RimWorld

RimWorld

Superior Crafting B18: Back from the nether! (Test Version)
38 Comments
BlackSmokeDMax Jun 6, 2020 @ 8:28am 
Any chance you'll ever come back to this?

I know real life can get to ya, or maybe you've just moved on to a new game, so no worries if you don't!!
Pesky Little Rascal Noob  [author] Feb 8, 2019 @ 11:25am 
i'd like to, but i'm pretty busy this year....
michieljikke Jan 24, 2019 @ 1:25pm 
are you going to update this mod for 1,0? i would love to play with it again!
BlackSmokeDMax Dec 29, 2018 @ 10:40pm 
Hope you guys are still planning on looking in on this at some point!
BlackSmokeDMax Sep 3, 2018 @ 12:26pm 
Sounds like a good idea. Tynan in a fairly recent comment made it sound like 1.0 will mostly be a balance/bugsquash/polish update, so waiting until then sounds like a good idea seeing as it may not be long. (hopefully!)
Pesky Little Rascal Noob  [author] Sep 3, 2018 @ 11:52am 
Actually i was waiting for the final release 1.0 but tynan trolled me releasing B19, i spoke to Abrexus and we are up to a joint mod rework when the 1.0 version comes out but since then i cannot guarantee any more updates
Nex-Razin Sep 3, 2018 @ 5:24am 
Will there be a B19?
Abrexus Sep 2, 2018 @ 3:46am 
As the original creator of Superior crafting, let me say I truly appreciate the work and effort you put into reviving my creation! This certainly has my "Husky Approval" :)
BlackSmokeDMax Aug 28, 2018 @ 9:22pm 
B19 is out, hope you are still going to work on this!! No rush if you are busy of course, just making you aware if you weren't already.
eliza May 20, 2018 @ 11:16am 
Hey, just a heads up for the developer and any other people who play with 100+ mods: there's a conflict between this mod and VGP Garden Tools, due to both this mod and Garden Tools defining research prerequisites for the SunLamp. I haven't opened up SC0.18 to figure out a patch yet, but I thought I'd let you know.
BlackSmokeDMax Apr 24, 2018 @ 10:00am 
Very nice update, will be great not needing to wait so long to build a table!
BlackSmokeDMax Apr 17, 2018 @ 1:23pm 
Think they are both unlocked by complex clothing aren't they?
Pesky Little Rascal Noob  [author] Apr 17, 2018 @ 1:23pm 
the loom is unlocked by complex clothing research leaf under craftng II.
In the original version there was only a non powered version of it.
ThePlayingTiger Apr 17, 2018 @ 1:11pm 
Out of curiosity, does anyone know what happened to teh Tailor's Loom? we gwet the electical loom with Power 1, but shouldn't there be a none power version of it?
2Camel Mar 17, 2018 @ 10:06pm 
This mods not back from the nether its back form the dead! Great to see this mod again.
BlackSmokeDMax Mar 11, 2018 @ 5:55am 
Thanks for the continued work on this mod, and especially the work on changing the campfire to not go away!

Care to mention what you changed on the campfire this morning? Don't have time to play today, but am eager to know what happened :)
Pesky Little Rascal Noob  [author] Feb 24, 2018 @ 6:09am 
Originally i meant to approch the materials issue that way but then i opted to patching which is a safer method to do that.
Maybe in the future when rimworld version 1.0 comes out and game internals machanics are stabilized i will reapproch the materials issue programmatically instead of patching but theres a lot of work and testing involved with it
Pesky Little Rascal Noob  [author] Feb 24, 2018 @ 5:56am 
Yes, it could be done through some .dll code on game initialization but it is a pretty invasive procedure and could result in even more compatibility issues or unexcepted errors/crashes.

Regarding the recipes/materials/balancing issues that is a common problem with every mod altering the crafting/building tree and there's very little a modder can do to prevent this, unless releasing specifically tailored compatibility patches to every single other mod.
At this point this is left to the player choosing wisely which mod can get along with each other and which not
Redstark Magnusson Feb 23, 2018 @ 2:38pm 
Couple questions, opposite of what is expected of "Compatibility", but...

Would it be possible to change logs into planks and steel into steel bars for everything else? Is there any way to do this without effectively removing steel ore from the game...? I've been liking the mod, even if it takes nearly 2 years stuck in the research room to understand how to make a chair, but having other mods clearly is not meant to go along with this mod. Not only on a recipe point of view, but also on a balance point of view. Things like having Generic-Leather mods to turn all leathers into 1 helps a lot with bed-rolls, but things like VGP's "Food Prep Tables" make it so you can produce many kinds of meals and drugs early, since all it takes is Steel Ore and Logs.
Syrup Feb 12, 2018 @ 3:25pm 
THANK YOU THANK YOU THANK YOU THANK YOU AND THANK YOU MAN
Pesky Little Rascal Noob  [author] Feb 11, 2018 @ 11:29am 
I think that now this is not a test version anymore, all old gameplay mechanics are implemented , polished and fixed. The only thing left to do now is xml refactoring with patching, for compatibility purposes. What you think ?
Arkamedes Feb 9, 2018 @ 6:44am 
Oh god it's back I've keep on remembering bits of this mod but I can't see any results.
BlackSmokeDMax Feb 8, 2018 @ 2:57am 
Updating faster than i can test! And i love that!!
Nibs Feb 6, 2018 @ 7:55pm 
This mod is pretty amazing and adds a great deal of depth to the game. The current creator is quick to take care of bugs.
Pesky Little Rascal Noob  [author] Feb 3, 2018 @ 10:01am 
Good idea ! with changes you suggested now the early game feels much more smoother...thx;
i tried to run a full gameplay of the mod yesterday and i felt that jerky and salads with the same stats of SCA11 were too unbalanced...i also noticed that maybe research points for core advancments are too high ...even if i managed to get to mid game techs it was really really painful lol....
Redstark Magnusson Feb 2, 2018 @ 12:25pm 
I'd recommend start a discussion either here or redirect to the Ludeon topic of the mod, but anyhow, here's my five cents;

Rebalance it to be a bulk only recipe, and make the meals be consumed in bulks like berries and such. Perhaps rename them to "Prepared Vegetables" and "Smoked meat" might help that notion. Even though the colonists still will take a while to ingest the meals, they will eat more of them at once avoiding the "it took so long to eat i need another one" thing. Only the work amount needed to prepare them is unnacounted for, i don't know how much it is now, but its definitely too long for what it produces.
Pesky Little Rascal Noob  [author] Feb 2, 2018 @ 12:08pm 
I think that salads was useless even in the original version....Any idea how to rebalance it ? or remove it from the mod ?
XelNigma Feb 1, 2018 @ 8:27pm 
This was a must have mod back in the day. Glad to see someone updated it. Best of luck to you.
RadikalCat Jan 31, 2018 @ 2:28pm 
I love this mod. Will follow.
Xam Huad Jan 27, 2018 @ 4:28pm 
I love the detailed crafting tables, the turrets and the next tier geothermic reactor.
The rest not so much.
Redstark Magnusson Jan 26, 2018 @ 4:38pm 
So, i'm not sure if this might be a bug, or a intentinal "feature", but all early foods from the mod provide so little nutrition my colonists literally can't stop eating. Jerky, Salads, etc.
BlackSmokeDMax Jan 26, 2018 @ 12:39pm 
Really liking what you have so far. The included scenario is nice as well! (I did post in the bug section regarding potato growing)
Pesky Little Rascal Noob  [author] Jan 24, 2018 @ 11:49am 
Ofc since this is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Even if i rewrote most of the code for the training dummies because was pretty bugged even in the original release
BlackSmokeDMax Jan 24, 2018 @ 9:22am 
Btw, any chance you'll do a github or ludeon forum release of this as well at some point? Perhaps after you get it out of the testing phase?
BlackSmokeDMax Jan 24, 2018 @ 9:21am 
Oooh! Exciting! Can't wait to test this out. I've missed Superior Crafting as a solo app! Will be nice not needing to run the full HardcoreSK modpack to use it.
sulusdacor Jan 24, 2018 @ 3:17am 
nice, appreciate the work :O

few minor things when i looked over it:
- some linked/atlas textures are not 320x320 (for example lighted walls, embrasures etc.)
- in joy/ship categories you still have only the old ressources
- some textures are very dark,since you changed them to be made out of stuff (for example blast door turrets etc.). i think in they were in the past one material only, coming out lighter at the end. so i would suggest either lighten them up a bit if you want to have the stuff made out of or remove it.

really glad someone took this massive project on^^
Chicken Plucker Jan 23, 2018 @ 1:16pm 
Nice textures, looks like lots of effort went into this
Gnox Jan 23, 2018 @ 12:55pm 
Interesting, I have so many mods installed including Research Pal though. But will add it to a list of mine so I can try it out in the future.