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

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

Previous topic - Next topic

Abrexus

Excellent mod!  I love the idea of refining the base resources.  A couple of thoughts and ideas for you if I may...

First, I am finding the Crude Work Table impossible to make without modding the resource requirements to be Wood Logs and Metal Ore.  Maybe I'm missing something, or just unlucky, but I am not getting any metal bars when I create the map, and without them I can't make the starting table.  I would suggest changing it's requirements to just Wood Logs and Metal Ore to make getting started a bit easier.

The next hurdle I am running into is finding slag to turn into metal bars using the Crude Work Table.  Until a cargo pod crashes, I am stuck with a ton of Metal Ore but no way to make bars.  I can't build a research bench either to get the Smelter or build any power generation buildings until I get Metal Bars either, so it's a bit of a stopping point.

I would suggest allowing the Furnace to be unlocked at the start and build-able using Stone Blocks and Wood Planks, and have that be able to convert Metal Ore to Metal Bars.  It would also need to be usable without a power source.  The Smelter could be used for extracting Metal Ore from Slag and Weapons.

Finally, I would suggest are growing cotton, which can be harvested for cotton fiber.  This could be turned into cloth at the Tailor station.

Please let me know if I am missing something, and keep up the great work with your mod!

Chiko

Quote from: Abrexus on July 22, 2014, 10:17:32 PM
Excellent mod!  I love the idea of refining the base resources.  A couple of thoughts and ideas for you if I may...

First, I am finding the Crude Work Table impossible to make without modding the resource requirements to be Wood Logs and Metal Ore.  Maybe I'm missing something, or just unlucky, but I am not getting any metal bars when I create the map, and without them I can't make the starting table.  I would suggest changing it's requirements to just Wood Logs and Metal Ore to make getting started a bit easier.

The next hurdle I am running into is finding slag to turn into metal bars using the Crude Work Table.  Until a cargo pod crashes, I am stuck with a ton of Metal Ore but no way to make bars.  I can't build a research bench either to get the Smelter or build any power generation buildings until I get Metal Bars either, so it's a bit of a stopping point.

I would suggest allowing the Furnace to be unlocked at the start and build-able using Stone Blocks and Wood Planks, and have that be able to convert Metal Ore to Metal Bars.  It would also need to be usable without a power source.  The Smelter could be used for extracting Metal Ore from Slag and Weapons.
That's actually something that shouldn't happen. I made it so players start with enough planks, stone blocks and metal bars to build a crude workshop, a solar panel, a research bench and a butcher table, even maybe a cooking station if you are lucky. Are you using other mods? If you are using a mod that changes the map generation, then that's why you aren't getting the new starting resources.

Quote from: Abrexus on July 22, 2014, 10:17:32 PM
Finally, I would suggest are growing cotton, which can be harvested for cotton fiber.  This could be turned into cloth at the Tailor station.
That's a good idea to complement the option I introduced in the last update. You can only make cloth from animal fiber so having the option to get cloth from farming instead of hunting is a nice idea.

Quote from: Abrexus on July 22, 2014, 10:17:32 PM
Please let me know if I am missing something, and keep up the great work with your mod!
Thanks for the feedback. I don't usually get much feedback when I mod in other games. xD

Chiko

#17
It's update time:

-Added new requirements for advanced buildings. Mostly, turrets and energy related buildings now need uranium.
-Some weapons also need uranium in their crafting recipes, usually military grade weapons.
-Added new research, Radium Lightning. It will be available after researching metal walls. With this tech, you will be able to build glowing walls and lamps that offer illumination but don't need power. Unlike normal lights these are not affected by solar flares.
-Colored Lights are also radium now, so they will be available for research after Radium Lightning.
-Added a new weapon, the Crossbow. It's similar to a Great Bow but it has better range, damage and accuracy. It takes a while to aim and fire, though. Can be crafted in the Machining Table.

Download link in the main page, as usual.

Dr. Z

Quote from: Chiko on July 22, 2014, 06:32:38 PM
I always got the idea uranium in this game was already refined since you can only buy it. I'll think about that.

I mean that there should be a way to refine it ourselfs from other materials, some way of crafting it so that we don't have to rely on trade ships.
Prasie the Squirrel!

Chiko

Quote from: Dr. Z on July 23, 2014, 06:15:28 AM
Quote from: Chiko on July 22, 2014, 06:32:38 PM
I always got the idea uranium in this game was already refined since you can only buy it. I'll think about that.
I mean that there should be a way to refine it ourselfs from other materials, some way of crafting it so that we don't have to rely on trade ships.
I could see if it's possible to add it as a new mineable mineral, Uraninite, which will be available is much lower quantities than Metal Ore. Also, I read it's quite common and can be usually found mixed with other metal ores so maybe I could add a recipe to turn like 25 Metal Ore into 5 units of Uranium in the Smelter, which it isn't that bad since metal ore is like everywhere in any generated map.

Chiko

Small update for today:

-Added new mineable mineral, Uranium Ore, which can be processed into the Uranium Bars already in the game. It's not as common as Metal Ore, though.
-The Smelter has also the ability to extract Uranium from 20 units of Metal Ore and turn them into 5 units of processed Uranium.
-Weapon suppliers ships sell and buy Uranium at a discount.
-Crude Workshop is now called Basic Workshop and it can also craft crossbows.
-Wooden furniture, doors and walls now offers a small mood bonus while Metal ones are stronger and unaffected by fire.
-New weapon added, Charger Pistol. A handgun version of the Charger Rifle.

BetaSpectre

Any chance for a log of all the updates?
░░░░░░░░░░░░░░░░░─╤▌██ |
░░░░░░░░─╤▂▃▃▄▄▄███████▄▃|
▂█▃▃▅▅███/█████\█[<BSS>█\███▅▅▅▃▂
◥████████████████████████████████◤
                           TO WAR WE GO

Chiko

Quote from: BetaSpectre on July 23, 2014, 11:19:52 PM
Any chance for a log of all the updates?
Only from 0.2 and forward... I made this mod a while ago before I released it so I forgot most of the changes to the vanilla content. :P

Chiko

#23
I'm working on weapon stuff now. Stuff done and ideas in mind:

I'm rebalancing some weapons to make them a bit more different from each other. The changes are too many or small to mention them in this post. :P

I'm also working on the new Charger Tech, which will be available after researching Sentry Guns, Gun Turret Cooling and Mortars. These will allow colonists to craft charger weapons and turrets. I'm still thinking about the weapon crafting part. I will probably add a new workbench for advanced weapons because the Machining Table has like too many recipes, IMO. I could use feedback with this.

T-9 Incendiary Launcher will be called Inferno Rifle, and I'll do a handgun version of it, with less range and damage but better accuracy and fire rate. I think I'll call it Inferno Compact. I dunno if I should make a research tech with inferno weapons and turrets because this type of weapons are more for raiders or to attack bases, rather than for defense since there have more chances to cause more harm to your structures and colonists with their increased "friendly fire" potential.

Chiko

#24
I just finished updating the mod. The new changes includes:

-Increased the output from turning scrap metal into bars from both Basic Workshop and Smelter.
-Made small changes to some of the weapons once again.
-Changed the look of the Machining Table and reverted it to its former role.
-T-9 Incendiary Launcher is now called Inferno Rifle.
-Added a new weapon, Inferno Pistol, which is a less damaging but quick firing version of the rifle.
-Added Metalworks Bench, which will allow players to make basic projectile weapons. It's available after researching the Smelter.
-Advanced Weapons research will allow you to build a Metaltech Bench, which can be used to make charger and inferno weapons. This also unlocks the Charger Turret and the Inferno Mortar. It's available after researching Sentry Guns, Gun Turret Cooling and Mortars.
-Made some changes to the mood effects in the game like eating raw food or getting shot. They are less crippling now. I made this because this mod makes the game longer to reach positive mood boosters.
-Since Radium Walls can replace Lamps, including the radium ones, I made them give a small mood bonus to make lamps a bit less obsolete. Choosing Radium Walls or Lamps is more of a aesthetics option now.
-Made some changes to the Storytellers to make them overall less hateful towards the players. This means slower raid rates and slower challenge increase as the time passes.

felixh

I like the idea of making game more challenging by increasing construction/crafting difficulty instead of relentless raids, but having to wait for airship crash event to build your first smelter is too much. You have at most 360 metal bars to start with (300 on average and 240 on minimal), and you will need 20 for basic workbench, 80 each for research table and solar panel and 180 for smelter. That takes exactly 360 metal bars. How to play this game without a steady supply of metal is beyond me.

Chiko

Quote from: felixh on July 26, 2014, 01:45:15 AM
I like the idea of making game more challenging by increasing construction/crafting difficulty instead of relentless raids, but having to wait for airship crash event to build your first smelter is too much. You have at most 360 metal bars to start with (300 on average and 240 on minimal), and you will need 20 for basic workbench, 80 each for research table and solar panel and 180 for smelter. That takes exactly 360 metal bars. How to play this game without a steady supply of metal is beyond me.
That's why I made it a bit more easier in the raiding attacks. I forgot to mention in the update there but I also slightly increased the output from turning scrap metal into bars in both the Basic Workshop and Smelter.

Alternatively, you could save those metal bars instead of building a Research Table and make more bars from scrap metal in the Basic Workshop to build a Comms Console and a Trade Beacon instead, which is a lot more useful to have at first for an increased number of reasons, compared to the ability to research, IMO.

Having a steady supply of metal at the start of a campaign is one of the things I wanted to change. :P
I kinda want players to have choices on what would be best to do, depending on their current situation, instead of having access to everything at first.

PilotBhav04

I agree with the above, making me not use this mod because its so difficult. Wish you can tone things down a little bit with the cost of making some things to make it better to start the game then things can get more interesting that way. Please fix soon I waiting patiently as I can haha :)

Chiko

#28
I've been testing it and I'm actually finding the game more easy and a bit slower paced, even with the more aggressive storytellers. I left a tips section in the main page for those having trouble.

This is the setup I usually go for when I start a new campaign:

As I mentioned before, having the ability to trade is a lot more useful at first than having the ability to research. With that you could simply sell animal hides, fiber, etc. and be able to buy building materials or use the extra money to pay tribute to other factions and be able to ask for reinforcements when under attack.


I found an error with the Inferno Mortar, though. It displays more information that it can show in the screen. This is probably why there are no vanilla power requiring mortars. I will have to turn it into a turret instead. I will make it like something in between an artillery and turret.

Edit: I also managed to add new music but for some reason, the volume was like at half so you could barely hear the new tunes. I tried different things but I just decided to removed them and shelve the idea.

PilotBhav04

And I just realized this mod doesn't work with the Colonist Creation mod. Im no genius but if it works for some of you, sorry and ignore this. But this mod coupled with the Colonist creation mod makes the game amazing.