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RimWorld => Releases => Mods => Outdated => Topic started by: Rikiki on March 18, 2015, 10:19:40 AM

Poll
Question: What do you think of the skywrath controller?
Option 1: It is well balanced, keep it as it is! votes: 8
Option 2: It is too weak and needs to be empowered! votes: 10
Option 3: It is too powerful... and killed a beloved squirrel! oO' Poor Scratz... votes: 4
Option 4: ... other suggestions? votes: 4
Title: [MOD] (Alpha 10) Mechanoid terraformer (V10.2 03-05-2015)
Post by: Rikiki on March 18, 2015, 10:19:40 AM
Mechanoid terraformer

  Everyone knows the mechanoids ultimate purpose is to eradicate every trace of organic life. To achieve this objective, they invade and colonize every planet they come across.

Their relentless logic has lead them to prepare their invasions. Beware if a mechanoid terraformer is landing near your home! You planet will soon be doomed...

Warning! Spoiler ahead! If you want a full experience, please only download the mod and play until you encounter the mechanoid terraformer incident. Reading the following may ruin a part of the suprise.

Download

Mechanoid terraformer V10.2 (https://www.sendspace.com/file/y9t236)
Mechanoid terraformer V10.2 source (https://www.sendspace.com/file/6xccfr)
=> for modders



















Still reading?

















Okay, you wanted it! Here is the mechanoid terraformer harnessing some power.

(http://i.imgur.com/Yeds1sc.png)

Features

Adds a new very bad event: the mechanoid terraformer.
Adds a hidden defensive building unlocked after extracting the weather controller from the mechanoid terraformer: the skywrath controller. Unleash the sky's wrath upon your ennemies! 8)

Skywrath controller targetting:
(http://i.imgur.com/ThkJuPi.png)

Skywrath controller unleashing its (evil) power:
(http://i.imgur.com/5r6Q5Vp.png)

Planned features

Set a distinctive texture for the skywrath controller.
Balance, balance and balance!

Technical support

Balancing a mod is difficult. Please leave me your feedback to improve this mod.

Changelog


V9.0
* Alpha 9 initial release.

V10.0
* Alpha 10 update.
* Fixed some possible exploits (extracting weather controller without disabling beacon first for example).
* Small UI improvements.
* Slightly reduced the frequency of strange thunderstorm.

V10.1
* Small correction in the Skywrath controller xml definition.

V10.2
* Skywrath controller power consumption increased during charge (6000 -> 7500).
* During other phases, needs only 20% of this power (so 1500).


Compatibility notes

Should be compatible with any mod.
This event does not include additional mechanoid types (like the crawler).

Credits

mrofa for the beautiful mechanoid terraformer and pylon textures. :D
Haplo for his job tutorial. I made good use of it! ;)

Modders note

You may be interrested in the following features:

  • Incident worker.
  • Custom job and workgiver.
  • Weather control! 8)

License

You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).

Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: Rikiki on March 18, 2015, 10:23:18 AM
Enjoy! 8)
I am waiting your feedbacks! :)
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: InfinityKage on March 18, 2015, 11:15:24 AM
Looks cool. I'm gonna give a try. But just to make sure I understand. At some point that thing is gonna land and start causing storms to destroy my stuff and then I have to go over and kill it. Is that the gist?
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: Rikiki on March 18, 2015, 11:19:08 AM
I made this mode with plenty of messages to tell you what to do. :)

Quote from: InfinityKage on March 18, 2015, 11:15:24 AM
I have to go over and kill it.
I would not if I were you... ;)
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: InfinityKage on March 18, 2015, 11:22:35 AM
Quote from: Rikiki on March 18, 2015, 11:19:08 AM
I made this mode with plenty of messages to tell you what to do. :)

Quote from: InfinityKage on March 18, 2015, 11:15:24 AM
I have to go over and kill it.
I would not if I were you... ;)

An international man of mystery I see. Ok. I'll give it a shot.
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: Asfalto on March 18, 2015, 11:26:52 AM
gonna try it, look very interesting, i always thought invaders should also, eventually, build something like an outpost to then build something even bigger to attack you, forcing you to move and attack..

maybe this is the way :D
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: UMK on March 18, 2015, 12:30:09 PM
15 research is way too much - I had once 20 research guy, but now he is only 12.
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: jabbamonkey on March 18, 2015, 09:52:45 PM
Nice. And mrofa did good work on the texture. Love new event mods (adds variety to the gameplay).
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: SSS on March 22, 2015, 01:58:01 AM
Er... I shouldn't be seeing the terraformer as something I can build in the security tab, should I? :o
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: eternalglory on March 22, 2015, 03:18:52 AM
I have an error when i load savegame.. :'(

Sorry for poor description.. I will bring output log soon..
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: BinaryBlackhole on March 22, 2015, 03:51:30 PM
Is it defended or is it just sitting there by itself?
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: Kastuk on March 22, 2015, 05:36:29 PM
What about truly terraforming of land by mechas? Burn rich soil into death metal, where anything organic can be killed soon by scratching foots...
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: Latta on March 22, 2015, 08:14:54 PM
Quote from: BinaryBlackhole on March 22, 2015, 03:51:30 PM
Is it defended or is it just sitting there by itself?

If you attack it a few time or send one to study guards will pop out.
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: eternalglory on March 23, 2015, 10:25:58 AM
When terrafoamer drop down ground save game, and load save file , it crashed....   

I attach output_log.txt


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: Ominus on March 26, 2015, 09:22:39 AM
After some mod testing, it seems that Miscellaneous mod from Haplo is conflicting with this one (and more mechanoids mod).
After i removed that mod, saves no longer broke on new games.

Other than that this mod is pretty epic, except for that one time, when I had another terraformer land on my map a day after the first, lots of lightning  ;D
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: Rikiki on March 27, 2015, 08:34:12 PM
Quote from: SSS on March 22, 2015, 01:58:01 AM
Er... I shouldn't be seeing the terraformer as something I can build in the security tab, should I? :o
Definitely not! :o
This is a mistake of my side, I forget to remove the Security tag that I used for debug purposes...

You can correct it by removing this line:
<designationCategory>Security</designationCategory>
from the MechanoidTerraformer\Defs\ThingDefs\Buildings_MechanoidTerraformer.xml (lines 64 and 94).
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: Rikiki on March 27, 2015, 08:59:43 PM
Quote from: eternalglory on March 23, 2015, 10:25:58 AM
When terrafoamer drop down ground save game, and load save file , it crashed....   

I attach output_log.txt

I studied your log file and saw this is due to the pylon list not being well loaded.
I was however not able to reproduce it even after some save/load spam during and after the landing. :-[
If it happens again, please let me know.
Are you saving during the landing, just after, some time after?


About balancing... After some playthrough, I found it quite boring to have half the map burning after each storm. What do you guys think aout it? Should I set the weather to snow/rain after a storm to rapidly rince the fires?
The research level required to deactivate the beacon is maybe too high. I may decrase it.

I will also correct a bug/exploit: there is no invasion when you just extract the weather controller, that's too easy! ;)

What about the invasion? Is is balanced? Too hard? Too easy? Coming far too late?
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: Latta on March 27, 2015, 09:11:09 PM
I got terraformer after just a few days. Some raiders attacked it for me and guards popped up, killed all who attacked it. Remaining guards were not easy, but not tough neither.

Fire caused by storm wasn't a problem for me. Actually, I liked how it cleans all the forest, and to see the ground slowly heals itself. But there can be a performance issue for slower system IMO.

What I didn't liked: Concrete tile it makes. As currently, there is no means to re-soil it(Soiling mod is too expensive for this!), I wonder whole map would become concrete tiles... But that's what terraformers do, yes. ::)
Title: Re: [MOD] (Alpha 9) Mechanoid terraformer (V9.0 18-03-2015)
Post by: Latta on March 28, 2015, 12:56:04 PM
Quote from: Canute on March 28, 2015, 12:50:16 PM
Quote from: Rikiki on March 27, 2015, 08:59:43 PM
Quote from: eternalglory on March 23, 2015, 10:25:58 AM
When terrafoamer drop down ground save game, and load save file , it crashed....   

I attach output_log.txt

I studied your log file and saw this is due to the pylon list not being well loaded.
I was however not able to reproduce it even after some save/load spam during and after the landing. :-[
If it happens again, please let me know.
Are you saving during the landing, just after, some time after?

I got the same issue.
Looked like the same error model, like i got for More mechanoid's.
It allways happen once the thing is landed, i needed to end the event before i know i could do a safe savegame and goto bed ! :-)
Sorry don't got any safegame from that anymore.

Now I can't wear off the feeling of that ScribeValue.LookList() has unknown problem within it...
But for me, strangely, had no problem with this one, while struggling to solve More Mechanoid's error.
Title: Re: [MOD] (Alpha 10) Mechanoid terraformer (V10.0 29-04-2015)
Post by: Rikiki on April 28, 2015, 06:27:36 PM
Updated for Alpha 10!
Title: Re: [MOD] (Alpha 10) Mechanoid terraformer (V10.0 29-04-2015)
Post by: bigmap on April 29, 2015, 10:07:16 AM
I built the "Skywrath controller", the error occurred。

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Building_TurretGun.SpawnSetup () [0x00000] in <filename unknown>:0
  at SkywrathController.Building_SkywrathController.SpawnSetup () [0x00000] in <filename unknown>:0
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Rot4 rot) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at EdB.Interface.MainTab_Architect.TabOnGUI () [0x00000] in <filename unknown>:0
  at EdB.Interface.MainTabsRoot.MainTabsOnGUI () [0x00000] in <filename unknown>:0
  at EdB.Interface.UIRoot_Map.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0 
(Filename:  Line: -1)


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Mechanoid terraformer (V10.1 29-04-2015)
Post by: Rikiki on April 29, 2015, 05:12:36 PM
Thanks for the report bigmap!
V10.1 corrects this bug. :)

@bigmap: Please try to save your game, quit Rimworld, update the mod to V10.1 and reload your savegame. It *should* (::)) correct the bug without needing to abandon your colony.
Title: Re: [MOD] (Alpha 10) Mechanoid terraformer (V10.1 29-04-2015)
Post by: bigmap on April 30, 2015, 01:06:07 AM
Quote from: Rikiki on April 29, 2015, 05:12:36 PM
Thanks for the report bigmap!
V10.1 corrects this bug. :)

@bigmap: Please try to save your game, quit Rimworld, update the mod to V10.1 and reload your savegame. It *should* (::)) correct the bug without needing to abandon your colony.

It's ok.thanks! :)
Title: Re: [MOD] (Alpha 10) Mechanoid terraformer (V10.1 29-04-2015)
Post by: Rikiki on May 03, 2015, 03:00:07 PM
Quote from: Canute on May 02, 2015, 10:06:31 AM
When you build up the Skywrath controller, it allways use 6000 energy even when it is full charged.
You're right, it doesn't sounds logical. I integrated your idea in V10.2! :D
The skywrath controller now needs 7500 during charge and only 20% of it (so 1500) during other phases.
Title: Re: [MOD] (Alpha 10) Mechanoid terraformer (V10.2 03-05-2015)
Post by: Rikiki on May 04, 2015, 03:46:47 PM
I added a poll to get people's feeling about the skywrath controller.

Thanks for your suggestions Canute! :)
Title: Re: [MOD] (Alpha 10) Mechanoid terraformer [POLL] (V10.2 03-05-2015)
Post by: IAMEPSIL0N on May 30, 2015, 02:36:06 AM
Is the save fix something I could apply into A9? This looks interesting and I'm not quite ready to move on to A10.
Title: Re: [MOD] (Alpha 10) Mechanoid terraformer [POLL] (V10.2 03-05-2015)
Post by: nukularpower on May 30, 2015, 03:10:36 AM
The Skywrath controller is ridiculously awesome and OP, capable of breaking any siege by itself, even from the Glittertech mega-guys.   So no, don't think it needs a buff;  if anything, wouldn't mind seeing it's power usage go up.

Honestly, this mod is about perfect, but I do have one gripe.  IMO the refire delay should be 0; it takes hours to research just one of the terraformers, so having 3 drop in is kinda depressing.  I havent tried just killing the extras yet, since it's easy to just set the xml so that it doesnt happen more than once ever, but yeah.   Thats all I had, thanks for making this :)
Title: Re: [MOD] (Alpha 10) Mechanoid terraformer [POLL] (V10.2 03-05-2015)
Post by: Rikiki on May 30, 2015, 09:39:53 AM
Quote from: IAMEPSIL0N on May 30, 2015, 02:36:06 AM
Is the save fix something I could apply into A9? This looks interesting and I'm not quite ready to move on to A10.
Sorry but this mod is only A10 compatible. I am quite sure it cannot work on A9 since the Core API is modified between each alpha.
FYI, A11 testing is in progress so you might just jump from A9 to A11 in a few weeks.

@nukularpower: thanks for the feedback! :)
Just a question though: what do you mean by this? ???
Quote from: nukularpowerIMO the refire delay should be 0
- the event occurs too often?
- time between incoming terraformers should be increased/probability decreased?
- time between skywrath controller's firing is too long?
Title: Re: [MOD] (Alpha 10) Mechanoid terraformer [POLL] (V10.2 03-05-2015)
Post by: nukularpower on May 30, 2015, 07:31:13 PM
Quote from: Rikiki on May 30, 2015, 09:39:53 AM
Quote from: IAMEPSIL0N on May 30, 2015, 02:36:06 AM
Is the save fix something I could apply into A9? This looks interesting and I'm not quite ready to move on to A10.
Sorry but this mod is only A10 compatible. I am quite sure it cannot work on A9 since the Core API is modified between each alpha.
FYI, A11 testing is in progress so you might just jump from A9 to A11 in a few weeks.

@nukularpower: thanks for the feedback! :)
Just a question though: what do you mean by this? ???
Quote from: nukularpowerIMO the refire delay should be 0
- the event occurs too often?
- time between incoming terraformers should be increased/probability decreased?
- time between skywrath controller's firing is too long?

srry yeah i meant the time between incoming terraformers.  I set it to a billion days myself just to make sure only 1 drops ever, but thats my preference ;)
Title: Re: [MOD] (Alpha 10) Mechanoid terraformer [POLL] (V10.2 03-05-2015)
Post by: Rikiki on June 02, 2015, 04:24:34 PM
Thread moved into Rikiki's Miscellaneous thread (http://ludeon.com/forums/index.php?topic=13172).

The poll is over and given the answers, the skywrath controlled seems to be balanced. It may require a little bit more power for A11.
Thanks all for your feedback! :)