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Author Topic: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)  (Read 26636 times)

ItchyFlea

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Re: (\/) (�,,,�) (\/) Why not Zoidberg?
« Reply #90 on: November 29, 2014, 06:13:46 AM »

EDIT: Also, what do you guys think of this for a name: From Stone to Steel?

http://i.imgur.com/npYx7tT.jpg?1

Go on..
I see your cat and raise you another one.
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Shinzy

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #91 on: November 29, 2014, 06:53:11 AM »

From stone to steel sounds bit clumsy
Theeeerefore I suggest
waait for it!



Rockensteel! (Which sounds more like german punk band than anything but)
or maybe not ;D
if you go and wait long enough with the 'neolithic mod' you'll end up doing what I did with my mod -> grow fond of the project name and just keep with it
(I couldn't figure out a name for Apparello so I just used the word apparel and added lo in the end and I didn't even like how it rolled off the tongue. but it felt just wrong changing it afterwards)
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Halinder

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #92 on: November 29, 2014, 07:43:46 AM »

You could always go for the gentle reference to a previous point in history and call it the Old Beginnings mod.

But y'know, Neolithic works just fine.
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StealthHunterX

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #93 on: November 29, 2014, 11:09:25 PM »

Heres my pitch.
After crash landing on a rim world with no technology, you build a colony as you advance and evolve your colonies through the different ages of skill, time, and craftsmanship; Working your way back to technology

Rimworld: Evolution of Ages mod.<-Favorite
(or)Age of Evolution mod.
(or) Through the ages mod.
« Last Edit: November 29, 2014, 11:11:22 PM by StealthHunterX »
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StealthHunterX

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #94 on: November 30, 2014, 01:22:53 AM »

In one of the earlier build i was able to play this game no problem, and it was great. Now the game loads, but apart from the gui ts just a black screen, and the log shows, "Object reference not set to an instance of an object"
And some other few lines of code
I downloaded Duncan's mineable ores mod but that didn't help much. Any suggestions?
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ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #95 on: November 30, 2014, 05:17:30 AM »

In one of the earlier build i was able to play this game no problem, and it was great. Now the game loads, but apart from the gui ts just a black screen, and the log shows, "Object reference not set to an instance of an object"
And some other few lines of code
I downloaded Duncan's mineable ores mod but that didn't help much. Any suggestions?
Find and delete your ModsConfig.xml file. You've probably got an incompatible mod activated along with this one.
Do not use Duncan's mineable ores mod with this. This mod already has it and having both activated will cause problems.

EDIT: 1000th post. ;D
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Shinzy

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #96 on: November 30, 2014, 06:57:33 AM »

EDIT: 1000th post. ;D

Congratumilations Planetologist Itchyflea! ;D
(and sorry for the spam, I''m tryna catch you up)
Edit: oh nevermind I must have already done it

Welcome to the Planetologists club!
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Igabod

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #97 on: November 30, 2014, 11:34:59 AM »

EDIT: 1000th post. ;D

Congratumilations Planetologist Itchyflea! ;D
(and sorry for the spam, I''m tryna catch you up)
Edit: oh nevermind I must have already done it

Welcome to the Planetologists club!

I hate when you post things in 6pt font size... Even on my 42 inch HD monitor it's unreadable.

ItchyFlea

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Neolithic Tailor's Table
« Reply #98 on: November 30, 2014, 11:12:55 PM »

Just wondering what you guys thought of the secret item I added in v0.95?

Also, since it looks like A8 will be coming out soon (a flood of bugfixes are appearing on the changelog, which usually precede a release) I'm wondering if anybody is willing to help me update this to A8 when it is released?
« Last Edit: November 30, 2014, 11:16:17 PM by ItchyFlea »
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Shinzy

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Re: Neolithic Tailor's Table
« Reply #99 on: December 01, 2014, 03:11:43 AM »

Just wondering what you guys thought of the secret item I added in v0.95?

Also, since it looks like A8 will be coming out soon (a flood of bugfixes are appearing on the changelog, which usually precede a release) I'm wondering if anybody is willing to help me update this to A8 when it is released?

If the secret item was the special hat it totally got me when I sawed it =P that is in a good way
Skullywag is all willing to help with the updates, I'm sure! he was bragging to me about how fast it took to update all his ones so ::)
(No I'm pretty sure he'd be up for it)
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Iwillbenicetou

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #100 on: December 01, 2014, 11:10:52 AM »

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ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #101 on: December 10, 2014, 05:59:24 PM »

This one is going to take a fair while to update. I've done a large amount of work so far, but have encountered a large problem: The game generates ruins made of the new metals, including bronze.

This presents the huge problem of players being able to by-pass the stone and copper age and move directly into the bronze age. Unfortunately it is impossible to stop ruins from generating via simple .xml. :(

Since this is going to take some time, WIP builds that *might* work will be available for download over in the unfinished section mod thread, here: https://ludeon.com/forums/index.php?topic=3303.0
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Duncan

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #102 on: December 11, 2014, 10:34:37 PM »

large problem: The game generates ruins made of the new metals, including bronze.

I an look into this in the code if you want. I am away from my usual machine for the next two months though so I cant give a reliable eta.
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ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #103 on: December 12, 2014, 12:52:21 PM »

I an look into this in the code if you want. I am away from my usual machine for the next two months though so I cant give a reliable eta.
Tynan posted two things about this when I mentioned it during testing:

Here's the code that selects it:
Code: [Select]
protected ThingDef RandomWallStuff()
{
return DefDatabase<ThingDef>.AllDefs.Where( def=>def.IsStuff
&& def.stuffProps.CanMake( ThingDefOf.Wall )
&& def.BaseFlammability < 0.5f
&& (def.BaseMarketValue/def.stuffProps.volumePerUnit) < 15 )
.RandomElement();
}

So, not really, until you can modify the map genner in A9.

You could theoretically define it with a volumePerUnit of 16 and then change the def's volumePerUnit to your desired value on map load. A horrible hack, but, well, you have it there.
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ItchyFlea

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Re: [MOD] (Alpha 7) Neolithic Mod (v.0.96b)
« Reply #104 on: December 21, 2014, 10:46:45 PM »

Update:

I have decided to shelve this mod for the time being. Far too many things have simply been broken by Alpha 8.
Features broken by A8:
Metals. - The game generates ruins made out of the higher tier metals, breaking mod progression.
Plants. - The game simply dies if I attempt to make plants "buildable". (A workaround solution breaks the plants themselves, making them unharvestable.)

There are probably others. But with these two core features broken, there is no point continuing to find out what else is broken. :(
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