[MOD] (Alpha 7) Immersive Rim 1.5.1 hotfix Insta-Conduit

Started by Aristocat, October 17, 2014, 11:42:20 AM

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Aristocat

Description
Immersive Rim designed to add missing features and Improve it.



Mods are modular.





Download Immersive Rim


IMPORTANT : If you use ImmersiveCrafting and Weaponry, please Activate Crafting FIRST, THEN Weaponry, so Weaponry overwrite Crafting


ImmersiveCrafting
*Add Smelter
*Hyperweave, Plasteel, Refined metal and Synthread is craftable with Metal
*Turn Wood, Stone blocks, Devilstrand and plants into metal


Tailor changes :
*Craft Medicine(bandage) with clothes
*Craft various apparels  including duster, tribalwear and Collar Shirt
*Cost of craft apparels reduced


*Now Stone cutter's table no longer require research. Tools, Club, Spear, Bows and Pila is craftable in the Stone cutter's table.
*Now club has twice in cap chance, Hunting bow has higher chance to hit, useful for hunting

*Add Modern weaponry crafting table. Guns, Shells for mortar , and Armor is craftable in the Modern weaponry crafting table.
*Add Baston. Baston doesn't harm health a lot(2 damage) but cause 20 pain each hit. VERY useful for in-caping people and suppress psychotic colonist. Wearing baston also increase chance to hit and recruit chance by 30%.

*Now Machining table require modern weaponry research. Power armor and Charge lance, Charge rifle and Minigun is craftable in the Machining table.


Extended Stoneworking : By ItchyFlea        https://ludeon.com/forums/index.php?topic=6461.0
Sandstone - Limestone - Granite - Slate - Marble All have a 75% chance of dropped a chunk of rock for that rock type. Those rock chunks can be processed into stone blocks.
To prevent cluttering up your stockpile, the new rock chunks stack up to 75.

+ Now Stone block is craftable out of Sand, Lime, Granite, Slate, Marble chunks and blocks. and blocks can be turned into metal in the Smelter. Added category for added blocks and chunks, useful for separate them.

Glassworks : By ITOS  https://ludeon.com/forums/index.php?topic=3223.0
This mod adds buildable windows.

+ Now Glass is craftable in the Smelter and no longer require research. and glass can be craftable with stone block



ImmersiveBody
*Add Implants and sub-dermal armor which helps colonist in various ways,
*Sub-dermal armor protect specific body part(e.g. brain, heart, body) and can equipped with other armors.
*Brain, Heart, Bone(Pelvis, Ribs, Spine etc. except skull), Eye and other vital organ sub-dermal armors make specific body part immune to damage
*Sub-dermal armor head protect Skin (Ear, Nose, Jaw, and Head) and Skull by 20%,  equip with Power armor helmet and up to 95% protection
*Body Sub-dermal armor protect body skin(Torso, Arms, Legs, Feet and Hands.) by 15%, equip with Power armor and hyper weave shirt to up to 95% protection


*implants boost efficient at specific job,
*Empathy synthesizer improve trade price, social, gift impact and recurit chance,
*Logic co-processor increase global learning speed and help research and medical operation,
*Optics enhancer, Arm enhancer, and Probability calculator reduce aiming time and increase accuracy, up to thrice faster aiming and twice more accurate.
*Tranquilizer injector calm unstable colonist
*Leg enhancer increase speed.
*Craftable in the implants table.



*Shirt now protect arms and hands Duster now protect arms and legs,
*Power Armor now increase colonist's accuracy and aiming speed and
*protect hand and feet,
*Power Armor and helmet Greatly buffed (blunt 30% to 60%. heat 30% to 60%. Electric 0% to 60%. Toxic ? % 60%),
*Power Armor reduce global work speed by 30%,
*Power Armor slow down colonist by 1.5,
*Power Armor helmet reduce psychic sensitivity by 50% and Power armor reduce mental break threshold by 5.



*Enemy's power armor and implants destroyed on strip
*Scyther Knife damage increased 16 to 45, Power Claw 18 to 35, bionic arm cause twice more pain.
*Add bionic organs (stomach, liver, etc.) and limbs. Craftable in the bionic table
*Add Medical practice table, can practice surgery with corpses
*Trigger Happy and Careful Shooter has been nerfed
*Add peg arm
*All surgery give exprience but all surgerys also require medicine skill
*Add Warhammer organs, Catalepsean Node, Healer, etc, doesn't working as intended but reduce pain twice more than normal bionic
*Each bionic reduce pain so cyborg colonist no longer feel any pain

*Add Cyborg type enemy. Always equipped with full power armor, body and head sub-dermal armor and Optics enhancer, Probability calculator, Leg and Arm enhancer.



Note : Don't activate ImmersiveApparel if you're using ImmersiveBody

ImmersiveApparel
*Shirts now protect arms and hands
*Duster now protect arms and legs
*Armor vest nerfed (60% to 30%)
*Power Armor and helmet Greatly buffed (blunt 30% to 60%. heat 30% to 60%. Electric 0% to 60%. Toxic ? % 60%)
*Power Armor reduce global work speed by thrice more time(10% to 30%)
*Power Armor slow down colonist by 1.5
*Power Armor reduce Aiming Delay by 30%, Helmet Increase Accuracy by 30%(built-in auto-senses)
*Power Armor Now protect Feet and Hands
*Power Armor helmet reduce psychic sensitivity by 50% and Power armor reduce mental break threshold by 5
*Power Armor now protect 70% against piercing, hyperweave shirt protect 20%, total of 90%. create your juggernaut army




ImmersiveWeaponry
Immersive weaponry make battle more intense and less frustrating by significantly increase fire rate and accuracy, also damage per hit is reduced so no more single blind shot cause limb fly off.



Force Fire added in burst weapons (can target ground instead of specific target.)
Colonist no longer lose limb with single hit. Pila(30 to 10), M24(40 to 18), Charge Lance(27 to 10) damage reduced. but fire rate and accuracy is greatly increased.
Significantly reduced or removed cooldown of weapons.



Shotguns shoot 12 bullets per burst and can shoot while taking melee hit.
Machine Gun is capable of heavy fire. but has long cooldown time and heavy to carry around. Best suited for large crowd or Centipedes.
Sub-Machine Gun shoot twice faster than rifle, but has shorter range and less damage. Best suited for close quarter combat.
Sniper accuracy greatly increased and aim time is reduced. Sniper is now extremely dangerous, especially on clear day.
Mortar is actual threat. Now each burst shoot 15 bomb, and coodown is reduced to one third, and explosion radius is increased.

Equipping weapon reduce work speed and move speed.

Club in-cap chance is doubled and strike faster. Great for capture psychotic colonist without arrest, or make slaves.

Neolithic weapon is generally weaker.
Now Droid is even more threatening. Centipedes move faster, Inferno Cannon can shoot over wall, Charge Blaster now explode on every hit, and droid weapons no longer require aim.

Generally all weapon damage is halfed but fire rate is double or tripled, which less likely lose limb and make battle more intense and less frustrating.


Immersive Project Armory https://ludeon.com/forums/index.php?topic=7167.0
Project Armory adds new weapons to the RimWorld Universe from different games movies and real world periods from the Victorian era to modern day.

Weapons Kit Switcher:
The Weapons Kit Switcher tool is located in the mod directory were you install your mods. The tool allows you to activate and deactivate groups or singular weapons.



Move speed comparison




ImmersiveCook
*Cook Stove no longer require electric
*Cook Stove is now build-able with stuffs
*Make Survival Packages with Simple meals
*Colonists prefer simple meal over packaged meal

*Paste Dispenser is now 1 square, require research to unlock
*Paste Dispenser cost twice more food(10 to 20)
*Paste Dispenser no longer give nagative-thoughts
*Hopper is walk-over-able and doesn't slow down people
*Simple meal, Packaged meal and nutrients paste fills less hunger (simple meal 85 to 70, paste 80 to 75)

*Add Tofu Machine. Can turn plants into Tofu, alternate resource to meat and sell better. (Texture by Kirid)



Modular Tables By ItchyFlea
Add Modular Tables.
+ Stool no longer slow down colonists.

ImmersiveThought
*Fine meal and lavish meal last 50% longer and stack up to 2.
*Reduced nagative mood of Brawler unhappy (-15 to -5).
*Reduced nagative mood of Shared bed room (-8 to -5).
*Reduced nagative mood of Environment Ugly, Very ugly, Hideous (-5 to -3, -10 to -6, -15 to -9).
*Reduced mood of Prosthophile happy and Prosthophobe unhappy (-12 to -6, +12 to +6).


ImmersiveFloor
*Add soil and sand floor.
*Add Dirt-like floor

By Clutter Mrowka, T's mod Telkir, and Fast floors Igabod. https://ludeon.com/forums/index.php?topic=2541.0, https://ludeon.com/forums/index.php?topic=4373.0, https://ludeon.com/forums/index.php?topic=7097.0

*Add floors from Clutter, T's mod and make them move faster on.

Move speed comparison







ImmersivePower
*Added Geothermal Extractor, Build-able Geothermal Generator without steam bents, require 600 metal and 100 plasteel. and 150000 work times(50 times longer than original Geo' generator.) require research.
*Geo' generator now require 500 metal and 10 time longer work-time
*Geo generator and extractor produce less electric (3?00 to 2520)
*Added Mini battery, Water and fire proof battery. require research.
*Added E-Battery. 4 times more efficiently store energy than default battery. extremely fragile. Need plasteel to build. require research.
*Added Wall lights. same as lamps.
*Door cost 15 electric

ImmersiveHydroponicBasin
*Add battery attached hydroponic basin. Immune to solar flare and doesn't require electric, but fertility has been reduced. Need plasteel to build. require research.
*Add Sun lamp attached hydroponics. Has reduced fertility. Need silver to build. require research.
*Add Sun lamp and battery attached hydroponics. Has reduced fertility.Need both silver and plasteel to build. require research.
*Add soil and sand floor.
*Add Hydroponic Soil Floor. require research.
*Woodlog is now growable.



ImmersiveSecurity (Merged Into Immersive Power)
*Added Enforcer, controlled by AI bot. has 100 more health(300), deals half damage but shoot twice faster, more accurate. require plasteel to build. Immune to solar flare.
*Default turret bit buffed(+20 health)

ImmersiveLight
*Lamps cost 50 electric
*Added battery lamp, doesn't require electric, Immune to solar flare but 30% reduced brightness
*Sun Lamp no longer start fire(temporary feature until we get "Roof zone")
*lamp is invisible
*Lamps no longer slow down people

Immersive Conduit
*Add invisible conduit
*Add instant conduit, doesn't require any work or metal. Require research
*Conduit no longer ugly(-2 to 0)



Changelog


1.5
Added ImmersiveBody
Tofu machine texture changed
invisible conduit no longer overwrite default
Add instant conduit, doesn't require any work or metal. Require research



1.4.1
Missing texture

1.4
Price of Sci-fi weapons Increased
Sci-fi weapons greatly buffed (Some are might be op. please report me if you find something is op/unappropriate/ etc.)
Shotgun has buffed
Some weapons got unique characteristics.(explode on hit, Charge lance-like, anti-centipede(Boys-AT), etc.
Some weapons become more appropriate to its original design.
Mortar damage has increased.
Machine gun shoot faster but has longer cooldown.
Lengthen neolithic weapon range
etcs, I might forgot..

Description changed (Make to Manufacture)
Added Tofu Machine
Cost of battery/sun/sun battery hydroponic has halved
Power Armor helmet reduce psychic sensitivity by 50% and Power armor reduce mental break threshold by 5
Integrated mods
Somethingsomethings
Edit : Added Baston reduce Researches cost, etc

This update doesn't break save for me but you might experience glitch



1.3.8
Centipede's speed has been reduced (Slightly slower than Scyther. Very slightly.)
Centipede's size hit chance factor increased 2.0 to 3.0
Centipede's hp has been increased by 50%. (1.3 to 1.8) (If you think this is too much go into ThingDef/Open Race_Mechanoid and reduce  <healthScale>1.8</healthScale> 1.8 to 1.3, also it would be nice if you report any complaints.)
Min range of inferno cannon has been removed
This shouldn't break save.. probably, maybe

1.3.7
Compatible with project armory
Aim time of weapons increased. Should be more vanilla-ish, but still faster than vanilla
Further nerf of damage
Added sub-machine gun role. Faster than rifle but shorter range and slightly lower damage. more suitable for close quarter combat
Machine gun now shoot more continuous
Added <forcedMissRadius> on machine guns, make them shoot against area than single target.
Shorter aim time of grenade but longer cooldown.
Shotgun and T9 launcher has been significantly nerfed.
Centipedes has longer cooldown time after each burst.
Project armory changes, etc.

1.3.6
Mortar cooldown has been reduced to one third
Mortar now shoot 15 bombs per burst
Mortar damage has been reduced (60 to 12. 10 to 8. 420 to 10)
Mortar explosion radius has been increased (except Emp.)
Shotgun texture bug has been fixed.

1.3.5
Significantly reduced or removed cooldown of weapons
Shotguns can shoot while taking melee hit
Centipedes move faster, REALLY fast
Inferno Cannon can shoot over wall.
Charge Blaster now explode on every hit
Minigun never stop shootin'
Minigun and LMG now continuously fire. can be double edged sword
Incendiary Launcher now make small explosion
M24 damage bit nerfed(20 to 18)
Removed coodowns of Grenade
All weapons generally shoot faster
Move speed penalty become more significant
Lee enfield is now affected(basically gimped version of m16)
Reduced damage of frag grenade
Power armor bit nerfed
Woodlog is growable
Immersive Thought added
Fine meal and lavish meal last 50% longer and stack up to 2
Reduced nagative mood of Brawler unhappy (-15 to -5)
Reduced nagative mood of Shared bed room (-8 to -5)
Reduced nagative mood of Environment Ugly, Very ugly, Hideous (-5 to -3, -10 to -6, -15 to -9)
Reduced mood of Prosthophile happy and Prosthophobe unhappy (-12 to -6, +12 to +6)
Forge name changed to smelter
Smelter now smelt faster
Hydroponic Soil Floor added. Has twice more fertility than default soil, but not as good as hydroponic
Descriptions/labels should be more.. readable
Hydroponic fertility has been reduced
Something I might forgot..


1.3.1
Stone and Wood turn to metal ratio is buffed (50 to 40)
Forge now can turn devilstrand into metal
Immersive Apparel is separated
Droid weapons no longer require aim
L15LMG shoot faster
Pistol is bit nerfed

1.3
Added Immersive Weaponry, Overhaul combat to make combat more dynamic
Added Sun hydroponics
Power Armor buffed
Stonecutter changes
Added Tools
Added Hunting Bow
Added Weapon and armor crafting benchs
Club has lower damage and twice incap chance
Added Refined Metal, craftable in the forge
Armor buffs.
etc

1.2.6
Paste dispenser No longer give negative thought


1.2.5
*Geothermal Generator now require 500 Metal instead of 600
*Geothermal Extractor now require 600 Metal instead of 900, and work-to-build time reduced by 40% (250.000 to 150.000) and drop more slags when destroyed
*Mini battery now appear properly
*Enforcer now require research
*Forge now require 180 metal instead of 250
*Building terrain require twice more work time (1500 to 3000 each floor)

1.2
*Lamps, Conduits, Wall lights are multi-select-able(click twice will select everything up to 80).
*Synthread is craftable in forge
*Skill requirement are added in Forge
*Appropriate text added in about.
*Power Armor now protect Hands and Feet

1.1 hotfix
*updated to Modular
*Dispenser research now doesn't require Hydroponic

1.1
bug fixes
*Conduit no longer -2 beauty
*battery Hydro durability reduced. 180 to 100
*Packing meal no longer require Metal due to bug
*Geo' Generator is now immune to fire
*Auto door use 15 electric now.
*Sun lamp now glow with warm colour.

1.0
Release




To do list
*Immersive Body :
*Increase default durability of arms and legs so they no longer fly off like Mr. Potato...
*Craftable body parts
*Buff Bionic arms and legs
*Life-Supporter
*Second Heart, Mult-lungs, etc.




Please delete old versions before update, also don't use "Immersive Rim" folder as it is merged version and no longer updated


How to Use compatible patches :

1.
Activate both mod, e.g. Immersive Cook and T's Crops FIRST.

2.
AND THEN activate patch(e.g. ICook W T Crops) , so patch overwrite both. (don't use extended stone work compatible patch. no longer required)
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Download Immersive Rim

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DracoGriffin

Wow; lot of work went into this. Definitely can't wait to test it out.

Looks like a lot of nice features that seem well-balanced. Nice job, Aristocat!
Current Mods (A-Z):
AnimuHair, EdBInterface, Extended Stoneworking, FastFloors, Immersive Pack, kilroy Turret Pack, Modular Tables, MoreHair, MoreHydroponics, PowerSwitch, RecipeNurse, skullywag Pack, SurgeryExtendedAndBionics, Synthmeat, T-Mod Pack

Igabod

#2
Just a couple things I've noticed during the first hour of playing with this mod.

The cook stove still seems to require electricity despite what the OP says. And I'm not seeing any options to create survival meals from simple meals and metal on the bills list, maybe I am missing it though. Also the simple meals still have 85 nutrition value so I'm assuming the NPD paste meals haven't been changed either. The paste dispenser doesn't require any research to unlock. The NPD meals do still give a negative thought.

Regarding the invisible standing lamps and the invisible power conduits, I would prefer to see them myself. Would it be possible for you to make that a modular portion that can be switched off?

I'm wondering if maybe the file provided in the download isn't missing some vital parts. I am anxious to see this mod when all the parts that are described in the OP are working.

TheSilencedScream

Thanks for the head's up, Igabod. I'd bookmarked this at work to check out at home. I'll give it a little more time, I suspect. :)
Quote from: Topper on August 31, 2015, 03:33:25 AM
is the sledgehammer compatible with the romance mod?
Only in Rimworld.

Aristocat

#4
Sorry, uploaded old version. now it should work as intended.

Quote from: Igabod on October 17, 2014, 05:13:08 PM

Regarding the invisible standing lamps and the invisible power conduits, I would prefer to see them myself. Would it be possible for you to make that a modular portion that can be switched off?

I'm wondering if maybe the file provided in the download isn't missing some vital parts. I am anxious to see this mod when all the parts that are described in the OP are working.

Sorry for confusing, I'm making modular.

Aristocat

Modular versions uploaded.

I "accidentally" forgot to remove prequisitions on dispenser, now it should work fine :P

Aristocat

Wait, I accidentally removed modular version while uploading..

uploaded.

Igabod

#7
Ok so the version with the 4 folders labeled "Immersive Cook, Craft, Hydroponics, and Power" is the full modular version?

[edit to add] or are there other folders supposed to be in there too? like Immersive Security, Light, and Terrain?

Aristocat

Quote from: Igabod on October 18, 2014, 11:20:15 AM
Ok so the version with the 4 folders labeled "Immersive Cook, Craft, Hydroponics, and Power" is the full modular version?

[edit to add] or are there other folders supposed to be in there too? like Immersive Security, Light, and Terrain?

Security, Light and Door merged into Immersive Power(and terrain in immersive hydroponic). I felt it's bit clunky and confusing to check 5~10 mods, do you think it's better to separate these?(if you don't want no invisible conduit you can go into mod/Immersive power/ThingDefs/open Immersive power xml and remove conduit)


Aristocat

#10
Quote from: Igabod on October 18, 2014, 11:20:15 AM
Ok so the version with the 4 folders labeled "Immersive Cook, Craft, Hydroponics, and Power" is the full modular version?

[edit to add] or are there other folders supposed to be in there too? like Immersive Security, Light, and Terrain?

Aaaaaaaaaaaaaaaaand it's separated. sorry please download again..

Edit : wait.. It seems some research file is missing..

Edit 2 : re-uploaded. please download again..

Igabod

lol I did something similar on my mod on the first day. I uploaded 3 full version changes on the first day. Not to mention the 2 times I had to correct which file was uploaded. No worries. I'll download the latest version and give it a try when I play again tonight.

RCX

Awesome! was reluctant to get it when it was all in one, but by making it modular, makes it easier to avoid mod conflicts. Here is hoping for more.

Aristocat

Quote from: RCX on October 18, 2014, 07:55:05 PM
Awesome! was reluctant to get it when it was all in one, but by making it modular, makes it easier to avoid mod conflicts. Here is hoping for more.

it should compatible with most mods, only mod I can think of is t's expended cloth which can't deconstruct clothes, and probably space and prison meals mod, and miniature dispenser and maybe techtree minami

Bunkier

Aristocat. Can you repair invisible textures please? Thanks.