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Messages - Vindar

#1
Updated to (v. 1.974.B19)
- Updated to Rimworld version 1.0.2059
- Balenced bows.

=================

P.S.
I am aware i forgot to update the b-19 moniker at the end of the file version to 1.0, ill do it on the next patch.
#2
Updated to (v. 1.972.B19)
- Fixed royal plated temp bug
- Basic re-balence of armors stats
#3
Updated to (v. 1.97.B19)
- New graphic for Flak Pants
- adjusted values on cold weather tolerance.
#4
Updated to (v. 1.96.B19)
- Main update to Beta 19
- Stuff I'm sure i've forgotten about.
#5
Quote from: Harry_Dicks on January 15, 2018, 01:13:21 AM
What are the little Green/Purple circles that appear on weapons icons in the corners? (Nan) and another one?

EDIT: Nevermind, Nanite (I'm guessing an expensive alloy or metal to craft with?) and Legendary, I think there might be one more..

(N), (A), (L)
(Nan), (Art), (Leg)
Nanite, Artifact, Legendary

the little bubbles are quick visual cues to let you know if the item is special, used the tags Nan, Art, Leg for people who may be colorblind or when the system offers them up as rewards so you dont get offered techno gloves and ask weather their legendary or just an artifact.

--------------------------------------------------------------

Updated to (v. 1.94.B18)
- Added new weapon "The Black Bow"
- New sound effect for catapults stone chunks ammo and explosive pot ammo
- Explosive pots can now be buried to create firepot traps.
- Rebalenced spawn rates on warbands and warboune wanderers.
- Other stuff I dont remember.
#6
Updated to (v. 1.93.B18)
- Fixed Ballista Bug.
#7
Updated to (v. 1.92.B18)
- Added new Building "Tribals" Rug.
- Fixed "Full Muffaloon" Rug bug.
- Fixed Medieval Turrents bug.
(Murder Holes/Catapults shell system was broken. In order to work properly in current games, new turrent buildings will need to be constructed.)
- Updated graphics for Warbourne Sheildbelts.
- Some minor bug fixes/graphic tweaks.
#8
Quote from: Hydromancerx on December 12, 2017, 02:32:31 AM


Please add a Plague Doctor Mask



Its been on the list for a while, when i get around to it i will.



Quote from: cyberian on December 12, 2017, 02:53:43 AM
Btw. does my steam workshop mod automatically update and break my savegame?

Sorry this has probably been asked a hundred times already just started playing Rimworld but this question is not answered in Reddit FAQ or forum sticky.

edit: just found this thread about copying mods and unsubscribing:
https://ludeon.com/forums/index.php?topic=29440.0
I guess I should do that before opening Rimworld next time? Or when does the mod actually download the new patch?
edit2: THX @Canute I guess I roll with it then

I go out of my way to avoid save game breaker updates  until official updates. the only time you should experience a save breaker w/ med times is when their is a large official update such as the beta 18 update. I also keep backups of the last patch for the major updates on the nexus site (alpha 17, 16, ect.)


Quote from: cyberian on December 12, 2017, 05:46:57 AM
Btw. how does ammo work? My catapults seem to have fired without having ammo while the murder holes did not (but maby I just used it wrong).
Yet have to craft ammo as I only have 2 crafters who are busy with too many bills.

It should work pretty basically, using explosive pots as ammo, but i have no idea if it actually does or not.

beta 18 did some updates to how ammo can work and the catapult was changed as a result, i have yet to test it out cause i've been pretty busy. hopefully by the end of the day i can have some testing on it and figure out if it even works and get around to finishing what was planned for it by the next patch. (that it still needed work slipped my mind for a while there)

=================
P.S.
Found a bug on the full mufaloon rug that will be fixed for the next patch (rug was missing the minifiable def)
#9
Quote from: RyanRim on December 11, 2017, 09:12:55 AM
Is there a way I could download items and weapons separately, or you are not planning to split them?

individual separations and splitting will be done once the game and mod are both complete. until then it would create a massive headache (having to update each separate installment) and would greatly increase the chances that this mod doesn't make it to release. (just look at how many mods have already been lost throughout the alpha updates).

I intend to do splitting and things like the low/no techno version, but not until the game is released and the content i have is "done-ish" and working good.

In other news, new update:

Updated to: (v. 1.91.B18)
- Slightly increased cook time on preserved foods (Jerked/Dried/Cheese).
- Warbourne Shieldbelt can now be deconstructed.
- Added new building "Double Cot"
- Adjusted color of adobe bricks
- Added foot/hand gear to core game pawns (should be little difference in-game load on spawns, let me know if it isn't)
- Various adjustments to X-path coding (more will be comming)
- Fixed desigantion categories on various storage buildings (wooden pallet, combat stand, storage pot should now be visable in the (Medieval) tab.)


P.S.
Let me know if you guys find any bugs, like pink boxes and which item they are that's producing them. or graphics that look exactly like one another for some odd reason (except for rusty war knife/ war knife, thouse are supposed to look similar)


#10
(v. 1.90.B18)
- Added new building "Medieval Stool"
- Added new building "Medieval Cot"
- Added new accessory "Warbourne's Shield Belt"
- Added nanite version of toolbelt
- Fixed some missing de-crafting items.
- Some minor fixes i cant remember.
#11
Updated to (v. 1.89.B18)
- Added new weapon "Fun Bunny"
- Fixed portable butcher block bug.
- Fixed various graphical bugs.
#12
@ Beathrus
their was a change in the way the mod works in terms of brigadines and winter cloaks, the winter cloaked versions are/have been removed for the most part.

I'll look into the XML error.

===========================

Updated to (v. 1.88.A18)
- Added new Building "Eternity Forge". (Can be found w/ Orbital Traders)
- Added new item "Nanite Vial" (must be purchased via outlanders or orbital traders)
- New armour class "Nanite" (can be created via the eternity forge and nanite vials or purchased, non-degrading versions of armour.)
- Personal Computer is no longer craftable and must be purchased (Initial intention)
- Warbands can now be reasoned with.
- added new faction "Warbourne" (Hidden/Hostile)
- Added new Armour "Warbourne's Chain"
- Added new helmet, "Wearborne's helmet"
- Added new gauntlets "Warbourne's Gauntlets"
- Added new boots "Warbourne's Boots"
- Added new armour "Berserker's Chain"
- Added a new HiQ version of the Warknife.

- Added new helmet "Warlord's Helmet"
- Added new gauntlets, "Warlord's Gauntlets"
- Added new boots, "Warlord's Boots"

- New graphic for Marksman's Bracers
- New graphics for Graphic Novels

- removed various low tier weapons and armour variations.
- Added new belt, Toolbelt and smokepop toolbelt variation.

- Added new Weapon "Musket". (including sound effect)
- Added new Weapon "Morning Star"
- Added new Helmet "Full plated headwrap"

- New shrine added "Shrine of Pang Li"

- Added new weapon "The Wargod"
- Added new shieldbelt "Wargod's Crest"
- Added new weapon "Fragment of Mjolnir"

- Added new Statue "The Gentleman"
- Added New statue "Revenge Cat"

- Revised Item "Graphic Novel" as a drug (Initial intention)
- "Page Flips" sound effect created.
- Added new Building "Coal-fired Generator".
- Added new Building "Firepit". (Wood conscious campfire)
- Added new Building "Storage Pallet"
- Added new Recipie, Create Coal Chunks

- Tweaked Various graphics, stats and gameplay issues.
- Various Rebalancing.
- Other things I cant remember.


P.S.
Yes, i just realized where in beta now instead of alpha, I'll update all the tags on version 1.89
#13
Quote from: qq823677787 on October 13, 2017, 11:49:06 AM
I have translated this mod into ChineseSimplified and there is the Language pack.And if i can upload this to a chinese website named Baidu Post Bar . :)

feel free to upload any translation packs wherever you feel it necessary.

In the future when the mod is finished i'll probably go looking for translation packs and ask their authors to incorporate them into the mod. Of course the mod is a long ways off of finished, so that's gonna be a while.

=============================================================

@Madman
answered on steam.

didn't know that 1.74b incorporated boots and stuff back in, its not supposed to yet.
#14
Help / Re: How do raiders get generated?
October 12, 2017, 11:16:49 AM
from what i can tell, the numbers found in the faction defs, the <pawnGroupMakers> aren't tied to the number of pawns spawned, but rather the ratio at which specific pawns are spawned, ergo

lines 166-169 in Factions_Misc.xml

        <guards>
          <TribalWarrior>60</TribalWarrior>
          <TribalArcher>100</TribalArcher>
        </guards>

This is saying that for every 10 tribal archers spawned 6 tribal warriors will also be spawned, or if 16 pawns are spawned 10 will be archers and 6 will be warriors.

as far as how many are spawned that is determined by points. the game calculates a number rating for the colony(prolly what was stated in a post above), than spawns the amount of pawns related to that rating.

to find the number of pawns we have to look into a different file, specifically for this example:

PawnKindDefs_Humanlikes ~> PawnKinds_Tribal.xml

for the tribal warrior

line 17:
<combatPower>38</combatPower>

and for the tribal archer

Line 48:
    <combatPower>48</combatPower>

higher numbers means less pawns are spawned as each one takes up more points to spawn. lower numbers means more pawns are spawned.

not sure if that gives you what you need but hopefully it works.

P.S.
If anyone knows what <maxPawnOptionCostFactor> does i'm trying to figure it out myself. any insight would be appreciated (thats what i was looking for when i found this post)
#15
Updated to (v. 1.74.A17b)
- Rebalanced cloth temperature multipliers
- Rebalanced steel Hp multipliers
- Core game workbenches are now minifiable
- Fixed bug of stone hearth having buik hearty stew.
======================================
DevNote: this is just an interim patch, It shouldn't affect savegames at all.
I'm on 1.79 w/ internal testing (it has some major changes and is a save buster, as such im going to wait til next alpha release to release it)
======================================

(Edit)
Updated to (v. 1.74b.A17b)
- Xpath patch Issue fix.