边缘世界 RimWorld

边缘世界 RimWorld

Ecotech
265 条留言
sewnutty 10 月 15 日 下午 7:41 
Hmmm would a canva chart similar to Alpha Bees Help organise this?
mynameactually 10 月 15 日 下午 12:58 
Is biosynth vat what lets you get the armor? It wold be a shame to miss out on that. Wasn't in the mod last time I messed with it.
mynameactually 10 月 15 日 下午 12:56 
Hey, is the wall growth supposed to grow into walls? They mature but never become full walls. The same with the forge. it matures, but it doesn't properly grow up. Tried it with this mod alone.
LeProc 10 月 15 日 上午 1:53 
Minecraft ? Draconic Evolution ? You don't have to convince us more, this is goated. Waiting for the "more vanilla-ish" to start a phytokin colony with this mod
SepphorisVT  [作者] 10 月 2 日 下午 2:57 
@Bodacipus Cowboy I started modding with Minecraft (I worked heavily on a mod called Draconic Evolution), and I wanted to bring a similar unique, alternative crafting approach to Rimworld. However, it seems Rimworld just doesn't work as well.

I'm planning to simplify and streamline methods within EcoTech. Probably will keep the Terravat, the evolving trees, and the upcoming lithic system, them remove the others (such as the Biosynth vat) in favor of something more vanilla friendly.
Bodacious Cowboy 10 月 2 日 下午 12:10 
I appreciate the attempt to give the mod more consideration than just "here's another 20 guns that you make in the exact same way as all the others", but it can start to feel like I'm playing Botania again at times.
lil-Ant 10 月 2 日 上午 9:24 
This mod is awesome, I was wondering if tribals faction will be able to spawn with some of these weapons. I'm looking to balance out my tribal factions a bit
SepphorisVT  [作者] 10 月 2 日 上午 12:18 
@MerlinCross @Prime Minister Panda the Biosynth Vat should be working properly; there's a chink in the growth code that causes it to not work if a certain tag is present, though both me and Nightmare are unsure what it could be, or why. This is the issue behind any plants that have had growth issues, but it should work now.

The Periheart content should be working again now too.

I'm also working on making things more understandable and simpler.
MerlinCross 9 月 28 日 下午 2:22 
The biggest issue I'm having is just trying to cross reference everything. I don't know what everything does so I just do everything and when don't see what it does or is used for, I just feel like that was wasted progress.

The Primas line seem simple enough but post getting that up and running I'm just left going "How does this work/what does this do?".

I dunno if it needs to be more 'vanillia friendly' or not but I'm looking at the pieces and just can't figure out how they fit together is my own take away with it. I'll still probably use this for tribal runs or the like. Hmmm, take this into Medeival Overhaul could be funny.
SepphorisVT  [作者] 9 月 28 日 下午 12:13 
@MerlinCross noted. I added some mechanics for everything (I wanted a unique experience, different from industrial), but perhaps I went overboard and made it too complex? I'll run a poll, and if things should be more vanilla friendly, I'll do so.

The goal was to make the mod more engaging, but its starting to sound like the total opposite
MerlinCross 9 月 28 日 上午 9:58 
Unsure how to make Periheart tree seeds; Clicking the unlock does not help as it's missing the "Created at" section. I'm also not sure how get more saps or how to actualy interact with Prismite stuff. I mean I have a Soulsnare rifle but I couldn't tell you how I got the thing.

I like the idea but just trying to manging/unlock stuff feels akward to me. I think I might just focus on Prima weapons since they seem the most straight forward.
sewnutty 9 月 28 日 上午 7:10 
Hmm, @Anker ill add some mods and see if its a conflict.
SepphorisVT  [作者] 9 月 27 日 下午 8:13 
@Anker I'll see if anyone else can replicate the issue. If it can be, then there's something strange going on. I can't replicate that problem myself though.
MerlinCross 9 月 27 日 下午 4:59 
Just trying to figure out how this whole thing works so thanks for that little bit of info. I can probably turn my work shop where I planted the vat and forge in into the lab easily enough, just finding a place to put the workshop stuff now.
Anker 9 月 27 日 下午 4:16 
Well, I've had other enemies come by since, and while the turrets are active, they never target *anything*, be it raider or rabid animal. Not sure what's up with that. Sorry I can't really provide any ideas on why that is.
SepphorisVT  [作者] 9 月 27 日 下午 2:19 
@Anker no, the turrets should work like any other turret. I tested them to be sure, and they work fine. The lifespan going down is also intentional due to them being renewable (but this should be slow).

@MerlicCross the terraforge grants a research bonus. Same with the terravats. Ideally you make some rooms that can have clusters of these present, so you can get a solid bonus.
Anker 9 月 27 日 下午 12:47 
Started off by planting the basic turrets, prior to any research. You know, Prima Thistle, Prima Spear, Prima Scatter.

First raid came. Raider walked right past my turrets and none of them targetted them. Then, mechanoids. Also completely ignored by the turrets.

Do the basic turrets not function unless some secondary requirement is met? They rotate, so they look active, and their lifeforce fuel is depleting even though they don't do anything.
MerlinCross 9 月 27 日 上午 11:21 
Terraforges seem to link to the research bench but it doesn't say what the link does or anything like that. What's up with that?
SepphorisVT  [作者] 9 月 26 日 上午 7:30 
@blitz260819 thank you! There are big ideas for the mod which will take a ton of time, so plenty of updates will come in the future.

@Prime Minister Panda I'll check everything you reported. Seems the Biosynth vat is having a conflict in coding due to growth, so I'll fix that asap.
blitz260819 9 月 25 日 下午 5:31 
Amazing mod, I hope you continue to add more innovative additions in the future!
Prime Minister Panda 9 月 24 日 下午 1:57 
A lot of it seems fixed now from what I can tell! I'm able to grow the crucible and prismite well in a growing zone now though, even without the tech. I'm still not sure what the Elderwood conduit seeds research does, it doesn't add any bills or anything I can grow, so not sure how to get those elderwood trees. Not sure if you fully implemented the custodian tree making sap infused terrain, mine doesn't seem to be doing so as far as I can tell. I can make the biosynth tree now, but the sprout doesn't seem to be growing once planted. I don't see any new recipes from the periwood techs, the prima sentry techs, the periwood groveguard, the prima-periwood crossbredding, and the shocksap bay doesn't seem to unlock. Sorry for spamming the comments here with the issues, I just really like the mod, and the idea of the mod!
SepphorisVT  [作者] 9 月 23 日 下午 9:25 
@Prime Minister Panda Oh, I see where the problem is. Yes, some structures were missing their seeds and crafting methods. I missed these when pushing the 1.6 update out.

They should all be fixed now, and the seeds can be found in their right places - crucible in a crafting spot, prismite well in the crucible, and the biosynth vat in the terraforge.
Prime Minister Panda 9 月 23 日 下午 7:34 
I clicked the terrathyst crucible under unlocks in the tech screen and it doesn't tell me where to make it at, nor do I see it in the architect menu. I dev mode unlocked all research to check, in the architect menu I can only see terratech research bench, glowsap testing basin, and glowsap bay. In the terraforge itself the bills I see are: 3 conduit seeds (custodian, spectra, sentinel), 3 prima apex seed (spear, thistle, scatter), the terraforge, brightlamp, brightsap column, sap transposer, protosap bay seed, and small terravat. Cheating in the terrathyst crucible it has one bill to form well cluster, which I think is all that is intended.
SepphorisVT  [作者] 9 月 23 日 下午 4:33 
@Prime Minister Panda all the structures have seeds you can craft to grow them, including lithic creations. If you click on the seed under 'Unlocks' in the research menu, it'll show where you craft it, and with what: in the case of the well, you make the seed (called the Prismite Well Cluster) at a Terrathyst Crucible. You'll need 75 prismite.

It does look like the Biosynth seed wasn't properly implemented in crafting though, which is my fault. I'll fix this tonight when I get home; for now, I'd just suggest you spawn it in.
Prime Minister Panda 9 月 23 日 下午 4:14 
How do you make the prismite well? Also anything from the elderwood conduit tree's research, don't see the biosynth thing in any crafting station I can make. I'll get a full list later when I'm able to get in game. I'll give myself every tech and see what appears.
SepphorisVT  [作者] 9 月 23 日 下午 3:54 
@Prime Minister Panda if you could specifically point out which bills you don't think are popping up, I can look into them. But, know that EcoTech has it's own unique crafting systems, such as a terrathyst core being inserted INTO a prismite well, and that makes a random weapon. Or evolving a lithic weapon requires the ingredients to be nearby the well.

It's a bit of a learning curve, and I'm aware it's not very straightforward, but I'm going to add in-game tutorials when I can.

(Btw I saw you posted yesterday, and I accidentally deleted it on the app without seeing your name first. I am so sorry!)
Prime Minister Panda 9 月 23 日 下午 3:50 
A bunch of the research projects aren't adding any bills in the terraforge for me. Lithic Essential, prismite well, the Elderwood and periwood, biosynthesis vat. It seems like everything except the basic conduit tree's, turrets, and brightsap structures I can't see the bill for anywhere. Am I just missing something basic?
SepphorisVT  [作者] 9 月 22 日 下午 10:24 
@MerlinCross since they are made of living plants, you can't deconstruct them. You can destroy them for resources, however.
MerlinCross 9 月 22 日 上午 9:54 
Can you deconstruct Terramass walls? Mainly the ones you end up growing
SepphorisVT  [作者] 9 月 20 日 下午 3:22 
@Bloodyfist nope, there will be no problems if it's spawned in via dev mode.
Bloodyfist 9 月 20 日 下午 12:16 
Do you see any problems popping up if you used dev mode to build the research bench. Would stuff mess up still sinse your above tech level or should it work fine passed that.
SepphorisVT  [作者] 9 月 19 日 下午 1:33 
@Bloodyfist There are plans to add some industrial-exclusive additions at some point. I don't have a good idea on how useful that would be.
Bloodyfist 9 月 19 日 下午 12:06 
O okay i missed that sorry. darn i was hoping to add this to my transhumanist and make a more bio safe style.
SepphorisVT  [作者] 9 月 19 日 上午 11:43 
@Bloodyfist the bench does not appear if you are playing as a colony with Industrial+ technology, as the tech is all tribal and medieval oriented, and the mod is intended for low-tech playthroughs. It's similar to how tribes have Ur-Boards while other tech levels do not.
Bloodyfist 9 月 19 日 上午 11:29 
I can not find the research bench? i researched tree sowing but the research bench still not available
SepphorisVT  [作者] 9 月 17 日 下午 4:48 
@The Ghost Knife Apex seeds drop from evolved Prima Weapons when they expire. Fastest way to acquire one is to grow a light weapon (like a pistol or SMG), then use it until it expires. When it expires, an Apex seed will be dropped, with the type relating to the weapon.
@BaguetteMan the only enemies that should spawn with these weapons are raiders from the Terratech Curator faction, if you get on their bad side. Otherwise, no.
The Ghost Knife 9 月 17 日 下午 3:55 
I'm reading through walls of comments here to try to find an answer. How do we get Prima Apex seeds? Is there a conflict with Progression Agriculture?
BaguetteMan 9 月 17 日 下午 3:46 
Can enemies spawn with these?
SepphorisVT  [作者] 9 月 17 日 上午 6:40 
V1.2 for 1.6 has been released, featuring lithic (crystal) weapons, armor, megaflora (multi-tile plants), evolvable weapons, a faction and backstories, and more. No new features are in 1.5, but 1.5 is still playale
SepphorisVT  [作者] 9 月 10 日 上午 8:49 
@Shindig ironically, some aspects from Stellaris are giving much inspiration for the upcoming 1.6 main version, and beyond. The names and traits are pretty solid, so some upcoming content will have similarities (i.e. xenogerms that produce X resource per quadrum).

Though since you mentioned it, perhaps looking into the Baol (which I haven't done) might result in some neat additions too.
Shindig 9 月 10 日 上午 8:33 
Looks great, also somehow letting me think about Baol from Stellaris.
SepphorisVT  [作者] 9 月 4 日 上午 5:03 
1.6 main update planned to release soon. Just testing for a any bugs and balancing, then it'll be out here.
SepphorisVT  [作者] 8 月 23 日 上午 3:49 
New Dev Insight on Ko-fi, which goes over the reason why this version hasn't yet been updated (tl;dr is the 1.6 version isn't up to expectations yet), alongside a look at what's coming up. Link above (the cup with the green heart).
sewnutty 8 月 22 日 下午 6:57 
Would the partakers of this fine mod give the wishlist a purview?
Not everything will make it to mod, but it does help Dev.
sewnutty 8 月 8 日 下午 4:13 
@Andreas gave you some ideas tell me if you like them.
Andreas 8 月 8 日 下午 1:08 
Correct! That is what I meant. And that sounds amazing! I can't wait to see what you come up with. I'm so tired of living inside a concrete slab - in real life and in game. Even with hundreds of other mods, it seems unavoidable. This mod is a real breath of fresh air, and the textures look just beautiful.
SepphorisVT  [作者] 8 月 7 日 下午 1:40 
@Andreas I'm assuming you are referring to how industrial+ colonies have a harder time accessing/utilizing terratech.

Being able to use terratech while being Industrial, Spacer, Ultratech, etc. will eventually be a thing, with it's own unique approach and features, as to allow the mod to still be usable. However, at the moment the mod is being designed - lorewise and balance-wise - for tribal-medieval colonies and playthroughs. they don't get near as much love and options as higher-tech colonies do.

Higher techs benefiting and having their own unique experience is planned and eventually will happen, but it's a much further plan since it would be an entirely unique 'approach' they can take. After all... the planet isn't going to just hand terratech over to them. It's going to have to be brute forced.
Andreas 8 月 7 日 下午 1:09 
Would you ever consider making an opposite version of this, where Ecotech and organic technology benefits from knowledge rather than suffering from it? Or maybe the penalties can be configurable somehow? I would love for my base to look more like what's in the screenshots, but I also don't want to miss out on such a big part of the game.
SepphorisVT  [作者] 8 月 4 日 上午 11:51 
@Blackadder fixed on the testing release version, but it will (of course) be fixed on this version as well when the testing release has everything up to par. Thanks for pointing out the oversight!
Blackadder 8 月 4 日 上午 8:21 
Question. I have the Brightsap Structures technology researched, but the option to craft the seeds doesn't show up in the terraforge. Is there something else I could be missing?