[1.0-1.4] Early Times mod

Started by vovik, February 22, 2020, 08:55:20 AM

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Hydromancerx

#45
@vovik

Yeah tie in both that and the music mod into your tech tree. I know the music mod already has techs such as ...

Primitive Instruments -> Sting Instruments -> Electric Instruments

You could have Primitive Instruments require Primitive Crafting from your mod.

Primitive Instruments
- Conga (Tribal Instruments Mod)
- Frame Drum
- Marimba
- Ocarina

Sting Instruments
- Guitar
- Ogolupe (Tribal Instruments Mod)
- Violin

I also have been trying to get the Ancient Rim mod to have a Lyre. Other tribal instruments could be ...

- Conch Shell
- Didgeridoo
- Pan Pipes
- Ram Horn

vovik

#46
Quote from: Hydromancerx on March 07, 2020, 12:01:39 AM
@vovik
Yeah tie in both that and the music mod into your tech tree. I know the music mod already has techs such as ...
Ookay, i will be doing that before or right after i implement proper mesaging system. Music is quite a concept and needs some research here and how to put it. Also music instruments may influence social stat and etc or there may be music on parties? this needs research.
Quote from: Rudo on March 06, 2020, 11:46:12 PM
I've been looking to do something similar to this mod and I like the direction your pushing for. I took a look at the mod files and have started making a few changes to tech order and text to be more concise while still having some flavour. I'm not much of a modder but if you like I could send over my version and perhaps we can do some light collaboration?
Current tech tree is as much logical as it can be, yet sure.
Nun liebe Kinder gebt fein acht
Ich bin die Stimme aus dem Leere
Ich hab euch etwas mitgebracht
Ein heller Schein am Firmament
Mein Herz brennt

Rudo

@vovik here's the version I've edited. The tech tree changes are pretty minor, I just changed a few prerequisites for earlier techs. For example I switched agriculture and herbalism as herbalism requires a higher level growing skill and is more specialised.

For the flavour text I changed the style to be more inline with the vanilla game, though I did experiment with adding Civ inspired quotes to accompany each research.

Here's an image comparison between the two versions: https://imgur.com/a/qmMfTWQ

Here's the files to see the text changes: https://drive.google.com/file/d/1yEAXcXhv3c0fMf6_QIZVoTIH3J_-YXnl/view?usp=sharing

vovik

#48
Quote from: Rudo on March 07, 2020, 09:11:55 AM
@vovik here's the version I've edited. The tech tree changes are pretty minor, I just changed a few prerequisites for earlier techs. For example I switched agriculture and herbalism as herbalism requires a higher level growing skill and is more specialised.
Ookay, plant pots will be derived from herbalism then. Also psychoid and smokeleaf still need to be separate researches that derive from herblism cause they arent just researched togehte - firstly people had some expirience when interacting with and then research how to use it. Chemistry will derive from psyhoid. I will later add ingest effects and nutrition for both.
I have just made all stuff for religion, yet ding you are here! Will spend some time to update descriptions and stuff. Also current "Pottery" are named "Plant pots" for a reason - these are for plants solely, pots are embedded into adobe bricks.
Also i would ask you to balance costs of research, im not sure i made everything cost properly.
Nun liebe Kinder gebt fein acht
Ich bin die Stimme aus dem Leere
Ich hab euch etwas mitgebracht
Ein heller Schein am Firmament
Mein Herz brennt

vovik

Update:
-added early religions
-religion symbols now have their effects(If you worship random god - rest in pieces. Or not.)
-changes on tech tree
-added tech tree descriptions by Rudo
Nun liebe Kinder gebt fein acht
Ich bin die Stimme aus dem Leere
Ich hab euch etwas mitgebracht
Ein heller Schein am Firmament
Mein Herz brennt

Hydromancerx

#50
I agree with Rudo that Agriculture should come before Herbalism. Also you may want to do synergy with the Vegetable Garden mods.

Vegetable Garden 1.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2007066218

vovik

Quote from: Hydromancerx on March 07, 2020, 12:54:44 PM
I agree with Rudo that Agriculture should come before Herbalism.
I dont doubt it - it is logical and is mentioned, thus should be in.

Quote from: Hydromancerx on March 07, 2020, 12:54:44 PM
Also you may want to do synergy with the Vegetable Garden mods.
So this day comes. I will be doing that before remote tech integrations.
Nun liebe Kinder gebt fein acht
Ich bin die Stimme aus dem Leere
Ich hab euch etwas mitgebracht
Ein heller Schein am Firmament
Mein Herz brennt

Rudo

I tried the latest release and there's red logs everywhere and the tech tree has exploded. I'm going to have a look at the research costs soon and try to make them as reasonable to the base game as possible.

In relation to the pottery change, it might make sense just to combine the pot making and adobe as there's not really an insentive to just get pot plants on their own.

vovik

#53
Quote from: Rudo on March 08, 2020, 01:50:26 AM
In relation to the pottery change, it might make sense just to combine the pot making and adobe as there's not really an insentive to just get pot plants on their own.
Show me your idea and i will follow.
Quote from: Rudo on March 08, 2020, 01:50:26 AM
I tried the latest release and there's red logs everywhere and the tech tree has exploded.
Just save again and game will adjust (when tech tree changes and its loaded with other techs game goes weaboo)
Quote from: Rudo on March 08, 2020, 01:50:26 AM
I'm going to have a look at the research costs soon and try to make them as reasonable to the base game as possible.
Dont forget that tribal research spot is very low at efficiency.

Update 08/03/2020
-fixed broken clay pit placement... again.
-added bridges integration
Nun liebe Kinder gebt fein acht
Ich bin die Stimme aus dem Leere
Ich hab euch etwas mitgebracht
Ein heller Schein am Firmament
Mein Herz brennt

vovik

I am not doing integration with tribalism mod, it does not give much features. I will import few features from there.
Rejected features:
strange cloth hoods - a megascarab hood that requires animal leather - since when chitin is made of leather, or a "bear leather wold hood" etc.
Cooked egg - simple meal already can accept eggs, also gives double nutrition per input ingridient.
popcorn - see cooked egg.
Storage pots - already in.
Smoked meat - already in.
Firepit - already in.
Lots of terrain - this is difficult to handle and maintian and also many different wooden floors are simplified to single "wooden floor" in core rimworld, any reason to change that?
Different spots for art/butchering/craft... this is already in.
Share tribal lore - campfire already acts as socializing spot.
Imported features
More early games - import.
Cloth from hay - farming equipment(?), import.
Totem variants - sure.
Early stone oven - maybe, need to think where to put it.
Dirt mounds - sandbags came into play with coming of firearms and extensive shooting weapons, so these will be useful much later as simplistic cover. Better than nothing.
Early shelter walls and doors - import.
Nun liebe Kinder gebt fein acht
Ich bin die Stimme aus dem Leere
Ich hab euch etwas mitgebracht
Ein heller Schein am Firmament
Mein Herz brennt

Hydromancerx

#55
@vovik



The primitive wall mod is originally my mod. I am surprised you don't want to include it since it gives you different choices for floors. Including ones made from hay, bamboo, wood, etc. Basically stuff before the use of planks.

Key
Row 1  = 1,2, 3, 4
Row 2 = 5, 6, 7, 8

Woven From Hay  Floors= 3, 4 and 7
Bamboo Floors = 1 and 5
Log Floors = 2 and 6
Caved Wood with Gold Floor = 8

EDIT:

In addition that neolithic mod has a nice stone axe.

CyberianK

Hello thank you SO MUCH for this.
I thought Medieval Times was dead as the author has been gone for over a year.

Can you please add this to Steam Workshop?
There are many peoples on Steam Workshop looking for Medieval Times who are not aware that this mod exists.

If you are worried about stealing the show from original mod Vindar has disappeared since mid 2018 so I think it not an issue if you post it to Steam peoples would highly appreciate it.

One question you mention "-vegetable garden patches" in OP can you use the mod together with vegetable garden at the moment or is it incompatible?

vovik

#57
Quote from: Hydromancerx on March 09, 2020, 01:16:49 AM
@vovik
The primitive wall mod is originally my mod. I am surprised you don't want to include it...
There are quite a few reasons to add items from your mod into this rather than to make a compat patch:
- there are many things that are obsolete by vanilla mechanics
- many other things are already in this mod but in another form
- other features are not that large but too intresting to forgo them
- no, making more crafting spots does not make tribal more immersive since player already can make several crafting spots for different purposes

Quote from: Hydromancerx on March 09, 2020, 01:16:49 AM
@vovik
...it gives you different choices for floors. Including ones made from hay, bamboo, wood, etc. Basically stuff before the use of planks.
I am not adding ALL floors, since rim already adds generalized "Wood floor" from generalized "wood" - i am not against diversity but it has to be meaningful since all trees yield same wood. Also it brings immersion issues - how does african carpenter that ever heard about bamboo makes bamboo floor from... presumably palm tree wood? Nope, not like that.
Also this kind of approach to mods makes a whole lot of issues for player(immersion issues) and developer(imemrsion issues, compat, much code to use)

There are quite some features that duplicate already presented features in early times and are already obsolete by vanilla mechanics, but other features are quite useful:
Ofcourse i will be adding primitive floor that is not modern "fittend wood" floor, but i also will be adding terain modification station that will allow to make "beaten dirt" floor (was the first known floor), but that is later.
I will move contained fire into earlier inresearch to allow smoked foods to be availiable earlier and will transform it into cooking ingridient(smokehouse will be buildable later). And more other stuff.
Dirt mound will get in because it is the most early defence available, aka trench, also i will help to reinforce walls against digging raids. Also solves issue of why tribal people deciced to build sandbags which are useful when firearms and extensive sienges came out.
Hay cloth - for survival on archipelags where one does not have enough animals, sure.
Totems - i did some mechanics for totems, but these lack in sizes for early tribal times.

Quote from: Hydromancerx on March 09, 2020, 01:16:49 AM
@vovik
In addition that neolithic mod has a nice stone axe.
ye ;D
there is already axe in survival tools mod i made compat with. If you port it to 1.1 and add your axe there - sure, it will take its place in tribal portion of the game and in this mod too.

Your ideas and work will not be gone, dont worry, just not all of it is good enough to carry on.
I also went through stage when i realized that not all my ideas are completely good, so im waging each and every.

Quote from: CyberianK on March 09, 2020, 04:51:50 AM
Can you please add this to Steam Workshop?
There are many peoples on Steam Workshop looking for Medieval Times who are not aware that this mod exists.
First i need to refine it, second i need to buy rimworld on steam to add this to workshop - i will do it later.

Quote from: CyberianK on March 09, 2020, 04:51:50 AM
One question you mention "-vegetable garden patches" in OP can you use the mod together with vegetable garden at the moment or is it incompatible?
Sure you can, but tech tree will be busted most probably. I did not make compat for it just yet.

Nun liebe Kinder gebt fein acht
Ich bin die Stimme aus dem Leere
Ich hab euch etwas mitgebracht
Ein heller Schein am Firmament
Mein Herz brennt

Hydromancerx

Quote from: vovik on March 09, 2020, 07:34:01 AM
how does african carpenter that ever heard about bamboo makes bamboo floor from... presumably palm tree wood? Nope, not like that.

Well the Vegetable Garden mod has a Bamboo crop that is different from Wood. So if you made those floors require Bamboo instead of wood then it would make sense.

CyberianK

#59
Quote from: vovikSure you can, but tech tree will be busted most probably. I did not make compat for it just yet.
the VGP Garden mods create errors:

if I disable the VPG mods error goes away.

EDIT: if I move VGP up (autosort before) errors reduce to this:


edit2:
https://gist.github.com/HugsLibRecordKeeper/ab3dc87cfb69792780b749fb8929a1d0
looks like some problems with strawberries:

"XML error: Duplicate XML node name sowResearchPrerequisites in this XML block: <plant><growDays>5</growDays><dieIfLeafless>true</dieIfLeafless><harvestTag>Standard</harvestTag><harvestedThingDef>RawBerries</harvestedThingDef><harvestYield>6</harvestYield><sowMinSkill>5</sowMinSkill><sowTags><li>Ground</li><li>Hydroponic</li></sowTags><topWindExposure>0.1</topWindExposure><immatureGraphicPath>Things/Immature/StrawberryPlant</immatureGraphicPath><visualSizeRange>0.3~1.05</visualSizeRange><wildOrder>2</wildOrder><purpose>Food</purpose><sowResearchPrerequisites><li>agricultureII</li></sowResearchPrerequisites><harvestAfterGrowth>0.23</harvestAfterGrowth><sowResearchPrerequisites><li>TS_DomHerb</li></sowResearchPrerequisites></plant>"