[Mod] (Alpha 5D) Rimworld Extended v0.8

Started by Chiko, July 21, 2014, 05:41:20 AM

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Chiko

Quote from: Dr. Z on July 29, 2014, 04:47:47 PM
From what I know, animaly can't starve at all. I discovered this a while ago when I accidently build in a boomrat in a locked up room, but it was some Alphas ago so I don't know if it's changed.

Anyway, I'm still not getting why you want to change it. I never had an issue with animals eating to many plants. Did you accidently turn off the respawn of plants or something like that?
Not that I know of. It's something I always notice in every game I start. Also, animals do starve in Alpha 5.

The issue I have with this is they simply devoid the map of plant life in less than a year and then start littering the map with their corpses when they cannot find anything to eat anymore.

Dr. Z

Strange, this never happened to me and I never heard of it. Maybe you should post this in the bug forum and ask for clarification.
Prasie the Squirrel!

Seth1483

Quote from: Dr. Z on July 29, 2014, 06:07:29 PM
Strange, this never happened to me and I never heard of it. Maybe you should post this in the bug forum and ask for clarification.
Same.  Actually I believe Tynan rebalanced the entire ecosystem setup for A5 so animals wouldn't eat everything and so plants become less invasive.  Perhaps you did something that messed up the plant cycle or else some other portion of the animal behaviors.

supruzr

Quote from: Chiko on July 29, 2014, 12:17:13 PM
I've been meaning the do that for a while but I always forget to do that. xD

Also, I just found a bug with the Basic Stove again... The food prepared from it cannot be eaten by anyone. Pawns just keep trying to eat the same food until they either mental break on you or die.

I've been digging around the files to see what the problem is and the reason was because one of the ingredients is not edible = the Logs or Charcoal used to cook them. I have 3 options to fix this that would be best to need some feedback:

1-Simply make the basic stove electric, but it would naturally need less power to work.
2-Make logs edible but that would mean animals would prey on logs and your colonists would eat them when there's nothing else to eat.
3-Delete it and just revert to the Cooking Station being the only one.

4- The logs aren't an ingredient in the meal, they're just a side requirement to use the stove. You're not coding it right at all, by making logs an ingredient in each recipe you can craft.

Chiko

Quote from: Seth1483 on July 29, 2014, 07:27:28 PM
Quote from: Dr. Z on July 29, 2014, 06:07:29 PM
Strange, this never happened to me and I never heard of it. Maybe you should post this in the bug forum and ask for clarification.
Same.  Actually I believe Tynan rebalanced the entire ecosystem setup for A5 so animals wouldn't eat everything and so plants become less invasive.  Perhaps you did something that messed up the plant cycle or else some other portion of the animal behaviors.
Hmm... I did changed something in the plants, I checked the mod and there's the file in there. I will delete both the xml affecting the plants and the one affecting the animals, that way the game will run the vanilla ones.


Quote from: supruzr on July 29, 2014, 08:10:46 PM
4- The logs aren't an ingredient in the meal, they're just a side requirement to use the stove. You're not coding it right at all, by making logs an ingredient in each recipe you can craft.
It's the only way I know to make it work without having to mess with dll coding. Do you know another way to code this so I can keep things less weird?

Seth1483

Quote from: Chiko on July 29, 2014, 08:21:27 PM
Quote from: Seth1483 on July 29, 2014, 07:27:28 PM
Quote from: Dr. Z on July 29, 2014, 06:07:29 PM
Strange, this never happened to me and I never heard of it. Maybe you should post this in the bug forum and ask for clarification.
Same.  Actually I believe Tynan rebalanced the entire ecosystem setup for A5 so animals wouldn't eat everything and so plants become less invasive.  Perhaps you did something that messed up the plant cycle or else some other portion of the animal behaviors.
Hmm... I did changed something in the plants, I checked the mod and there's the file in there. I will delete both the xml affecting the plants and the one affecting the animals, that way the game will run the vanilla ones.
Well you don't need to delete the files but pull up the vanilla version of each file and look at them side by side with your modded versions and you should be able to figure out what happened.

Chiko

I guess it's time for that update to be released:

-I managed to "fix" the cooking bug in the Basic Stove by making logs edible. It's not an ideal fix but I made it so pawns would only start eating them when there's nothing else to eat and when they do, they will get a stackable x6 thought that will most likely cause mental breaks.
-Raw Materials traders will now sell Logs instead of just buying them.
-Increased the input and output when turning logs into charcoal.
-Basic Smelter needs more charcoal to make bars.
-Electric Smelter now needs charcoal but a lot less to make metal bars. This is because Charcoal (Carbon) is an ingredient for Steel, which is what I imagine Metal is.
-Added Purple Carpet because reasons. :P
-Most of the research times have been increased a bit.
-Fixed some small details with the new additions, like for instance, the wooden equipment rack now having the correct wood sounds and effects when being built.

Important Note: This new update lacks a couple of unnecessary files, so it's best to delete the previous version of this mod before installing this one.

Chiko

#52
I'm working on some weapon ideas now.

Tribes have been using crossbows but I will change that so it will be a Midworld weapon instead. So it won't be sold by traders and it will be used by pirates and other settlers.

Tribesmen are little trouble at first so I will add a new weapon for them, Bundle of Torches. It's like Inferno weapons but highly inaccurate, short range and slow but it will give Tribes the ability to burn down flammable structures and items.

And I'm also adding a new charger sniper rifle to increase the spacer tech weaponry.

I've also started making the sprites for the Hide Coat, which is looking like a mix of Tribalwear and Duster. I'm thinking about changing the starting apparel so your first settlers start with no jackets/Dusters so it make sense to make Hide Coats. Either that or make them like a faction apparel for Outlander factions.

Chiko

Small update for today:

-Made some changes so buildings that glow but don't need power stop sending notifications of them being without power.
-Crossbow is now a midworld weapon, usually carried by pirates and outlanders.
-Tribesmen have a chance to spawn with a new weapon, bundle of torches, which is the most primitive way of causing fires.
-Added a new spacer tech weapon, Charger Sharpshooter. It's a powerful energy/projectile sniper rifle.
-Added a new energy weapon, Inferno Burner. It's similar to a flamethrower so it's only effective at close range.

Chiko

I'm kinda running out of ideas. I mean, things I can implement only with xml editing. I tried editing dll files but even looking at VS express and assemblies makes me feel frustrated. xD

The only things I have done so far for the next update are small time things like making weapons now having the mechanoid disassembly sound and effect, Stats for the Hide Coat, and ideas for new weapons and decoration like stone or metal statues.

I do have new armor ideas like the chainmail shirt, a decent armor that uses the "on skin" layer. Leather and metal armors which will be like medieval versions of power armor. Making apparel is kinda hard for me so I will probably make these not in the next update. :P

Khadi

I have problem with it. Like you said, things now require new resources to be build. But, on the start of the game i don't get any of the new ones. I mean no wood planks, metal bars, and so on. And I need them to do a basic workbench. And i have no way to get them. So what now? Is this some kind of a bug or what?

Chiko

Quote from: Khadi on August 02, 2014, 02:22:16 PM
I have problem with it. Like you said, things now require new resources to be build. But, on the start of the game i don't get any of the new ones. I mean no wood planks, metal bars, and so on. And I need them to do a basic workbench. And i have no way to get them. So what now? Is this some kind of a bug or what?
Are you using other mods? As mentioned before, this mod is not compatible with any other mods that change the map generation xml file.

Khadi

Hmmmm... That's a shame. I look what can make a problem. Thanks.

Khadi

Sorry, for the double post, but i have another problem, and i wanted this to be seen. xD
The compatibility patch you made for ccm. When i don't install it then well, the resources from your mod won't appear, but when i install it the ccm won't work. The starting panel for this mod saying "want to use ccm?" i can only click on "no" now. Got any clue what to do? :P

Chiko

Quote from: Khadi on August 02, 2014, 05:40:15 PM
Sorry, for the double post, but i have another problem, and i wanted this to be seen. xD
The compatibility patch you made for ccm. When i don't install it then well, the resources from your mod won't appear, but when i install it the ccm won't work. The starting panel for this mod saying "want to use ccm?" i can only click on "no" now. Got any clue what to do? :P
Where did you put the compatibility patch? Inside this mod or inside CCM? You have to put it inside CCM because the game loads that game first.