[MOD] (Alpha 3F) Industrial RIM (v.1.1.2)

Started by Cala13er, March 17, 2014, 05:16:58 PM

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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: 361

Cala13er

#375
Quote from: Siloxis on April 16, 2014, 06:00:53 AM
Quote from: Blackjack1000K on April 16, 2014, 02:48:13 AM
Quote from: Skillus on April 16, 2014, 02:43:43 AM
Why My Undeground mine can't work ? Because i researched Pneumatic Drills ?
Yes, this has already been reported and is already fixed in 1.1.0.
No way to make a 1.0.1 Version just with the Mines and Transport fix?

Hey mate, really sorry about the mines and transport being broken on research, schoolboy error. Unfortunately I forgot to back-up V1.0.0's source and assembly, so I only have v1.0.8 which will be 1.1.0 soon! So making a 1.0.1 is currently not an option.

iame6162013

Linus Torvalds: "But it clearly is the only right way. The fact that everybody else does it some other way only means that they are wrong"
Robert J. Hanlon: "Never attribute to malice that which is adequately explained by stupidity."

djnekkid

Quote from: Cala13er on April 16, 2014, 06:23:56 AM
Hey mate, really sorry about the mines and transport being broken on research. Unfortunately I forgot to back-up V1.0.0's source and assembly, so I only have v1.0.8 which will be 1.1.0 soon! So making a 1.0.1 is currently not an option.

Exactly why you need a version control system :P :P

Cala13er

Quote from: djnekkid on April 16, 2014, 06:42:11 AM
Quote from: Cala13er on April 16, 2014, 06:23:56 AM
Hey mate, really sorry about the mines and transport being broken on research. Unfortunately I forgot to back-up V1.0.0's source and assembly, so I only have v1.0.8 which will be 1.1.0 soon! So making a 1.0.1 is currently not an option.

And exactly what you said!
Exactly why you need a version control system :P :P

Celthric Aysen

Quote from: Cala13er on April 16, 2014, 06:42:59 AM
Quote from: djnekkid on April 16, 2014, 06:42:11 AM
Quote from: Cala13er on April 16, 2014, 06:23:56 AM
Hey mate, really sorry about the mines and transport being broken on research. Unfortunately I forgot to back-up V1.0.0's source and assembly, so I only have v1.0.8 which will be 1.1.0 soon! So making a 1.0.1 is currently not an option.

And exactly what you said!
Exactly why you need a version control system :P :P
Also can you remove the Industrial Hopper and just use the normal hopper ingame, i keep mixing them up :P
My DeviantART|E-Vehicles|Flebe's  Channel
"♫"Every people that i see i will never understand"♪"

iame6162013

Quote from: Blackjack1000K on April 16, 2014, 10:51:02 AM
Quote from: Cala13er on April 16, 2014, 06:42:59 AM
Quote from: djnekkid on April 16, 2014, 06:42:11 AM
Quote from: Cala13er on April 16, 2014, 06:23:56 AM
Hey mate, really sorry about the mines and transport being broken on research. Unfortunately I forgot to back-up V1.0.0's source and assembly, so I only have v1.0.8 which will be 1.1.0 soon! So making a 1.0.1 is currently not an option.

And exactly what you said!
Exactly why you need a version control system :P :P
Also can you remove the Industrial Hopper and just use the normal hopper ingame, i keep mixing them up :P

uh so u mean that the Industrial RIM  "Industrial Hopper" will be useless/Removed and the Rimworld "Hopper" will do it?
Linus Torvalds: "But it clearly is the only right way. The fact that everybody else does it some other way only means that they are wrong"
Robert J. Hanlon: "Never attribute to malice that which is adequately explained by stupidity."

Cala13er

Anything that feeds from a hopper however won't work. They search for an industrial hopper with resources in it and not an ordinary hopper.

I may or may not change this. But current plans are against it. We'll see. Looking forward to releasing 1.1.0, I think you may enjoy it a lot better. As it offers more realistic features.

aaronbekir

With the industrial hoppers, can you make it so they don't need to be set to critical to accept items from colonists. Something that stumped a load of friends.

Cala13er

Quote from: aaronbekir on April 16, 2014, 02:53:01 PM
With the industrial hoppers, can you make it so they don't need to be set to critical to accept items from colonists. Something that stumped a load of friends.

In 1.1.0. By default industrial hoppers have critical importance. Also by default they accept nothing, you have to tick stuff yourself :). Just because it was more effort unticking them all.

aaronbekir

awesome news, will pass on the information, ready for the test build whenever it is ready.

Moonblink

My conveyor belts don't seem to move anything? They have power and are facing the right direction. I tried to print screen for a screen shot but it only shows my desktop?
Dell Venue 11 Pro Tablet Windows 8.1 Intel Atom Quad 1.5ghz, 2GB ram, 64GB SSD, Intel HD Graphics.

Cala13er

Quote from: Moonblink on April 16, 2014, 04:13:10 PM
My conveyor belts don't seem to move anything? They have power and are facing the right direction. I tried to print screen for a screen shot but it only shows my desktop?

Yes, that would be the research for it. Faster conveyor belt speed, it breaks the conveyor belt. v1.1.0 fixes this when it's released.

iame6162013

Linus Torvalds: "But it clearly is the only right way. The fact that everybody else does it some other way only means that they are wrong"
Robert J. Hanlon: "Never attribute to malice that which is adequately explained by stupidity."

Celthric Aysen

Quote from: Cala13er on April 16, 2014, 02:55:24 PM
Quote from: aaronbekir on April 16, 2014, 02:53:01 PM
With the industrial hoppers, can you make it so they don't need to be set to critical to accept items from colonists. Something that stumped a load of friends.

In 1.1.0. By default industrial hoppers have critical importance. Also by default they accept nothing, you have to tick stuff yourself :). Just because it was more effort unticking them all.
Can i at-least make a texture for it so it isn't confusing?
My DeviantART|E-Vehicles|Flebe's  Channel
"♫"Every people that i see i will never understand"♪"

123nick

Quote from: Blackjack1000K on April 16, 2014, 12:55:40 AM
Quote from: 123nick on April 16, 2014, 12:51:27 AM
hey can you add a gun? its the 6P62, a prototype russian weapon. it was a fully automatic handheld 50cal automatic machine gun of awesomeness. you could proably make it really powerfull, but on the wikipedia page (https://en.wikipedia.org/wiki/6P62) it was stated to be "completely uncontrollable when firing" so you could make it really inacurate.
I'm ready to texture it :D


I'm just waiting for Cala13er to confirm this so that i can start making a texture for it. :D
Would be nice if you can get ma side view of the gun.

http://31.media.tumblr.com/4a6e1ec62773359486160796df42d718/tumblr_mhqatt0ddE1r7emyeo1_1280.jpg here is a picture of its side . hope you get the confirmation to texture and create it!