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RimWorld => Releases => Mods => Outdated => Topic started by: ricemaster on April 11, 2016, 10:38:19 PM

Title: [A14/A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: ricemaster on April 11, 2016, 10:38:19 PM
----Landmines V1.11----

(http://i.imgur.com/SfaKzkZ.png)

Description

this simple mod adds 10 landmines with new Designation Tab - 'Landmines'

not like vanilla IED, these mines will explode almost immediately when triggered.

download links at below.

contents

How to use

(http://i.imgur.com/QbLBzoA.gif)
[Nuke mine explosion demo]

Changelog

V1.11
- A14 compatability fix.

V1.1
- added XM-C2S landmine: sleep gas mine
- applied research tree(basic->advanced and non-lethal->experimental)
- added advanced mine(yield 4 adv. components in single craft) component and increase stack limit to 200
    - you can craft basic mine components without plasteel now
- applied custom accident rate to some mines. (ex: chemical mines are easier to be triggered by friendlies).
- added blast radius preview
- market value and resource, landmine build cost adjustment


V1.02
- added M-90S landmine: stun mine.
- added XM-C1 landmine: chemical mine. effect stays longer than M-90S.
- added Smart mine: has arm/unarm function and remote detonation function.
- added Designation tab for mines so no more mess with Security tab.

V1.01
- added M-90R landmine: non-lethal mine that deals minimal damage.
- changed damage type of XM-22(=nuke mine) to flame and increased damage, reduced blast radius.
- increased work time of placing mines.
- resource balancing.

V1.0
- initial release

Future plan

Non-lethal mines.
Smart mines: landmine that you can toggle armed status.
research tree rework.
Chemical mines: causing various sickness.
smart upgrade (adding gizmos of smart mine to all mines when researched)

----Anti bug Resonator V0.61----

add a building that can prevent infestation nearby area.
resonator need to be constructed under the roof or it won't work


well.. it's preventing mechanism is little crude :P
there're many conditions for choosing where to spawn when infestation occurs and I found one major condition: type of roof.
every roof has an argument 'isNatural' and infestation can occur only in a place where it's true(=natural cave).

so, this building just makes nearby roofs to 'not natural' when it's active to prevent infestation.
(that isNatural thing doesn't appear at in-game screen nor related to roof's other conditions I think.)

it's little expensive so you can't just crawl inside and build this in early game.

download links at below.

How to use

Known issues
-ABR can't block infestation perfectly when the cave is not deep enough or if there's a hole(=no roof area) in the cave.

Changelog

V0.61
- A14 compatability fix.

V0.6
- added radius toggle feature.
- applied research tree
- balancing(build cost): resonator needs plasteel and 'Insect jelly'(and some gold) to build now.
- tweaked radius checking code more precisely.

V0.511
- Bug fix: inhibition effect is not 'resumed' when inhibition status toggled with an incident or something.

V0.51
- Bug fix: inhibition effect is not removed when you load a previous game at the same map.
- Bug fix: actual effect radius is wider than display.
- Bug fix: Occasional weird roof name displaying.
- Bug fix: can't deconstruct resonator at no-roof area.
- added power toggle.
V0.5
- initial release

Future plan
gizmos for adjusting size of resonate area and power consumption.
balancing.


----Grindstone V1.01----

Description

simple mod that adds two grindstones. and it's not for crops grinding.

(http://i.imgur.com/7tkBxnD.jpg)

with this, your colonists can literally grind skills! yay!

download links at below.

contents
(http://i.imgur.com/9mHrvbG.jpg)

How to use

Changelog

V1.01
- Bug fix: Melee skill grinding wasn't able to.

V1.0
- initial release

------------------------------------------
Authors of the mods
Just me :)

Thanks to
Ashiver: gave me an idea about Anti bug resonator

Download
Landmines (http://www.mediafire.com/download/kmizfx9fz18bhoq/Landmines_v1.11.zip)
Anti bug resonator (http://www.mediafire.com/download/64a9b5bky20slt6/Anti_bug_resonator_v0.61.zip)
Grindstone (http://www.mediafire.com/download/0ydxufwwlnx3lbg/Grindstone.zip)


(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png)
have fun!
Title: Re: [A13] Landmines V1
Post by: Cataphract on April 11, 2016, 11:48:25 PM
Aw, sweet. I'm gonna try this mod out and tell you what I think!
Title: Re: [A13] Landmines V1
Post by: w00d on April 12, 2016, 04:10:12 AM
can your own noobs or random visitors step on them and blow themselves up?
Title: Re: [A13] Landmines V1
Post by: ricemaster on April 12, 2016, 07:48:02 AM
Quote from: w00d on April 12, 2016, 04:10:12 AM
can your own noobs or random visitors step on them and blow themselves up?

Normally, they automatically evade those mines when they move and landmines doesn't trigger even when they forced to step on it.
but they can trigger landmines by 'accident'. just like wild animals.


Title: Re: [A13] ricemaster's mod pack - Landmines and grindstone
Post by: ricemaster on April 14, 2016, 04:45:50 AM
added grindstone mod.
Title: Re: [A13] ricemaster's mod pack - Landmines and grindstone
Post by: ricemaster on April 14, 2016, 07:31:35 AM
Quote from: Canute on April 14, 2016, 04:53:54 AM
Nice idea with the Grindstone.
- i don't see medical at the screenshot, did you miss it or just didn't display at the screenshot ?

- Grindstone sounds like a medivial setup, wouldn't VR-Training seat fit better in the Rimworld universe ?

oh, I cropped screenshot too much :P medicine skill is on first.
and well.. I started to make grindstone mod for a joke. with satirizing MMO games you know.
but yes, VR training seems cool. make this mod more legit, Rimworld friendly. I'll try to make VR trainer version. thx.
Title: Re: [A13] ricemaster's mod pack - Landmines and grindstone
Post by: Dragoon on April 14, 2016, 06:02:00 PM
Awesome well done with this mod man :D
Title: Re: [A13] ricemaster's mod pack - Landmines and grindstone
Post by: check.php on April 15, 2016, 05:56:20 AM
Dude, great mod. I've obtained a nuclear mine package from one of the dead traders. Let's just say I wasn't ready for the blast radius - that thing wiped out 15 pirates, 2 of my colonists standing on the front line and 7 turrets :D
Title: Re: [A13] ricemaster's mod pack - Landmines and grindstone
Post by: ricemaster on April 16, 2016, 12:24:45 AM
thx guys  :D

updated Landmines to V1.02.
added 3 new landmines.

Title: Re: [A13] ricemaster's mod pack - Landmines and grindstone
Post by: ricemaster on April 16, 2016, 07:11:15 AM
landmine V1.1 is live with lots of major improvement and polish.

and one new landmine: sleep gas mine!

Title: Re: [A13] ricemaster's mod pack - Landmines and grindstone
Post by: ricemaster on April 17, 2016, 02:33:16 AM
added new mod : Anti bug resonator.

Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: bigbobbear on April 17, 2016, 02:57:06 AM
if this anti bug mod works, i might actually be able to go back to my hot map, getting bugs dropped on you left and right sucks
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: Iwillbenicetou on April 17, 2016, 10:49:53 PM
I love the description of the grindstone. Premium grindstone *pay to win* xD
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: Iwillbenicetou on April 19, 2016, 10:19:25 PM
When I loaded this up, and used Edb's Mod Order, I found this error after exiting the mod tab:
Exception reading grindstone_JoyGivers.xml as XML: System.Xml.XmlException: Expected >, but found s [115]  Line 8, position 37.

  at Mono.Xml2.XmlTextReader.ExpectAfterWhitespace (Char c) [0x00000] in <filename unknown>:0

  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0

  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0

  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0

  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0

  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0

  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: tara4131945 on April 20, 2016, 12:27:57 PM
i added the grinder mod to my list and it showed up has 3 different mod in my list and it don't show up in game it also seems to have issue with Vegetable Garden Mod from Dismar it turns the plow soil into a black square texture

i put the files into a new folder and named it grinderstone it works now but still make the plow soil black no idea why i had played it normally before adding your mod
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: ricemaster on April 20, 2016, 10:10:42 PM
Quote from: Iwillbenicetou on April 19, 2016, 10:19:25 PM
When I loaded this up, and used Edb's Mod Order, I found this error after exiting the mod tab:

oops. my bad. I did updated grindstone mod but I forgot to upload that on mediafire.

I just uploaded a new version so try to re-download it.
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: ricemaster on April 20, 2016, 11:12:37 PM
Quote from: tara4131945 on April 20, 2016, 12:27:57 PM
i added the grinder mod to my list and it showed up has 3 different mod in my list and it don't show up in game it also seems to have issue with Vegetable Garden Mod from Dismar it turns the plow soil into a black square texture

i put the files into a new folder and named it grinderstone it works now but still make the plow soil black no idea why i had played it normally before adding your mod

I reproduced that error and I think I figured what the problem is.

cause the size of that mod's texture is huge(over 1k pixels) so with other many mods(=textures), that huge texture may fail to load.

Unity's problem maybe :-\ idk.

anyway, solution is simple. make those textures smaller. about 500px works to me.

Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: tara4131945 on April 20, 2016, 11:45:26 PM
Quote from: ricemaster on April 20, 2016, 11:12:37 PM
Quote from: tara4131945 on April 20, 2016, 12:27:57 PM
i added the grinder mod to my list and it showed up has 3 different mod in my list and it don't show up in game it also seems to have issue with Vegetable Garden Mod from Dismar it turns the plow soil into a black square texture

i put the files into a new folder and named it grinderstone it works now but still make the plow soil black no idea why i had played it normally before adding your mod

I reproduced that error and I think I figured what the problem is.

cause the size of that mod's texture is huge(over 1k pixels) so with other many mods(=textures), that huge texture may fail to load.

Unity's problem maybe :-\ idk.

anyway, solution is simple. make those textures smaller. about 500px works to me.

it's ok i'm ok with visual defect so long it still works and i can tell what the item or floor is so it not that bad of an issue but it does need to be work on that for sure
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: ricemaster on April 21, 2016, 01:41:26 AM
Quote from: tara4131945 on April 20, 2016, 11:45:26 PM
it's ok i'm ok with visual defect so long it still works and i can tell what the item or floor is so it not that bad of an issue but it does need to be work on that for sure

it seems PlowSoil.png itself is the source of the problem. not size. that texture should be 'square' like other files but its 1022x1015.
when I adjusted that to 1024x1024 it works fine but in other cases, it just goes black. even when I tested with Vegetable Garden mod only.

Quote from: duduluu on April 19, 2016, 09:20:42 PM
oh, the garden soil is so black, my friend said it's petroleum, LOL :)
and this guy has the same problem so I believe it's texture file error that makes tiles black. not sort of mod collision.

Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: tara4131945 on April 21, 2016, 04:56:34 AM
Quote from: ricemaster on April 21, 2016, 01:41:26 AM
Quote from: tara4131945 on April 20, 2016, 11:45:26 PM
it's ok i'm ok with visual defect so long it still works and i can tell what the item or floor is so it not that bad of an issue but it does need to be work on that for sure

it seems PlowSoil.png itself is the source of the problem. not size. that texture should be 'square' like other files but its 1022x1015.
when I adjusted that to 1024x1024 it works fine but in other cases, it just goes black. even when I tested with Vegetable Garden mod only.

Quote from: duduluu on April 19, 2016, 09:20:42 PM
oh, the garden soil is so black, my friend said it's petroleum, LOL :)
and this guy has the same problem so I believe it's texture file error that makes tiles black. not sort of mod collision.

thought that don't explain why i had all my files not in a specific folder to activate the mod i had to make a new folder to fix the issue i have the 3 inner folders right in the mod list and i couldn't understand why
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: ricemaster on April 21, 2016, 05:09:15 AM
Quote from: tara4131945 on April 21, 2016, 04:56:34 AM
thought that don't explain why i had all my files not in a specific folder to activate the mod i had to make a new folder to fix the issue i have the 3 inner folders right in the mod list and i couldn't understand why

oh. that was actually my mistake. sorry.
I zipped those inner folders 'without an upper directory' when I upload that mod first time :-[
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: tara4131945 on April 21, 2016, 06:46:33 AM
Quote from: ricemaster on April 21, 2016, 05:09:15 AM
Quote from: tara4131945 on April 21, 2016, 04:56:34 AM
thought that don't explain why i had all my files not in a specific folder to activate the mod i had to make a new folder to fix the issue i have the 3 inner folders right in the mod list and i couldn't understand why

oh. that was actually my mistake. sorry.
I zipped those inner folders 'without an upper directory' when I upload that mod first time :-[
well maybe fixing that on the next update XD thought it nice to know that the issue was just the picture patch and not the mod itself
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: [email protected] on April 21, 2016, 08:04:14 AM
Hello,

Not sure why, but when using your anti bug resonator i still get invaded by bugs regularly.

Started a new colony on a new world with the resonator active, and started building a mountain dug in base.

I made sure to power up and have overlapping coverage from the resonators, but i still got infested, sometimes right next to the resonator.

again, not sure whats causing your mod to not work for me, i hate those bugs!

Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: ricemaster on April 21, 2016, 10:32:34 AM
Quote from: [email protected] on April 21, 2016, 08:04:14 AM
Hello,

Not sure why, but when using your anti bug resonator i still get invaded by bugs regularly.

Started a new colony on a new world with the resonator active, and started building a mountain dug in base.

I made sure to power up and have overlapping coverage from the resonators, but i still got infested, sometimes right next to the resonator.

again, not sure whats causing your mod to not work for me, i hate those bugs!

hmm... was it have been break downed? or been unpowered?

anyway, I'll check about it.

---
solved. thx for the bug report.
despite 'Inhibition: Working' text, the resonator couldn't be turned on when it turned off before. that was the problem.

originally, resonator adds '_ABT' to roof's name of inhibited area when working for visual feedback and internal status check.
but it seems that roof name changing doesn't ALWAYS work for the reason that I don't know :(

anyway, I fixed my code to work without that name changing and checked mod several times for sure.
resonator works properly now :) please update mod.
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: Hermit on April 21, 2016, 09:51:52 PM
Just curious, that isNatural doesn't happen to be the same variable checked to see if drop pods can land there, is it? I know thin roofs are vulnerable and there's no way to build a thick one, so I'm curious if the game just checks for a natural roof versus storing a separate value for roof thickness. If so, I imagine you'd just be trading bugs for drop pods.
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: ricemaster on April 21, 2016, 10:31:39 PM
Quote from: Hermit on April 21, 2016, 09:51:52 PM
Just curious, that isNatural doesn't happen to be the same variable checked to see if drop pods can land there, is it? I know thin roofs are vulnerable and there's no way to build a thick one, so I'm curious if the game just checks for a natural roof versus storing a separate value for roof thickness. If so, I imagine you'd just be trading bugs for drop pods.

there's an 'isThickRoof' argument that determines roof thickness. isNatural is not involved with drop pod invasion :D
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: Andy_Dandy on April 22, 2016, 01:56:27 AM
That anti bug device is a cool idea, but could it be lade a research? Would fit gameplay better then, and lade for some hard and interesting research priorities. I'd suggest it to be a high tech research bench projektor in that case, and costing at least arround 1500-2000 research due to it's life saving potential. Would also be nice if it ha a component heavy price, have a hute energy cost and also requiring abit of plasteel. These shouldnt come easy if one wants to balance them with the core game.
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: ricemaster on April 22, 2016, 02:21:06 AM
Quote from: Andy_Dandy on April 22, 2016, 01:56:27 AM
That anti bug device is a cool idea, but could it be lade a research? Would fit gameplay better then, and lade for some hard and interesting research priorities. I'd suggest it to be a high tech research bench projektor in that case, and costing at least arround 1500-2000 research due to it's life saving potential. Would also be nice if it ha a component heavy price, have a hute energy cost and also requiring abit of plasteel. These shouldnt come easy if one wants to balance them with the core game.

as you can see, this mod was a little buggy so I was trying to fix bugs and make unstable code stable lately.
update about things that you suggest is coming soon. :D
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: Andy_Dandy on April 22, 2016, 07:04:47 AM
Cool. Would be awesome stuff to see this mod mix into the core game like that. :)
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: Andy_Dandy on April 23, 2016, 01:32:24 AM
One more question. Do you only build one? I was hoping for it having a limited range, so you never were completely safe, but just in that area, until you bult more of them. Suggestien: make it have the range of a trades console at maximum.
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: ricemaster on April 23, 2016, 04:37:33 AM
Anti bug resonator V0.6 updated.
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: Andy_Dandy on April 25, 2016, 10:46:17 AM
Quote from: ricemaster on April 23, 2016, 04:37:33 AM
Anti bug resonator V0.6 updated.

Awesome changes. Will test for my next game.
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: Dugalle900 on April 26, 2016, 07:13:23 PM
You should put the version number in the zip file, it was a pain the ass figuring out wether or not I had the current version. I eventually just gave up and downloaded the current one and replaced the old one  '-'
Title: Re: [A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: Rauminen on May 26, 2016, 10:44:57 AM
Hi there, awesome mods! Love the land mines! Well except the sleeping gas one :) Built about 6 or 7 of them in a row inside a 1 tile wide tunnel, bunch of ferals just walked right trough them - ok they became dizzy a little bit but that's that. Anyhow, they are fun!

The anti-bug resonator on the other hand, doesn't seem to work at all - I just got an infestation right inside the (large) circle. Also noticed that the state of the resonator (in terms of covering large or small area) is not saved - when you load the game, it's always set to small. I was wondering if maybe the 2 issues are related?
Title: Re: [A14/A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: zmadz on October 24, 2016, 08:31:40 AM
any chance this will be updated with a15 links ?
Title: Re: [A14/A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: faltonico on October 31, 2016, 10:00:50 PM
Quote from: ricemaster on April 11, 2016, 10:38:19 PM

(http://i.imgur.com/QbLBzoA.gif)
[Nuke mine explosion demo]


Nuque mine? more like an N2 mine o.O

I would love to use it in A15 =s
Title: Re: [A14/A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...
Post by: Thundercraft on December 21, 2016, 08:41:47 AM
You updated your Steam Workshop version of Landmines (http://steamcommunity.com/sharedfiles/filedetails/?id=727537344) to A16 so fast that I did not get a chance to download the A15 version. Could you share a download of the A15 version? Please?