RimWorld

RimWorld

Ecotech
188 Comments
Aulie 7 Jun @ 10:45pm 
yay
SepphorisVT  [author] 5 Jun @ 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] 20 May @ 5:47pm 
@rout you are welcome!
Head 20 May @ 5:46pm 
This is a great mod, thanks for making this!
aio569710 18 May @ 5:42am 
Okay, I understand, thank you.
SepphorisVT  [author] 18 May @ 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 18 May @ 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] 18 May @ 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 18 May @ 2:50am 
Great mod! Love playing tribal, and this mod keeps the essece of it. :8bitheart:
SepphorisVT  [author] 10 May @ 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 10 May @ 6:25pm 
ceee ;-; reeeeee
SepphorisVT  [author] 8 May @ 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 7 May @ 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] 7 May @ 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 5 May @ 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...
SepphorisVT  [author] 4 May @ 6:43pm 
@Curdos Yes, Elderwood is currently not an armor material. That was intentional due to the approach for what I wanted to do with armor.

However, if armor doesn't get added into the mod in the next update (which I am really hoping for), that might change until armor can be added.
SepphorisVT  [author] 4 May @ 6:38pm 
@TheRedPriest Glowsap trees are a just what was going to come before I settled on the blooms. They were never removed, but are also not meant to be actually accessible (they won't be present in the next update).
Curdos 4 May @ 11:57am 
Is Elderwood plating supposed to not have any armor stats? When looking at (for example) VFE Classical's Legionnaire armor (one of the few I could find at this point that was metal OR wood) made out of Elderwood, it did not have any "Armor - X" Stats?
TheRedPriest 4 May @ 11:26am 
Is there a requirement to be able to plant glow trees? I can plant Glowsap Blooms, but not the trees. yes I have trees researched,
SepphorisVT  [author] 22 Apr @ 3:19pm 
@Halicade the bug you submitted should be fixed. Make sure to update the mod and if it still persists, please post it here!
SepphorisVT  [author] 21 Apr @ 3:16pm 
@Halicade it'll be looked into shortly and fixed as soon as possible if it's on Ecotech's end - which is very possible with the custom weapons logic. Ty for bringing it forward.
Halicade 21 Apr @ 2:18pm 
Hello! have an odd bug with an interaction between this and the Rimpikmin mod. When selecting multiple pikmin at the same time it produces an error and prevents me from drafting them. Looks to be a missing null check on your side with pawn equipment. Log below
https://gist.github.com/HugsLibRecordKeeper/c681183c49c53eba8f2d2809717785da
SepphorisVT  [author] 20 Apr @ 4:55pm 
@BelowDeath said sap is not actually usable yet, but will be in next update. The terravat also only accepts items that can use the saps you fill it with. This makes it so the player won't end up experimenting endlessly (I will add a way to see terravat recipes at some future point).

Admittedly, the terravat's usage is pretty limited, and adding more to it is a major focus of next update. but as the description states above, the mod should be taken as the *start* of something big.

I fully intend to make much, MUCH better use of the terravats, the terrasaps (including the one you mentioned), and a couple new terrasaps in the next update.
BelowDeath 20 Apr @ 4:03pm 
How do i use archsap cant figure it out? also terravat doesnt want to accept any item might be user error but not sure lol. amazing mod btw keep up the goodwork
SepphorisVT  [author] 20 Apr @ 3:24pm 
@Kynn and @N.C.V.: CE when I'm done with the mod or whenever someone else makes a patch for it. Due to how the weapons within this mod work, they would need unique coding, and I don't have the skill for that.
SepphorisVT  [author] 20 Apr @ 3:22pm 
@Vartarhoz The mod current relies on VE to make certain weapons - Hypersap weapons - function as they do.
If you REALLY don't want to use VE, but you do want to use EcoTech, you can simply avoid making hypersap weapons (which you actively have to make), but I would advise against it. Additionally, more VE features will be used in the next update so this won't remain an option.
Vartarhoz 20 Apr @ 12:19pm 
Possible without VEF?
N.C.V. 18 Apr @ 8:46pm 
CE?
Kynn 18 Apr @ 8:39pm 
CE?
SepphorisVT  [author] 17 Apr @ 10:17am 
@KhalunQalli yes! That's actually coming in the next update. The only reason it hasn't been added previously is because it needed special coding to be rotatable AND growable at the same time (because if you think about it, you wouldn't have a way to tell the game what direction you wanted the furniture to face when it was fully grown, meaning it would always face south. and the game also isn't equipped to do all that will 1x2/2x2/1x3/etc.-sized furniture. But that's going to be a fully realized, and I'm very excited for it).

The issue with glowsap bays is something I can look into for the next update too. Them being spaced out like that is an unintended result of a spacing balance decision, but very wasteful in bays. A solution will definitely be implemented.


I will have both of these features addressed about on the Ko-Fi monthly update since you aren't the first to inquire about either, with I'll put out on the 20th.
KhalunQalli 17 Apr @ 7:37am 
Any plans to add growable furniture? Tables, chairs, beds/cribs, bonsai (recreation). Specific suggestion here: glowsap hospital bed (basically a early hospital bed with tending quality bonus that doesn't hook up to the industrial hospital bed stuff, but is better than other tribal furniture for healing).

Other suggestion/inquiry: Glowsap bays, the larger ones are 1x4 but so far all of the plants I've encountered require free space on either side, meaning you get only get two plants in a 1x4 space and if you build them next to each other, you can end up with only one plan in 4 tiles. Are there plans, or instances of seeds that don't require the extra spaces or alternatively an optional 1x3 or 3x3 variants of the bays? (this would allow for slighly more planting space in a given room)
SepphorisVT  [author] 23 Mar @ 12:51am 
@Aulie it never crossed my mind before, but I'd absolutely be open to it. Currently there are two shotgun-esque EcoTech weapons that can benefit from that, with a couple more planned down the line. I can look into patching them whenever the opportunity arises.
Aulie 22 Mar @ 9:41pm 
Just a curious thought, will the shotgun like ecotech weapon get an XND Shotguns continued patch?
SepphorisVT  [author] 17 Mar @ 9:32am 
@TeH_Dav Glowsap Bays have nothing to do with ancient farms or nutrient solution networks; if they connect to them, then that's a visual bug (one that I'm not sure how to fix or address).
Additionally they will not be using nutrient solution in the future as I don't have any interest in utilizing any other mod as a way to substitute mechanics.

If Glowsap becomes problematic to get ahold of, it'll be addressed within the mod in the next big update that's being worked on. But so far that hasn't been an issue. In fact, in what I've heard from others, it's been the total opposite.
SepphorisVT  [author] 17 Mar @ 9:31am 
@Indigo Cactus Thanks for bringing that up, I can see if there's a way to blacklist Terrapods from appearing. But if the blacklist is handled on the end of VPE, there's nothing I can do about that.
TeH_Dav 17 Mar @ 9:13am 
@SepphorisVT I'm confused; the glowsap bays seem to connect to the ancient farms nutrient solution networks, and even display amounts in the network on the bays info in the bottom left, and yet they don't seem to utilize it at all? Is this intended to be a feature? I feel like it would be interesting to allow it to either be used as a substitute for glowsap (which you apparently need thousands of, and since the plants only produce like 2-45 glowsap - and the trees have to be miles apart - can be hard)
Indigo Cactus 17 Mar @ 5:44am 
Dunno if it's a known thing, and it isn't exactly a bug as much as it is a strange interaction, but with Vanilla Psycasts Expanded, Crop Burst has a tendency to plant terrapods. This would be fine if not for the fact that because of the way the psycast works, you end up making a field of terrapods that will without fail flood your storage with briarmauls or whatever you happened to grow. Generally, the psycast seems to be more for a bit of extra food or cash or medicine.

Reckon there's a way to blacklist ecotech plants from being Crop Bursted?
SepphorisVT  [author] 8 Mar @ 10:25pm 
@ilLawminate you can get an Apex seed from the expiry of a fully matured Prima weapon (Hypershredder, Hyperburster, or Twincaster), or - more easily - you just wait until an Elderwood Sentinel Tree gives you some.
ilLawminate 8 Mar @ 7:25pm 
I mean the Apex prima seeds?
ilLawminate 8 Mar @ 6:57pm 
how to get ingredients for seed turrets?
i cant produce that 1 seed.
SepphorisVT  [author] 9 Feb @ 4:56pm 
@Hustler One tribal enemies should have weapons, and their weapons should also have the proper lifespan mechanics working (though atm, they will always spawn at max lifespan; this will be randomized later).

A future plan is to look into tribes and maps so they can fully utilize and spawn EcoTech structures, plants, etc. And also make it so EcoTech weapons spawn in certain tribes, instead of in all of them. Not sure when that'll happen, but it's on the to-do list.
Hustler One 9 Feb @ 4:39pm 
Really cool! If I add this, will enemy tribals also have all the ecotech stuff?
Helios 3 Feb @ 7:46am 
Great mod!!

would be nice to see this expand into biotech territory and gives us an option for tribal mechanoids (solo tribal biomechanitor would be fun)
SepphorisVT  [author] 28 Jan @ 6:01am 
@Jonesy Fox I can see why that slipped under the radar. I'll look into it and push a fix for it soon.
Jonesy Fox 27 Jan @ 9:19pm 
It seems Prima Brightlamps are considered "artificial" by the anima tree. Their sprouts weren't considered artificial, just the fully grown "building" versions of them.
SepphorisVT  [author] 26 Jan @ 4:25pm 
@Jonesy Fox EcoTech doesn't currently have any trees you grow in growth zones.
Regardless, I don't think there's a way to avoid mood penalties besides making a new growth zone. You might be able to set the zone on fire and let the fire destroy the old trees, but obviously that has some risks.
Jonesy Fox 26 Jan @ 4:08pm 
I am playing a colony with Tree Connection meme and I noticed when you change what tree you are growing in your growth zone, the colonist have no choice but to cut the tree down and incur a massive penalty to their mood due. Is there a way to change which tree you are growing in the growth zone without cutting the pre-existing trees?
SepphorisVT  [author] 26 Jan @ 3:50pm 
@abiamette I'm unsure. I ran a testing save on the live version to see if there was an issue with the mod, but all plants that are field-grown appear correctly for each tech level.
If they won't appear in a proper field, there's probably some other mod causing the issue.
abiamette 26 Jan @ 11:23am 
I have finished all research but still can plant anything. I don't even have the option to plant or not.
What am I missing ?
SepphorisVT  [author] 25 Jan @ 1:57pm 
@Tone-DEAF the buildings *should* be alright with zones that get obstructed if there's artificial structures. However, it's totally possible I missed some. If by chance you discover any that are interfering, let me know and I'll address it.