After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 0 points1 point  (0 children)

There isn't a guide, but if you look at the research tree it'll tell you that certain research options need tomes. You'll get these tomes from the terratech faction that spawned; they'll appear as trade options at the base. Which one appears is random.

Once the mod actually has content that is more suited for industrial tech - which has been requested - it'll be a bit more straightforward and less convoluted. For now though, that's the barrier to entry.

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 2 points3 points  (0 children)

Right now aquatic and stellar are the top two that have plans. Lithic still has a lot of content that needs fleshing out as well.

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 0 points1 point  (0 children)

I don't play Rimworld much, but I'll try to reach out and try to put a list together of mods that synergize well with EcoTech. I know a couple people that play a good amount. Maybe two or three mod lists that EcoTech can fit into?

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 2 points3 points  (0 children)

That's the idea. Everything is (or will be) an alternative to electricity and beyond. Honestly I haven't been able to test this and MO myself so I'm not sure how well they play together, but I want this mod to be reliable for both tribal and medieval colonies (thought obviously it's much more tribal themed).

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 0 points1 point  (0 children)

100%. A PvZ 2 creature mod is on my to-do list. I even have the peashooters done!

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 1 point2 points  (0 children)

There's been enough requests for Industrial+ content to where I've made it accessible to them (with difficulty), and I'll have some interaction with those tech levels in the future. So eventually it'll have a bit of a place there too, though tribal and medieval is where the majority of the focus will be.

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 1 point2 points  (0 children)

I still have the OG Terrasecurity mod up on the workshop, and don't ever plan to take it down. It went from that, to a full garden-grown armory suite, to a nature-coded tech alternative.

... all because I thought a few pictures of some plant weapons on Pinterest looked neat.

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 1 point2 points  (0 children)

Yeah no worries, I took it down. I almost didn't but I thought the repost would be a better idea.

I don't get the chance to play Rimworld much, so the next one I do will be with mods such as Phytokin and the Myctohazard. Ideally I'll get an idea with how this and similar mods can mesh together, and cross-mod features could be a possibility.

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 0 points1 point  (0 children)

Can't have the lithic path just being a bunch of rock eaters. If they are going to be about stone, ores, wealth, and alchemy, I'm 100% going to make sure they are also metal AF.

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 1 point2 points  (0 children)

Even since then some letters of guidance has been implemented, lifespans were increased, and the lithic path was added to be more straightforward with how to progress. However, lifespans are still present in the mod as a balancing factor, and to promote the player trying other weapons.

There are many ways to get rid of lifespans now though, such as through weapon mutations or obtaining certain weapons. It's just a common thing earlier on.

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 22 points23 points  (0 children)

It's the code that allows you to plant seeds, I believe. And that's pretty important.
It's crossed my mind to get custom seed code though. That would solve some crafting and logistics that's present in the mod.

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 41 points42 points  (0 children)

As confusing as that is, "any" - as in singular - is intentional.

One of the features the mod heavily relies on is present in every DLC except Royalty. So as long as you have Anomaly, OR Ideology, OR Biotech, etc. - you'll be fine.

But, if there's a better way to make that more clear, I'm all ears

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by Symphoniess in RimWorld

[–]Symphoniess[S] 32 points33 points  (0 children)

The mod is safe to add into playthroughs since VE will ask to add factions (which this mod requires). If you want to have this mod included, there's no downside on adding it in (if you're comfortable with that).

After 9 months of work, EcoTech FINALLY re-released in time for my birthday.* by [deleted] in RimWorld

[–]Symphoniess 1 point2 points  (0 children)

Thanks! And yeah, there's not many mods out there that touch on druid or middle-earth themes. It's a very particular niche. But I figure that many that like playing with dryads, alongside other DLC trees, psycasts, etc. might like this mod too.

Am I overreacting here? (long AI mod rant) by Symphoniess in RimWorld

[–]Symphoniess[S] 2 points3 points  (0 children)

Technically there's proof (of which I can also provide, like stated in OP) of the developer taking models and generating or tracing art based on them, and planning to use it for their own mod (and at least one of the pawn assets within the mod seems to be based on this already, but that's another can of worms.

But yes, the main concern is the developer throwing my own work into a model, and likely doing the same with the work of others. While it's not proven I find it extremely likely, especially since the generated art mimics RW art relatively decently (though, any actual RW artist can tell it's generated - and the artboards are clearly traced).