RimWorld

RimWorld

Ecotech (1.6-ready: SEE WORKSHOP PAGE!!!!)
223 Comments
SepphorisVT  [author] Aug 23 @ 3:49am 
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 Aug 22 @ 6:57pm 
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 Aug 8 @ 4:13pm 
@Andreas gave you some ideas tell me if you like them.
Andreas Aug 8 @ 1:08pm 
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  [author] Aug 7 @ 1:40pm 
@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 Aug 7 @ 1:09pm 
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  [author] Aug 4 @ 11:51am 
@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 Aug 4 @ 8:21am 
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?
I had an idea about styling this mod, like a HR giger version if you choose in ideology. Is it possible to make them styleable?
sewnutty Jul 30 @ 7:26pm 
@SepphorisVT Will do
SepphorisVT  [author] Jul 30 @ 7:08am 
@sewnutty please put anything you got in the Eco-Tech wish-list Discussion, to make sure it doesn't get buried here! Eventually other comments appear, meaning any ideas that are here just might never get seen again.
sewnutty Jul 29 @ 8:53pm 
Furniture Idea:
Biostasis/Amber Pantries: buildable requiring sap that functions as a tribal fridge for Ecotech specific foodstuffs or items.

Grove Apiaries: Farm or defense involving wasps/bees or other insect hives you may wish to build. If possible a future interaction with Sarg/Oskar's Alpha Bees mod for additional options, but not required atm.

Revitalizing Log: Yes a literal chopped in half log hollowed out and filled to the brim with sap, roots, flowers, and other tendril moss things to help tribals restore their wounds. Or perform implantations/limb regen.

Life-Cycler: A form of Ecotech that can rapidly decompose items to their next form or for disposal. Potential for use as a booster or terraformer for tree groves.

Duskbloom Planters: Nocturnal flowers that have a variety of uses.
SutiituS Jul 29 @ 8:43am 
Ideas are my specialty, I can always give some. As for coding, practically impossible for me lol.
As for any art, I do need to practice anyway and making concept art would help. It'd be more like a hobby than anything from me though
SepphorisVT  [author] Jul 29 @ 8:17am 
@SutiituS is right, it is best to get the baseline mechanics made, and that's the plan. It is why EcoTech updates so slow and is missing A LOT (if you've ever seen the to-do list); there's much to add, and everything to be added is to be added with quality and identity. Several of the foundational materials, plants, weapons, and factions haven't been able to be added yet due to still needing to secure that baseline. But also, I do not want to give you roots that is just a copy of the wires system, or 3x3 plant turrets that you simply build, or crystal armor and implants that you can take on and off. I want roots that grow and spread like how tree roots would, MASSIVE turrets and structures that grow from tiny sprouts, and armor and implants that are literally fused to the bone. The mod isn't just supposed to be themed around nature, it is supposed to FULL dedication to nature.
SepphorisVT  [author] Jul 29 @ 8:16am 
@sewnutty the problem with making temporary mechanics like that is that either require dedicating time, and specialized code. So if someone is going to make something based on the power mechanic, they might as take the extra time and make a full rooting system. Problem is that kind of coding is not always available - I don't do it myself - or it's expensive. Sadly it's not as simple as taking and renaming the power mechanic from vanilla Rimworld. Not to mention... I like to make sure EcoTech has it's own flair. It's not a bad idea for many mods, but it simply wouldn't fit here.

I'm hoping this week will set me up with some temporary means to make the mod progress a little faster, but I'm constantly working on getting things moving for EcoTech either way.
SutiituS Jul 28 @ 6:48pm 
@SepphorisVT
From what I've seen with mods and coding, getting the baseline made first typically helps in the long run, lest it all needs to be remade. Though, it may end up needing that regardless so : P
sewnutty Jul 28 @ 6:19pm 
Also I just saw that ecotech armor on the 1.6 page and now im green with envy.
sewnutty Jul 28 @ 6:18pm 
@SepphorisVT Now I'm not a modder/coder, but I may have an idea. Is it possible to utilize the electricity code or pollution tile mechanics to achieve (at minimum) your root system idea until a better one can be made?
SepphorisVT  [author] Jul 27 @ 9:24pm 
@SutiituS something similar has been an idea for a while. I've wanted to make the whole tree system a bit more unique than just 'trees, but with special mechanics'. The more trees you have, the more of a root network you need. And the stronger of a root network you have, the stronger of plants you can have (which would dictate stuff like the kinds of materials your plants are made of, and what kind of damage your defensive ones do.)

I'm not sure when that will happen exactly, as it's not critical for the mod to function, but it's on the to-do list. It's a very big change and would require substantial work and effort, but it'd be hella cool to have.
SutiituS Jul 27 @ 5:41pm 
Man I already have soooo many ideas for this lol, I believe rimworld would be so much more ineresting with major paths like this (like Mechinator, insector, etc. Now we need fleshbeast playthroughs.)

Anyway, possibly having a Root system to trees? Kinda like how the spawning is now, but higher tech requires being connected directly to a upgraded trees which forces them to be built within a radius; which can also be expanded with special pods. Sap being an alternative to power, carnivore plants, yada yada. May need to kidnap an artist or two for this..
SepphorisVT  [author] Jul 18 @ 2:12pm 
1.6 version here (for now): https://steamcommunity.com/sharedfiles/filedetails/?id=3364359295

It has been uploaded to the ALT RELEASE PAGE while I iron out a few last things that aren't up to the quality I want them at. While EcoTech can be released on this page, I have expectations of my own work for everyone using my mods, and I want them met. That said, however, it is perfectly playable as-is, and I have said it will be released. So it can now be accessed via the given link.
sewnutty Jul 17 @ 8:59pm 
Woot! Woot!
Now time to inflict necroa virus and other "natural" weapons against my enemies. Also condolences on the nearby fires. Disaster is not usually fun....
Lightcaster Jul 17 @ 5:02pm 
wooo! Thanks a ton :D
SepphorisVT  [author] Jul 17 @ 9:04am 
EcoTech will be released today for 1.6. I can't guarantee that there won't be minor issues (which I will fix ASAP once reported), as one person can only test so much, but overall it seems to be stable for 1.5 and 1.6. It would have released earlier, but personal irl issues came up.
TheGreenDigi Jul 12 @ 11:16am 
Hope you're staying safe! This mod is dope, but there ain't no rush
SepphorisVT  [author] Jul 11 @ 7:30pm 
For those wondering about EcoTech 1.6: it is still in the works at this very moment and is nearing completion, but local fires and other (now passed) issues have completely halted progress for nearly the past week. Update is still very much on it's way, just a bit delayed.
sewnutty Jul 11 @ 6:43pm 
"No officer, I'm not growing trees in my basement....honest."
sewnutty Jun 30 @ 7:26pm 
Interesting ideas that go well with some military complex ideas i have. muahahaha
SepphorisVT  [author] Jun 27 @ 10:22am 
For those that like and/or use EcoTech, I have a poll up that I want to use to get an idea for what brand new nature-based tech you all want.

IF YOU WOULD LIKE TO SEE ANYTHING SPECIFIC FOR ECOTECH/HELP GUIDE THE NEXT UPDATE, VOTE IN THE POLL HERE [ko-fi.com].

This poll will let me know what I should focus on next, and will be valuable in upcoming plans. Thanks to everyone that votes in it!
cyu4770 Jun 24 @ 10:21pm 
This looks awesome! Looking forward to using it for a future tribals run :D thank you!!
TheGreenDigi Jun 21 @ 8:37pm 
That sounds insanely cool. Also good luck with the updating process! Definitely one of my fave mods, so excited to see it eventually updated for 1.6, and the potential for fun stuff with Odyssey
SepphorisVT  [author] Jun 21 @ 8:27am 
@lewis don't worry, there definitely will be bioships (Ecoships? Phytoships?) for Odyssey at some point. That's just too cool to pass up.
lewis Jun 21 @ 8:19am 
Sap-drive ecoships when?

preferably with Dryad supporting capabilities :RibbonPig:
SepphorisVT  [author] Jun 15 @ 11:21pm 
@Curdos I can definitely look into it, especially since getting a 'free' seed (or seeds) has been a priority for the mod for many, many months. The very description and graphics of the bench, and the tech options, even look and give the impression you figure out how to 'make seeds. The only reason it hasn't happened is simply because the coding for completed research creating items isn't there.

As soon as the coding is available, it is planned to be in the game.
Curdos Jun 15 @ 12:37pm 
Would you perhaps be willing to work with or create a patch for Ferny's Progression:Agriculture mod? For most cases I enjoy needing to find the seeds to plant things, however I feel like Ecotech seeds are different, and you should "learn" how to do it from the research. Perhaps a simple (i say simple, but I have no idea how it would work) patch that if it detects Ferny's mod, whenever you research a given Ecotech topic, it spawns/airdrops the seed bundles you would have learned from the research? I had already asked Ferny on his discord if he would make a patch for Ecotech, but he said since he doesn't use the mod and it would need personal attention he would leave it up to other folks.
Aulie Jun 7 @ 10:45pm 
yay
SepphorisVT  [author] Jun 5 @ 6:22pm 
For anyone coming by and using the mod: an update will release later this month that adds A LOT of stuff, and balances/fleshes out what already exists.

Some renames and changes might change or delete some stuff you have (such as a few weapons), but it'll all be recoverable. You just might have to do some more replanting or research.

A new playthrough is recommended regardless, so you can interact with the upcoming faction.
SepphorisVT  [author] May 20 @ 5:47pm 
@rout you are welcome!
Head May 20 @ 5:46pm 
This is a great mod, thanks for making this!
aio569710 May 18 @ 5:42am 
Okay, I understand, thank you.
SepphorisVT  [author] May 18 @ 5:21am 
@aio569710 yes, giant mod lists tend to do that. I'd recommend joining the Rimworld discord server and getting help there, as they can guide you way better than I can (that isn't my expertise).

That said, my personal method for fixing issues like that in the future: remove half your modlist (the lower half), and see if the issue persists. If it does not fix it, remove the next bottom half. Continue until you find the section that has the "bad" mod, then you can repeat the process until you locate the bad mod.

As a side note: I'd highly advise you practice lowering your mod lists in general, as mod lists that big often end up problematic... and Imo smaller lists that focus on a theme or playstyle (i.e. a tribal run, hi-tech run, magic run, etc.) are much more fun, less overwhelming, and allow you to get a little more involved with the included mods mods.
aio569710 May 18 @ 4:36am 
Hello, I encountered a conflict with this mod that caused the game to crash before reaching the main menu. After some investigation, I discovered that once I removed Alpha Bees from my mod list, the game no longer crashed. However, since the error log doesn't provide any related information, I can't determine the exact cause. Could it be because I have over 1,000 mods?
SepphorisVT  [author] May 18 @ 3:36am 
@aio569710 no, because as of yet I have heard no incompatibilities; anything that had issues was fixed (i.e. Rimpikmin) or is something that's just an unexpected interaction (like VPE Crop Burst creating a field of growable weapons).

If incompatibilities do pop up, and this mod simply cannot be played alongside another mod without errors, it will be posted here. But that has not happened yet.

CE is excluded from this since it doesn't have a CE patch, making it so it's not compatible (but that sound be a given).
chrisque1 May 18 @ 2:50am 
Great mod! Love playing tribal, and this mod keeps the essece of it. :8bitheart:
SepphorisVT  [author] May 10 @ 6:37pm 
@Deankiller Turnupseed CE support is low on my to-do list, due to much more of the mod requiring attention.
However if someone else comes along with a CE patch I'd be happy to look into implementing it.
Deankiller Turnupseed May 10 @ 6:25pm 
ceee ;-; reeeeee
SepphorisVT  [author] May 8 @ 5:10pm 
@Curdos only ~15% (ballpark) of the mod is actually tangible, and 40-50% or so is actually set in stone. There's plenty of opportunity and features that can happen, so your suggestions will definitely be looked into when armor is finally funded.

The sidebar message appearing when a message was closed to expiring was something that was supposed to happen, but either got missed... or it's code that DOES exist, but isn't implemented. I'll check on it, as that was one of the first things that was supposed to exist.

And finally, when something says "+HP/hitpoints/durability", that means the item hitpoints, which is what most items, furniture, apparel, etc. has. "Lifespan" is exclusively used for how long a weapon will survive. If something impacts just the HP, but not the lifespan, then it only affects the durability. Same holds true for the opposite.
Curdos May 7 @ 10:09pm 
If armor is meant to be grown as well, perhaps the plating can be used in addition to the saps to "upgrade" or add temporary modifiers to the grown armors? Additional armor "platings" gives more blunt/sharp armor at the cost of heat armor, as an example.

Also, is there a way to add a sidebar message (not a letter, but like the Tattered apparel/Need warm clothes type message) for when a pawn's weapon is going to run out of life soon? Can help planning planting "seasons" as well as Sap usage, etc. In the same vein, a notification when a weapon pod has been harvested similar to the trees' gift popup? I find that I don't track the growth times as well as I probably should, and then end up with several weapons in storage that have been sitting unused for like half their lifespan :/

Last question: Does the +hp "regrowth" mean just the durability of the item, or the lifespan as well? I'm assuming just the durability?
SepphorisVT  [author] May 7 @ 9:14pm 
@Curdos honestly the weird integration for Elderwood (and soon Primwood) plating is on me, seeing as mod-wise, everything they normally would be used for is covered by something else. They are in a bit of an awkward position where they have little use.

Furniture, structures, armor, tools, and weapons are all intended to be grown, so... there's not much else bark platings can be used for. "What can these offer?" is something I really need to keep in mind for these items.

I'll be sure to concept on them a bit more.
Curdos May 5 @ 7:03pm 
Ahh okay. I just have so much of it from one Custodian tree that I was hoping to make some good armor out of it. Is it meant to have weapon stats, or just to be used as a building material? I made a few hatchets out of it, but actually never bothered to look at the stats of said hatchets...