[MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE

Started by minami26, May 05, 2014, 11:49:17 AM

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minami26

Quote from: Ramsis on July 06, 2014, 08:48:32 AM

Hey Minami, any chance we could get animal breeding in before the next big update to 5.0? Also do you have a donation link up yet?

sure ill do that. I was really thinking of making domesticated muffallos.
im hooking up a donation link now. :)

Ramsis

Good times. Would you also possibly have a Skype/Steam you wouldn't mind PMing to me? You're a damn fine modder in my opinion and one that I'd like to pick the brain of once in a while.
Ugh... I have SO MANY MESSES TO CLEAN UP. Oh also I slap people around who work on mods <3

"Back off man, I'm a scientist."
- Egon Stetmann


Awoo~

minami26

Quote from: Ramsis on July 06, 2014, 09:27:29 AM
Good times. Would you also possibly have a Skype/Steam you wouldn't mind PMing to me? You're a damn fine modder in my opinion and one that I'd like to pick the brain of once in a while.

haha, thanks.
unfortunately I don't use skype and the only time I use steam is when playing dota2. I get to be online on facebook though. want to be friends there? :D

Ramsis

Ugh... I have SO MANY MESSES TO CLEAN UP. Oh also I slap people around who work on mods <3

"Back off man, I'm a scientist."
- Egon Stetmann


Awoo~

Jonesh

Hate to nag, but I am just wondering if there is an approximate ETA for the next version? I like this almost a little bit too much to play vanilla now ;D

minami26

I think ETA will be 3days from now. But that's the worst case.

I'm almost done updating CustomEvents, I'm gonna start working on the main mod later.

I'm a bit excited on the next release! It's gonna be the BOMB!
It's got a lot of new Interactable Buildings!

but husbandry won't be in it yet. I'll be polishing husbandry a lot so I want it to have it's own release version. :)

Reysuke

Quote from: minami26 on July 08, 2014, 02:50:35 AM
I think ETA will be 3days from now. But that's the worst case.

I'm almost done updating CustomEvents, I'm gonna start working on the main mod later.

I'm a bit excited on the next release! It's gonna be the BOMB!
It's got a lot of new Interactable Buildings!

but husbandry won't be in it yet. I'll be polishing husbandry a lot so I want it to have it's own release version. :)
Take these for being awesome 🍪 🍪 🍪 🍪 🍪
Cant wait for the Update :p

Xadhoom

While i'm waiting for the next version, i'm still playing the last:
can you tell me how to destroy the buzzant hill? I can't attack it...

Jonesh

Quote from: minami26 on July 08, 2014, 02:50:35 AM
I think ETA will be 3days from now. But that's the worst case.

I'm almost done updating CustomEvents, I'm gonna start working on the main mod later.

I'm a bit excited on the next release! It's gonna be the BOMB!
It's got a lot of new Interactable Buildings!

but husbandry won't be in it yet. I'll be polishing husbandry a lot so I want it to have it's own release version. :)
Awesome, thanks! Looking forward to it :D

minami26

Quote from: Xadhoom on July 09, 2014, 12:47:47 PM
While i'm waiting for the next version, i'm still playing the last:
can you tell me how to destroy the buzzant hill? I can't attack it...

THIS IS A SPOILER!-------- if you don't want to be spoiled. :)

Force throw a grenade at it,
It gets destroyed with just 5throws.

Xadhoom

Thank you!
It appeared in early game, and i still don't have grenades... not so bad, because after finishing all food around their lair now the buzzant are providing me free meat :)

forsaken1111

Quote from: Xadhoom on July 10, 2014, 07:40:18 AM
Thank you!
It appeared in early game, and i still don't have grenades... not so bad, because after finishing all food around their lair now the buzzant are providing me free meat :)
Build a wall around it and call it a buzzant farm.

minami26

I have finally done updating the mod for alpha5, i'm on testing phase now. I'm gonna play a game and see if everything works.
Hopefully will release tomorrow!

Quote from: forsaken1111 on July 10, 2014, 02:58:17 PM
Quote from: Xadhoom on July 10, 2014, 07:40:18 AM
Thank you!
It appeared in early game, and i still don't have grenades... not so bad, because after finishing all food around their lair now the buzzant are providing me free meat :)
Build a wall around it and call it a buzzant farm.
- now that you guys have mentioned it, do you want a muffallo spawner as a prototype for Muffallo Husbandry? I could easily make it for the update tomorrow :D

Reysuke

Quote from: minami26 on July 11, 2014, 03:55:57 AM
- now that you guys have mentioned it, do you want a muffallo spawner as a prototype for Muffallo Husbandry? I could easily make it for the update tomorrow :D
Yes pls *-*

minami26

#119

Hey guys, Releasing the alpha5 TechTree Minami Update!
Update v2.5 adds a tremendous amount of excitement and playability to the game you just can't hide it.

also it makes the game harder but super replayable.

Here's the changelog!
v2.5
Alpha5 Compatibility.

Added:
1 new Architect Category:
Food Utilities.

New Buildings:
FoodPreserver
(Stores 1 type of meal to extend spoil time to 2 weeks.)
Fridge
(Stores 1 type of meal to prevent spoilage.)
Driller
(Extracts Metal and Gems, Check Info Button provides more information about the building.)
Blast Doors
(Big Bad Doors, Don't close it whilst pawns are still walking through it.)
Universal Vending Machine
(Sells comfort food.)
Concoction Table
(Makes drugs from making herb solutions with medicine.)
Traps:
TrapHole, Caltrops, Net Trap
(Unlocks after researching TrappingSkillset. Buildings at Security Tab)

Drugs in Medicine Cabinet:
Crankulant - will not be Tired for 2 days.
Make Herbs.
Stimulant - will HealLife over time.
Bloatulant - will not be hungry for 3days.
Hastulant - move faster
Illusiolant - Gain Happiness for 5 days.

*Made at Concoction table, applied at Medicine Cabinet.
*All Drugs have MoodKiller AfterEffects.

Re-Used Buildings:
Medicine Cabinet:
(Interact with this building to heal and apply drugs to colonists)
CallOrder Signal Beacon:
(Interact with this building to call a CallOrder Vessel. Doesn't need a Hopper to use Silver anymore, it will search for silver in any storage.)

New Upgrades:
Wall Refining I,II and III
(Increase Metal and Stone Wall HP, upgrade unlock after Pneumatics)
Nutrient Garnishing
(Upgrades Nutrient paste Nutrition,Taste and Thought)
Missile Payload
(Increase Missile Launcher Damage by 2x)

New Item:
MedKit: Works like a Gun, Force attack to a colonist to Heal. Made at the concoction table.

-Changes-
Now Equipped with ProjectArmory v2.11!
Transfered buildings that deal with food to the "Food Utilities" Category.
Decreased Meals spoil time by 1 day.
Meals now display stackcount.
Made meals made in the Fireplace Unburnable.
(It was getting annoying.)
Transferred Upgrades that can be put into XML.
Made a separate class for Special Upgrades so that they will no longer need the UtilityDevice.
Nerfed Chronicled Artistry and Fear Tech.
Reduced Animal Zapper and MissileLauncher UtilityMetal Cost
Increased ScatteredRocks StackCount to 420.
Increased Missile Launcher effect radius by 2x.
Now properly interacts with TTM custom Interaction Buildings.
Added [Info Button] for TTM custom Interaction Buildings.
CallOrder Tradeship now contains new items.
New kind of Plants for Concoction table solutions.
Added TTM Custom ShortCircuit Condition.
(This prevents a gamebreaking bug on custom Batteries whenever this event is queued.)
Updated Tech Tree!

Prototype:
Added a Muffalo Shed in the Misc Tab.
A Prototype Muffalo Spawner for Muffalo Husbandry for next Version.
Spawns Muffalos, same chance as oil deposit yield.