Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: skullywag on April 15, 2015, 02:43:03 PM

Title: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on April 15, 2015, 02:43:03 PM
POST IN BUILD PLEASE BEAR WITH ME!

For full pack download see bottom of post.

Individual downloads are on their relevant sections.

This is my personal modpack of all the mods ive built.

It currently contains:

Weapon Changes

Download OmniWeapons (http://www.mediafire.com/download/4j71r8fnlzjdl6v/OmniWeapons.zip)

A total overhaul of the vanilla weapons to make ballistics less lethal (about half the vanilla damage) this allows me to add in more tiers of weapons and not have them super OP and gives a feeling of progression and something to aim for. All weapons that are "ballistics" have a chance to jam based on their quality, it ranges from about 16% at awful to 0% at legendary. All weapons come with top down graphics for use when they are attached to turrets, which all ranged weaponry (including bows, excluding rockets) can do, this facility replaces the vanilla "free" turret.

An additional set of weapons that go into the same category as the vanilla ballistic weapons in that they dont do super damage. All these weapons jam based on quality.




AK47   MP5   Revolver   SA80   TAR21
(http://i.imgur.com/C01Ske9.png)   (http://i.imgur.com/L3zt2Qz.png)   (http://i.imgur.com/zA7tqNQ.png)   (http://i.imgur.com/fFwutnj.png)   (http://i.imgur.com/cRaxMIZ.png)

Some other lower tier and explosive weapons that dont fit the ballistics category, these do not jam:





Flaregun   Flamethrower   RPG
(http://i.imgur.com/jGHrEJH.png)   (http://i.imgur.com/biVxCrm.png)   (http://i.imgur.com/VZsOPPQ.png)
Fires a flare that
lights an area if it hits
land, if it hits a pawn
it sets them on fire.
   Doesnt do physical
damage but sets stuff
(and squirrels) on fire

Some advanced weapons which are rather expensive:





Railgun
(http://i.imgur.com/0onYerp.png)
Vaporises targets
if it hits.

A set of less lethal weapons all of which are designed to help capture.





Stungun   Tazer   BeanBagShotgun   StunGrenades
(http://i.imgur.com/drHkb7q.png)   (http://i.imgur.com/nXcgY97.png)   (http://i.imgur.com/IffYYqF.png)   (http://i.imgur.com/b5Pstfg.png)
Uses a new damagedef
of spasm to inflict incredible
pain hopefully downing
a target before killing them.
   Uses a new damagedef
of spasm to inflict incredible
pain hopefully downing
a target before killing them.
   stuns targets in place.   stuns targets in place.

A new tier of weapons above the classic vanilla ballistics that im terming "advanced ballistics", The art for these is derived from the indie game Xenonauts, these weapons can jam based on quality:




BallisticPistol   BallisticCarbine   BallisticRifle   BallisticScattergun   BallisticShotgun   BallisticPrecisionRifle
(http://i.imgur.com/NaQsCk7.png)   (http://i.imgur.com/NDcl78p.png)   (http://i.imgur.com/VAXZTUE.png)   (http://i.imgur.com/2Sx5TbM.png)   (http://i.imgur.com/0t2wzGv.png)   (http://i.imgur.com/SDFB9h1.png)

also adds an improved grenade in this tier, the Incendiary Grenade (improved molotov):




IncendiaryGrenade
(http://i.imgur.com/AmtryB8.png)

the next tier of weapons is Laser, these weapons do pretty much the same damage as the untouched vanilla weapons, slightly less in some cases though, they also have a small chance to stun the target. Lasers do not Jam. The art for these is derived from the indie game Xenonauts. Massive credit to Rikiki for the projectile code without him these wouldnt exist.




LaserPistol   LaserCarbine   LaserRifle   LaserScattergun   LaserShotgun   LaserPrecisionRifle
(http://i.imgur.com/LF2TffA.png)   (http://i.imgur.com/AVzPhpT.png)   (http://i.imgur.com/5yEAIHy.png)   (http://i.imgur.com/h78G2Na.png)   (http://i.imgur.com/qjh1qnQ.png)   (http://i.imgur.com/rxHnh4C.png)

also adds an improved grenade in this tier, the Fusion Grenade (high damage, lower spread):




FusionGrenade
(http://i.imgur.com/Ogc7kBV.png)

The next tier is Charge weapons, these are based on the charge rifle from vanilla. Charge weapons do not jam.




ChargePistol   ChargeCarbine   ChargeRifle    ChargeScattergun   ChargeShotgun   ChargePrecisionRifle
(http://i.imgur.com/i07Zv0O.png)   (http://i.imgur.com/Dntguc8.png)   (http://i.imgur.com/5F1vrYb.png)   (http://i.imgur.com/N4eQQA8.png)   (http://i.imgur.com/4WObTr4.png)   (http://i.imgur.com/4YrYtQX.png)

also adds an improved grenade in this tier, the Charge Grenade (medium damage, higher spread):




ChargeGrenade
(http://i.imgur.com/ou9VLVn.png)

The next tier is Plasma weapons, these are high energy, very accurate weapons. Plasma weapons do not jam. The art for these is derived from the indie game Xenonauts.




PlasmaPistol   PlasmaCarbine   PlasmaRifle   PlasmaScattergun   PlasmaShotgun   PlasmaPrecisionRifle
(http://i.imgur.com/1Yxpmad.png)   (http://i.imgur.com/R1ONE7v.png)   (http://i.imgur.com/dm1iJlZ.png)   (http://i.imgur.com/fcrNpiU.png)   (http://i.imgur.com/YPA44qK.png)   (http://i.imgur.com/BpEAxAn.png)

This tier also has a minigun derivative:




PlasmaHeavy
(http://i.imgur.com/Y5WkyWo.png)

also adds an improved grenade in this tier, the Plasma Grenade (High damage, higher spread):




PlasmaGrenade
(http://i.imgur.com/z9WeHKk.png)

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

Floor/Terrain Changes

Download OmniFloors (http://www.mediafire.com/download/tacjb7zrw1wgcbo/OmniFloors.zip)

All terrain types are now buildable given the right resources are held.

(http://i.imgur.com/1AVEJPu.png)

All the stone based terrain needs the relevant stone blocks to build, water/mud can be built over with wooden platforms (and then have terrain placed over them) the dirt and water based terrain however needs a couple of extra things:





CompostBin   WaterWell
(http://i.imgur.com/1K0Yoyd.png)   (http://i.imgur.com/UPsEocv.png)
Food placed here will
rot faster than normal
and will turn into compost
when near to destroying
   The well needs to be
placed near a natural water
source and will allow
colonists to get buckets
of water, requires wood
for the buckets

(http://i.imgur.com/od7a1yy.png)

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

Lighting changes

Download OmniLighting (http://www.mediafire.com/download/gh3h8211w95x5ah/OmniLighting.zip)

All lighting (baring vanilla) comes with the ability to pick a colour, just tap the button at the bottom of the screen when youve got a light selected and you can cycle through the colours of the rainbow...literally...all 7 colours. Theres an OmniLamp (vanilla texture) a wall light, a ceiling light and a path light (this ones due to change in future I want it to be solar but itll still be multicoloured).

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

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

Power changes

Download OmniPower (http://www.mediafire.com/download/0e6a8oma18as4p6/OmniPower.zip)

Some significant changes to power generation happen in this pack, first off everything is stuff based, the material you build your power buildings from will effect its stats. The order is usually: (from worst to best) Steel > Silver > Gold > Uranium > Plasteel. Solar panels also have multiple size choices available.

Conduits

(http://i.imgur.com/4XxVAtH.png)

Material stuff effects HitPoints, Beauty and Flammability (uranium is not flammable)

Solar Panels

(http://i.imgur.com/52hopxg.png)

Material stuff effects amount of power produced, HitPoints, Beauty and Flammability (uranium is not flammable)

GeoThermal Generators

(http://i.imgur.com/fFk2i5i.png)

Material stuff effects amount of power produced, HitPoints, Beauty and Flammability (uranium is not flammable)

Wind Turbines

(http://i.imgur.com/s18kyyt.png)

Material stuff effects amount of power produced, HitPoints, Beauty and Flammability (uranium is not flammable)

Batteries

(http://i.imgur.com/33jXsAH.png)

Batteries arent made from stuff in the normal sense due to some limitations of changing stats and the stuff system and battery comps, so these are separate in the build list until that issue is resolved. Ive set each one to have a similar tier of stats to what they would receive if they were stuffed, so Uranium batteries arent top in efficiency or storage but are non flammable and dont start fires in the rain, gold and silver batteries have above 0 beauty and plasteel batteries have the best efficiency and storage.

MechanoidPowerCell

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

You receive these from butchering mechanoids at a machining table. They can be used to build:

PowerCell

(http://i.imgur.com/lAIBTx8.png)

Using plasteel and mechanoid power cells you can build a stable power source, it does however generate a lot of heat.

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

Extra storage

Download OmniStorage (http://www.mediafire.com/download/b1xzvmw2rpoksp5/OmniStorage.zip)

Adds storage buildings to store most resources.

(http://i.imgur.com/QQA3Edt.png)

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

Crafting changes

Download OmniCrafting (http://www.mediafire.com/download/7ou597ke72ko398/OmniCrafting.zip)

Makes some changes to crafting and progression, most things in the game are now craftable, synthread, hyperweave, medicine, glitterworld medicine, armour vests, powerarmour, all helmets, sand and sandbags (for sandbag walls). Stuff based recipes are a little confusing so let me know if some dont make sense in the UI. Cotton and Devilstrand plants now drop their natural resource and will need an extra step to create the cloth.

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

Defensive changes

Download OmniDefence (http://www.mediafire.com/download/pckzlowmn130c6v/OmniDefence.zip)

Adds shields, embrasures and explosives.





BlastingCharge   BoomRatBlastingCharge   ShellBlastingCharge   NuclearBlastingCharge   PersonalShieldMk2   Landmine   
(http://i.imgur.com/6sz9h2o.png)   (http://i.imgur.com/l5Gb1mI.png)   (http://i.imgur.com/aNcO7ZU.png)   (http://i.imgur.com/4epbTzg.png)   (http://i.imgur.com/uP0dN1r.png)   (http://i.imgur.com/F3xKp1x.png)
A simple blasting charge..   Seeing as these little critters explode into a ball of flames, makes sense to utilise this trait.   By strapping a shell to a blasting charge you have turned a mining tool into a weapon. Desperate times call for desperate measures.   Uranium + Bomb. You do the math.   A single-person energy shield device. Like its predecessor it will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. However it allows projectiles to pass from within itself using directional detection.   An explosive which explodes when stepped on. Arms after 30 seconds. Use with caution.

Also contains an improvised shield building, uses 2 personal shields (vanilla ones) to create a larger field, changes size based on how much energy it has.

(http://i.imgur.com/MF5kVmt.png)

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

Faction changes

Download OmniFactions (http://www.mediafire.com/download/qhr49xg8yae3h61/OmniFactions.zip)

Adds 1 new faction of outcasts, from the def:

A community of former big corporation employees. These people have lived here for decades or centuries, cast out from the large corporations that used to employ them for numerous reasons, they now band together in the rimworlds. They work with multiple levels of technologies due to potential new members bringing tech as barter to join the colonies. They are concerned with the practical matters of trade, trust, survival.

Basically another set of outlanders but they structure themselves like a company, so they have Human Resources, security guard, line managers...etc.

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

Medical changes

Download OmniMedical (http://www.mediafire.com/download/l2spz2imcwcv2h3/OmniMedical.zip)

OmniMedical adds the Auto Heal Casket it uses medial gel to automatically cure wounds and diseases (useful for single pawn starts). It also allows some extra medical procedures to fix some of the vanilla injuries (removable eyes, ears, nose, jaws, spine, pelvis etc..) moves badm back and frail to the spine so they can be fixed.

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

Event changes

Download OmniEvents (http://www.mediafire.com/download/a6dya3mmowrn5d4/OmniEvents.zip)

OmniEvents adds the meteors mod and the razorrain mod currently. Basically stuff falls from space giving you free stuff at the cost of potentially landing on your face.

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

Download as whole pack
http://www.mediafire.com/download/hsa87hmtue352b1/OmniPack1.3.zip (http://www.mediafire.com/download/hsa87hmtue352b1/OmniPack1.3.zip)

separate downloads (please ask if you want something split out)
http://www.mediafire.com/download/xspaovtmplu4914/ShapedCharge.zip
http://www.mediafire.com/download/c6sg7rpvzzed2b0/NonLethals.zip

Change log:

v1.0 - Initial release
v1.1 - Minor fixes and balance tweaks, Added dart board. Added PowerCell.
v1.2 - Fixes to the CryptoHeal Casket
v1.3 - Fixed bug in personal shield, added worktimes to some recipes.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: dareddevil7 on April 15, 2015, 03:21:21 PM
holy bleep yes skully
will use, need a new set of mods to supplement gameplay with anyways, you are awesome
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 16, 2015, 04:24:26 AM
Updated post with image of some weapons. Ill add more details as i find time.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: blaze7736 on April 16, 2015, 05:46:32 AM
your just keep bring out sexy mods so its good to see them in a sexy pack  ;)
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Stup-krou on April 16, 2015, 10:11:08 AM
You so sexy Skully, no rest for the wicked.
Very nice work !
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Ramsis on April 16, 2015, 11:20:17 AM
I want more than a picture of one thing if possible Skully. I'm not picking you mod on weapons so much as the everything else; gotta work on that catering skill brother ;)

Also I hope to see a lot of fun options out of you down the line.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 16, 2015, 12:02:52 PM
Im on it Ramsis. Hard to find the time to do all the updates and get the thread sorted. Im a dad of a 1.5 year old with another due in less than a month so you can imagine how busy I am....however expect ALL details on this thread by the end of the night ;)

Also keep in mind this is a modpack of all my old stuff plus some new. So most of the info can be found in my other threads.

And you mean "joy" right ;)
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: 123nick on April 16, 2015, 02:57:01 PM
those textures, they are from the game Xenonauts. im not sure if this is copyright infringing, but i dont care. also, does this mod change many vanila things? i want to use it with other mods but im afraid it might cause incompatibility or unbalanced. i do like the weapon tiers, however.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 16, 2015, 03:20:19 PM
Quote from: 123nick on April 16, 2015, 02:57:01 PM
those textures, they are from the game Xenonauts. im not sure if this is copyright infringing, but i dont care. also, does this mod change many vanila things? i want to use it with other mods but im afraid it might cause incompatibility or unbalanced. i do like the weapon tiers, however.

They are (I LOVE nauts and the job that rmory studios did on the weapons) but they are so heavily pixelated that i hardly doubt it would matter, if the devs see this and want me to remove it I will do so, if anything its free advertising, its not an excuse though so if Tynan or anyone feels offended or feels it is not in the spirit of things just say and that mod will go private for my own use.

In regards to your other question, it lowers the damage done by vanilla ballistic weapons, makes all power producer stuffed, so building a plasteel solar panel will yield more power production for example. Allows most of the "why cant i replace that body part???" to be gotten around, so if you wanna farm eyes and spines go for it. Synthread and hyperweave can be made by very skilled craftsmen with certain ingredients, but its a long nd costly process from end to end. Cotton and devilstrand dont produce the material they produce raw material to make the cloth from. Medicine is craftable again by skilled craftsmen and uses higher tier fabrics. Armour is craftable and is stuffed, low quality armour is not as good as the vanilla stuff, so youll need good craftsmen to get decent armour from making your own. Everything else is just flavour, i dont think theres anything else ive overidden.....
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 16, 2015, 04:56:04 PM
More pics added, I have more but no more time tonight...ive spotted some issues with the turetgun textures that ill fix when i can, they are currently huge lol!
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: dareddevil7 on April 16, 2015, 05:03:36 PM
could you add some variant of weapon crafting, but like require a complex set of items, like springs and grips and pins, like how you have complex recipes for items.

Also, are the trade drone pads just storage or do they do something?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 17, 2015, 09:47:48 AM
Ive been debating weapon crafting for a while....its not hard to implement really but it is hard to balance. I have something on paper that i think can work. I just need more time to work out the kinks...
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Stup-krou on April 17, 2015, 09:50:57 AM
I just have a question SKully, i wanted to know if the mending table also made it to A10 in your pack. I didnt see any mention of it.
Once again, very nice work Skully
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 17, 2015, 11:45:07 AM
Mending table wasnt my mod. This is only my mods currently. I use it as a base to give me the features i need (the stuff i build) then add mods to it. Im not currently at the adding phase as most mods havent updated yet.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: mcduff on April 17, 2015, 11:45:59 AM
I like the idea that you need guns to make turrets but I'm finding it problematic in the early game because you end up with only a couple of turrets available. Is there a way of making a basic "bow turret" style thing that you can craft from scratch without having to trade for?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 17, 2015, 11:47:55 AM
I could make a ballista type dealy that needs bows to make (which are craftable in vanilla). Would that suit?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: dareddevil7 on April 17, 2015, 12:30:58 PM
Quote from: skullywag on April 17, 2015, 11:47:55 AM
I could make a ballista type dealy that needs bows to make (which are craftable in vanilla). Would that suit?
like an auto-crossbow turret?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 17, 2015, 12:32:46 PM
Yeah why not. Gun turrets just work why cant ballistas...its not realistic but then again who cares if its fun.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: dareddevil7 on April 17, 2015, 01:54:48 PM
does the trade landing pad do anything, or is it just for show?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 17, 2015, 02:42:20 PM
Quote from: dareddevil7 on April 17, 2015, 01:54:48 PM
does the trade landing pad do anything, or is it just for show?

Theres a half finished mod so for now its for show but if i give you a file ships will land and takeoff from it and you can trade with them via right click. The issue is i want it to be particular trader (the omnicorp arsenal trader) but he still turns up in the normal rotation which i dont want. So until i figure that bit out yeah its for show.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: dareddevil7 on April 17, 2015, 02:45:30 PM
Quote from: skullywag on April 17, 2015, 02:42:20 PM
Quote from: dareddevil7 on April 17, 2015, 01:54:48 PM
does the trade landing pad do anything, or is it just for show?

Theres a half finished mod so for now its for show but if i give you a file ships will land and takeoff from it and you can trade with them via right click. The issue is i want it to be particular trader (the omnicorp arsenal trader) but he still turns up in the normal rotation which i dont want. So until i figure that bit out yeah its for show.
That sounds awesome in of itself
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: mcduff on April 17, 2015, 06:17:31 PM
Quote from: skullywag on April 17, 2015, 11:47:55 AM
I could make a ballista type dealy that needs bows to make (which are craftable in vanilla). Would that suit?
That makes a huge amount of sense! Otherwise you're left with hardly any turrets until you have enough silver to buy more guns.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: mcduff on April 17, 2015, 06:22:55 PM
Also, while I'm here being all demanding and stuff.

The clothes containers don't seem to work with the outfit options in A10 - I can't get my colonists to auto change their clothes. It's also a real drag to have to set them all to >50% damage, normal and above etc. Some kind of copy-paste deal would be lovely if it's doable!
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 17, 2015, 06:53:59 PM
ooh havent looked into that bit yet, will look into it.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 18, 2015, 12:24:25 PM
Updated to fix the texture size issue for turrets, also fixed a couple of issues regarding deconstructing turrets and shields, you shouldnt get materials back due to normal versions of weapons/shields being returned even though you made it out of awful stuff (this is a limitation of adding quality based stuff to the game), so ive disabled that. Part of the jury rigging means it cannot be salvaged. :)

edit - another quick update, changed flamethrower texture and turret texture, realised i hadnt set shotguns above ballistic to fire multiple shots, they now do :)
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 18, 2015, 02:30:55 PM
Ahhh finding so many things....new update, removed all armoured shield variants and added one shoot out shield, personal shields are now accessories so can be worn with armour in a10. Without doing this you could wear 2 shields.....which was epic mind you! :D
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: RandomAcronym on April 18, 2015, 08:32:59 PM
QuoteA set of non lethal weapons [...] hopefully downing a target before killing them.
See, that's why thy call 'em "less lethal weapons (https://en.wikipedia.org/wiki/Less-lethal_weapon)" now 8)
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 19, 2015, 03:16:14 AM
true i should follow the convention for naming as in real life, ill change the post to reflect that.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: NephilimNexus on April 19, 2015, 06:18:30 AM
Now we just need raider bands converted into Sectoids and Mutons!   ;D

(But not Chryssalids, because OMFG no no no)
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: guedez on April 19, 2015, 08:01:25 AM
What is stopping me in this mod, to just make the highest tier of weapons in the get go? are there more high tier materials, or just research? It is a very high level of research right? It would seem trivial to get them if you plan ahead using EdB Prepare Carefully.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 19, 2015, 09:35:55 AM
Make? you cant make guns, they are set to spacer so until you get to that level of raids youll need to buy em from the omnicorp arsenal trader and they aint cheap and it doesnt carry lots of them.

Ive set ballistics to midworld along with a couple of the lower of the higher tier weapons (charge pistol, laser pistol as an example) lasers, charge and plasma are all spacer level.

Prepare carefully is open to anything from the get go but thats up to you the player to manage and set your own challenge.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Latta on April 19, 2015, 10:46:34 AM
Wow, full of interesting mods. Especially that compost bin. I'll probably abandon my Soiling mod now. lol
Also those Xenonauts weapons looks great. I didn't play it yet so can't know about balances, but in graphics, yes. Do Xenonauts-graphic weapons have custom sounds, like from Xenonauts? Or do they use altered sounds of vanilla?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 19, 2015, 11:54:04 AM
I grabbed some sounds from freesound.org credits are in the sounds folder, only 1 for each lasers, adv ballistics and plasma (ill be changing the pitch of these to differentiate between the weapons though) also theres a new "equip" sound for energy weapons from the same source.

Balance is most likely way off, but until i get feedback im not gonna try any balancing.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 19, 2015, 07:10:15 PM
Spotted an issue with Crafting skill not set on some recipes so no xp being earned where it should be, will upload a fix tomorrow, too late now...

Also incoming with that update will be the mechanoid power cell stuff (as per the OP).

Will Also contain a tweaked composter to handle corpses better.

Some tweaks to weapons projectiles being wrong (ballistic shotgun for one).

Think thats it...
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: sidfu on April 19, 2015, 09:34:59 PM
imo u should make it modular to keep it compatiable with more mods.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 20, 2015, 03:06:16 AM
Im only goimg to be releasing these mods as seperate mods if people request it. Its too much to manage and its this or I stop modding. I have very little time currently. I basically mod on the train to work and thats about it so with 10+ mods and their threads to keep updated it was getting impossible. If theres a particular mod you are after let me know and ill throw a release up of it seperated.

However I may restructure the mod to make it easier to pull bits out. Its a bit messy currently But im still in the sort it out phase.

I suppose "Modpack" is a bit of a misnomer here....ill address this as I can.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 20, 2015, 03:27:43 AM
Updated with the above (3 posts up) changes.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: TrashMan on April 20, 2015, 04:09:33 AM
Uranium table....golden solar pannels...

Why?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 20, 2015, 04:13:00 AM
Why not? I like choice.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: mcduff on April 20, 2015, 05:24:22 AM
Modularity would be great, but if separate releases are too much I'd rather you kept modding. I like your mods!
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 20, 2015, 06:05:32 AM
Are people wanting modularity in terms of the mods or the functionality. I.e. do you want multiple mods (10+) showing up in the modlist or would an obvious modular fike structure in 1 mod suffice? Im guessing its the former.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kasdar on April 20, 2015, 06:11:06 AM
Quote from: skullywag on April 20, 2015, 06:05:32 AM
Are people wanting modularity in terms of the mods or the functionality. I.e. do you want multiple mods (10+) showing up in the modlist or would an obvious modular fike structure in 1 mod suffice? Im guessing its the former.

I always enjoy modularity, and having them separated in the modlist is better.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: mcduff on April 20, 2015, 06:11:22 AM
The former for easiness. I'm OK with editing XML files but it would be nicer to have it easy to pick and choose which bits I want.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 20, 2015, 06:13:01 AM
Annoyingly it was like this but I was starting to have cross dependancies on functionality between the mods. A core mod wouldnt work really cuz you wouldnt need it in some situations.....ill have a think.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Latta on April 20, 2015, 07:47:50 AM
Big few packages would be handy e.g weapons pack, power pack, floor pack...
But maybe I'll edit myself as you said you are busy.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 20, 2015, 07:53:10 AM
Ive just come to the same conlusion, the defs arent so bad its the source dll code and batching that up that gets confusing, but if i just match the def structure somewhat for the dll stuff I should get something workable. I can then handle the "could I have [insert mod here] as a separate download" requests individually. Im still debating if its worth keepin the other threads updated if I do that, it fits the mod forum rules better if they arent all spread out and it IS easier for me.....decisions....hmmm

Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Latta on April 20, 2015, 08:40:58 AM
You can just change MODPACK to MODLIST and put all in this thread :D
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: MightyGooga on April 20, 2015, 11:53:47 AM
Hey, like the mod! But dont like the concept of not beeing able to build vanilla turrets. Can you fix that?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 20, 2015, 12:04:16 PM
Open building_security and rename the omniturret def from improvisedTurret to something else im basically overwriting the defname so using another will free up the vanilla one to do what it needs to. So to be clear find the omniturret and change the "defname" to anything.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: daveboy2000 on April 20, 2015, 12:43:51 PM
Say, is it possible we can download bits seperately again like in A9? I like some parts (nonlethal weapons for example), but not others, so it'd be a great convenience.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 20, 2015, 12:51:30 PM
Yep im gonna split the more popular bits out into individual dls, i know things like the less lethals amd the shaped charges are popular so theyll be first. Keep an eye out tonight. Ill be active from after 7.30 (when the little one goes to bed ;) ) itll be up around then.

Ill probably put the download links at the bottom of the relevant section...have to find a new colour :p
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: daveboy2000 on April 20, 2015, 02:07:21 PM
Thanks!
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Elixiar on April 20, 2015, 04:28:51 PM
So is there anyway I can just activate the weapons for instance?

Its a cool assortment of mods but I am a fairly 'lite' person when it comes to mods, I only like small changes. So is there a way to say use only the awesome guns? ;D

I also know a big fat 0 when it comes to doing things myself so trying would be futile.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 20, 2015, 04:38:09 PM
bare with me..im on it, splitting the mods up into sensible blocks at the moment...
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: DanRowan on April 20, 2015, 06:35:25 PM
What I would give to be able to use this mod with superior crafting!
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 20, 2015, 06:37:26 PM
Ok that took a while, ive split this up into what I think is a sensible set of submods, the OP still has the link to all of it if you want it. Ive also added shaped charges and nonlethals as separate downloads. Ima go sleep now....Let me know if i messed anything up....its possible I have, it was very confusing.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: BiggyLew on April 20, 2015, 07:06:47 PM
Hi Skully, loving the pack so far.

Just having one issue. I see that Personal Shields are able to be crafted at the tailor's workbench but I'm unable to craft them. I have a colonist with 15 crafting, as well as quite a lot of plasteel, silver, steel and gold available.

Is this a known issue?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 20, 2015, 07:11:48 PM
yeah the recipes are a little dodgy due to the stuff system, hard to work out recipes currently.  The recipe for these is:

<costStuffCount>150</costStuffCount>
<stuffCategories>
  <li>Metallic</li>
</stuffCategories>
<costList>
  <Uranium>20</Uranium>
  <Gold>20</Gold>
</costList>

so Uranium is what you are missing. Not sure how to deal with recipes like this I could just hard code all the values and have no "stuff" parts....ill have a think.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Zapp Brannigan on April 22, 2015, 10:56:02 AM
Love the idea behind a lot of these mods, however there are a few that I have no idea what they do. OmniFactions, OmniMedical, OmniEvents, what are they and what do they change/effect? Obvious answer is that they effect Factions, Medical, and Events, but in what way and how drastically? I'm hesitant to add them in the event that I don't like them and am forced to start yet another colony because of a incompatible or disliked mod.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: daveboy2000 on April 22, 2015, 11:37:14 AM
Hey, is there a way to download the turret mod seperately, or?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 22, 2015, 12:27:23 PM
Still building the thread when i get time (im v busy) ill see if i can get some basic info up for now....later.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Polok432 on April 22, 2015, 12:33:28 PM
Will raiders use all this guns?.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: FantasySys on April 22, 2015, 12:45:25 PM
can you please split out the railgun
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 22, 2015, 03:56:08 PM
Been out on a work night out. Rather drunk but yes to everytbimg you guys said...ill do it all....after sleep....amd pizza....must fond piza....omnomnomnom...zzzzz

And yes medixine is right ive fixed it locallaly...ill update in the mornong...if im alive
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 22, 2015, 04:02:38 PM
I do like the sound of the laser not being as potent but being accurate as balls. I may well change it...holy crap no typos....
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kolljak on April 22, 2015, 04:52:36 PM
ok so im running across a strange bug... all the animals i shoot turn rotten instantly. and im only using this pack. also fires wouldnt die in rain but i fixed that myself.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: harpo99999 on April 22, 2015, 07:53:35 PM
kolljak, it might help skullywag if you can indicate the time of year(temperature outside assuming that is where the animal was shot), biome, WEAPON that killed the animal
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kolljak on April 22, 2015, 08:49:23 PM
Its all the time i fixed the rotting instantly problem it was just modload order do to me using anime hair and other mods but the endless fire is definatly part of it. here is what goes on. Start of the game not even first winter Meteor hits the ground ... fire spreads it does rain but it cant fight the fire and it just spreads and spreads atm on my new game 50% of the map is barren while the rest is slowly burning its way twards my home. and i only have 2 fire fighters so it looks like end game for me. but it seems the fire is either more resilliant or spreading faster then the rain can kill it "or rain isnt lasting long enough to fight it as it should"
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kolljak on April 22, 2015, 08:54:01 PM
Here i got a screenshot of the fire that rain can beat.

(http://i.imgur.com/GT6s9aQ.png)
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: FantasySys on April 22, 2015, 09:15:12 PM
i got a bug when i shoot someone with the railgun they dont die and the game starts bugging
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: StorymasterQ on April 22, 2015, 11:15:40 PM
Quote from: Kolljak on April 22, 2015, 08:54:01 PM
Here i got a screenshot of the fire that rain can beat.

(http://i.imgur.com/GT6s9aQ.png)
That looks like Australia for some reason.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 23, 2015, 03:08:05 AM
The railgun thing ill test and fix if its broken.

Fire was messed up in a previous version (10c i think) but has been fix in the the latest have you moved to the newest version of Rimworld. I will test this myself though to be sure.

The insta rot thing ive had before but it seemed to fix itself. Ill look into this but the only thing that has anything to do with rotting is the composter, did you have one built?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 23, 2015, 03:37:42 AM
Ok found the railgun issue.

Ive made a tweak to the composter that I hope might address that issue.

Fire im sure is a core issue.

Ill have an update up soonish, hopefully.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kolljak on April 23, 2015, 09:11:12 AM
Thanks the fire was concerning me greatly glad to hear it wasnt part of a mod ...been swaping stuff off and on trying to get rid of it for hours.. welp

im running Alpha 10f the latest. ill redownload and try agian.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Der Failer on April 23, 2015, 10:10:59 AM
I just found that the separate download for the ShapedCharge is missing its research.

Edit:
I also have two problems with the floors mod. The first is that the recipe for sand is missing. The second is that i would like to use water in my defensive, but i've landed in a temperate forest and thous don't seem to generate with water, so i don't have any access to water.
As a solution i would recommend to implement some sort of pier to get water in maps which generate with water and for thous without water have the well. IMHO having the well require water near by doesn't makes that much sense, since they actually allow access to groundwater.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kolljak on April 23, 2015, 11:42:15 AM
Yep the fire was wrong download that is fixed so no issues atm tho i am also noticing the Missing Shaped charge research in the Segmented Downloads. [not the whole pack download]
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 23, 2015, 12:06:22 PM
Thanks guys. I knew something would get missed, surprised there wasnt more. Ill upload fixes when i get home tonight. Ill also look into the well. I might just allow it to be built anywhere but take a while to build, possibly even dry up....ehh ill think about it. I was trying to make you have to travel to or build near a water source...
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: VictorD4444 on April 23, 2015, 01:15:07 PM
Nice one skully! but instead of replacing improvised turrets, you should make a separate turret for housing weaponry, because at the start of the game it becomes really difficult to make effective turrets without spending so much money that your colony dies anyways.  :P
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 23, 2015, 02:45:55 PM
ok updates going up for everything, shapedcharge research fixed in standalone dl.

Floor sand recipe added.

Railgun fixed.

Plus some tweaks to things, nothing major.

Will also put together a non turret replacement version.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kolljak on April 23, 2015, 05:59:40 PM
For me the standalone packs the Well doesnt work it wont load the bill to make water.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Adamiks on April 23, 2015, 06:30:53 PM
Me too. I can't get water.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 23, 2015, 06:33:05 PM
Good spot, missing the recipe, redownload ive fixed it. Apologies.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kolljak on April 23, 2015, 06:37:09 PM
Well i just found this one on the old build noticed no one mentioned it.

While im at it i also noticed in an old build you cant build over water? deep or shallow? is this fixed?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 23, 2015, 06:43:28 PM
you need to use the supported wood floor first then you can build whatever over that, is that not working?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Calico on April 24, 2015, 02:37:14 AM
Sooo, the CompostBin destroyed my colony... never thought i'd say that. :D

Using the very latest version of Rimworld, with this Modpack only. The Bin started to make every deer and squirrel corpse rotten instantly after killing them, not only those placed in the bin. As far as i can tell, it worked as it supposed to work only for the first couple of days. Muffalos have not been affected, which prolonged the demise of my colony a bit during a harsh winter.

Removing the bin didn't help, neither did deactivating the floors part of the modpack (after loading the save, screen turned black with a about a ton of bug-events).
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 24, 2015, 02:45:27 AM
Im not sure whats causing this....it seems to stop happening after reloading a save for me, will do some work on it today.

Edit- had you composted a corpse and are other things that you have composted in the past doing the same thing and are plants you havent composted not doing it....i have a theory....hopefully an easy fix.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 24, 2015, 03:18:25 AM
reuploaded, removedmessing with the rottable comps for now, only lowers hitpoints, still works just not as nice. ill tweak the speed later as itll now be too fast.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Latta on April 24, 2015, 07:31:49 AM
A quick balance table for Ballistics, and my tiny opinion.

Attachment 1 is for ballistic rifle and carbine. BRifle is a bit stronger than usual. Suggestion: Make its damage to 8 maybe?
Attachment 2 is for ballistic scatter and shotgun. BShotgun is OP at all, being exactly doubled pump shotgun. It's even stronger than BScatter. Suggestion: Damage to 7, cooldown to 1, short range accuracy to 0.85. Mid and long range shouldn't be in count as they don't affect shotguns.

Also, BShotgun's projectile looks a bit slow.


[attachment deleted due to age]
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 24, 2015, 07:35:18 AM
Love you Latta, I was kind of secretly hoping youd do this :). I just dont have time to balance this kind of thing (dont think ive played in weeks now), will deffo take this onboard and make some changes.

Also are you sure that mid and long ranges are based on cell distance and not as a scale on the range of the weapon.....it would make sense for it to be the former but ive never really looked into it.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Latta on April 24, 2015, 07:37:22 AM
Thank you :D Maybe you can apply these to another tiers while adjusting ballistics.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 24, 2015, 07:39:06 AM
Yeah will do, also whats up with Bcarbines accuracy....that should be better than a rifle at shorter ranges....man ive got some work to do.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kolljak on April 24, 2015, 09:22:30 AM
Quote from: skullywag on April 23, 2015, 06:43:28 PM
you need to use the supported wood floor first then you can build whatever over that, is that not working?

Thanks no i was wondering how to do it. i went into my game one time and turned all my water into sand :D

Dont by adding [/light/] code under the def for water loading and it turns to sand then saving and removing to make sand perm. :D dont do it altering the files is dangerous.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 24, 2015, 12:27:27 PM
Latta you got a copy of your spreadsheet lying about i can use? Just saves me making my own, would make a good sanity checker before i release.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: tresflores on April 24, 2015, 08:05:34 PM
HEY I WAS WONDERING ABOUT THE OMNIFACTINS THERE'S A DOWNLOAD LINK FOR IT BUT NO DESCRIPTION I WAS WONDERING WHAT IT DOES BEFORE I INSTALL IT
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Latta on April 24, 2015, 09:24:17 PM
Quote from: skullywag on April 24, 2015, 12:27:27 PM
Latta you got a copy of your spreadsheet lying about i can use? Just saves me making my own, would make a good sanity checker before i release.

Surely, but please expect a few hours. Check out tomorrow(forum time) maybe.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kolljak on April 24, 2015, 11:14:36 PM
Found a strange bug in the Standalone for blast charges.

Bug

When placing a Blast Charge let it be built then w/o blowing it up sell it and if it was placed under a rock hewn roof or in a cave it will sometimes [75% chance] auto remove roof w/o having to be blown up.w

Also

Standalone Compost Bin is bugged still

any item registered and or thrown into it has its type.def or watever corrupted i threw food into it  now all my harvested food automaticly reads as [rotten] on harvest if i throw an animal in it all animals i shoot instantly are rotten. same as human bodies but their what i usualy use so no loss there. Mechanoid thrown it do not rot and lock up the bin only way to fix is to deconstruct the bin

My recommendation for a fix is to turn in into a workbench type construction even tho the decaying into and item is cool it seems to be a bit buggy.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: «Temple» on April 25, 2015, 04:56:07 AM
What tool do you use to edit the DLLs?
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 25, 2015, 07:32:47 AM
Kolljak, good spot how no one has seen that shaped charge bug before ill never know!, ive added a check for the destroy mode so it wont change the roof on deconstruct only on detonate now. Redownload either its fixed in both the stand alone and the floors mod.

Im working on the compost bin now.

Hunter - I use Visual Studio. You wont be able to "edit" them but you could decompile them and roll your own.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 25, 2015, 08:14:45 AM
Ok compost bin now works properly. Ive had no issues with rotting anymore. Also fixed a bug where mechanoid corpses could be composted.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Latta on April 25, 2015, 09:27:35 AM
Hey, :D
Here is what you wanted: the spreadsheet. I also included my RimEffect weapons, I'm too lazy to remove them...

But it has a slicer! (Only works at MS Excel) Just turn RE weapons off.

What you need to type in: Name, DMG, WU, CD, Brst Cnt, Brst CD, Range(For reference only) and MARKET(For reference only). Default sorting is by MARKET, as it fits the most.

[attachment deleted due to age]
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kolljak on April 25, 2015, 10:09:23 AM
Quote from: skullywag on April 25, 2015, 07:32:47 AM
Kolljak, good spot how no one has seen that shaped charge bug before ill never know!, ive added a check for the destroy mode so it wont change the roof on deconstruct only on detonate now. Redownload either its fixed in both the stand alone and the floors mod.

Im working on the compost bin now.

Hunter - I use Visual Studio. You wont be able to "edit" them but you could decompile them and roll your own.

Well im running the standalones and i just noticed it in a cave. was trynig to blast holes in the roof for a Indoor Loading dock to ship stuff off then desided i didnt want it there near my Power supply. so i was gona move it. in selling the bombs i noticed the roof disapeared. but then turned to metal roofing.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: Kolljak on April 25, 2015, 10:10:50 AM
Skully what standalone should i replace to get the new compost bin.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 25, 2015, 10:15:33 AM
omnifloors.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: crusader2010 on April 25, 2015, 12:43:55 PM
Hello. Could you please add a separate mod to your pack in which to add automatic firing turrets? From early game to late game ones (you could even keep the improvised turret since it's enough at the start). There's quite a large need for sniper turrets for example, especially when invaders fire bows from further away than most weapons (LOL!).

I did try some of your mods, but they replace everything, and in the early game this becomes a problem. I'm also not sure about compatibility with other mods like Rimfire and such (that add new weapons). I really couldn't find any compatible mod for turrets for alpha 10, but your additions are the best i've seen.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: skullywag on April 25, 2015, 02:29:55 PM
The turrets in my stuff use the weapons the colonists do, they still fire automatically. Just need you to have a weapon in stock to build, I dont like free guns like the vanilla turret.

Which mods are a problem for early game in particular? I havent really got to the balance and progression yet but im willing to take feedback to that end.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: ArcticWolfy on April 25, 2015, 03:26:59 PM
I really wish the storage could store more then a stack per stack.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: skullywag on April 25, 2015, 03:52:13 PM
me to but its a flaw in the vanilla game that no modder has come up with a good way of solving.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: Kolljak on April 25, 2015, 04:07:00 PM
You can get around it using a similar system to Misc mod and have Shelves like the nano storage.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: Aarkreinsil on April 25, 2015, 05:19:28 PM
I love the concept of power stuff that gives off heat and has to be cooled. Maybe you could build upon that somehow.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: PastaCrusade on April 25, 2015, 06:14:46 PM
The autoheal casket is bugged.  While powered and with the medical gel synthesizer stocked it still says there is not enough medical gel.  There is also a debug error saying "Failed to find Verse.ThingDef named Medical Gel Synth.  There are 535 defs loaded."  I've tested it with only the core and medical mod active.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: skullywag on April 26, 2015, 04:54:32 AM
Good spot, I renamed the def for the "Med gel msynth" and forgot to do so in the dll, all fixed now.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: axenn on April 26, 2015, 05:24:47 AM
Hi, i tested your mod today. Omni floor has replaced all the water by sand. Omniweapons, replace improvised turret existing by a bugged model that you can't control, i'm not even sure that can fire again.

Thanks for your work.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: Varg on April 26, 2015, 05:51:38 AM
Looking great but... It seems I'm missing some descriptions here. Could you tell me what are/what they do/what they add/whatever the following mods; "OmniFactions", "OmniMedical" and "OmniEvents"?
I have failed to find any information on these mods.
Help me out a little, will you? :)
Thank you!
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: skullywag on April 26, 2015, 06:30:01 AM
Sorry still slowly building the thread.

OmniFactions curently adds 1 new faction of outcasts, from the def:

A community of former big corporation employees. These people have lived here for decades or centuries, cast out from the large corporations that used to employ them for numerous reasons, they now band together in the rimworlds. They work with multiple levels of technologies due to potential new members bringing tech as barter to join the colonies. They are concerned with the practical matters of trade, trust, survival.

Basically another set of outlanders but they structure themselves like a company, so they have Human Resources, security guard, line managers...etc.

OmniMedical adds the Auto Heal Casket it uses medial gel to automatically cure wounds and diseases (useful for single pawn starts). It also allows some extra medical procedures to fix some of the vanilla injuries (removable eyes, ears, nose, jaws, spine, pelvis etc..) moves badm back and frail to the spine so they can be fixed.

OmniEvents adds the meteors mod and the razorrain mod currently. Basically stuff falls from space giving you free stuff at the cost of potentially landing on your face.

Hope that helps.

Ive added the above the OP, ive also run out of space in the OP.  :(
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: Zapp Brannigan on April 26, 2015, 07:29:40 AM
Quote from: skullywag on April 26, 2015, 06:30:01 AM
Sorry still slowly building the thread.

OmniFactions curently adds 1 new faction of outcasts, from the def:

A community of former big corporation employees. These people have lived here for decades or centuries, cast out from the large corporations that used to employ them for numerous reasons, they now band together in the rimworlds. They work with multiple levels of technologies due to potential new members bringing tech as barter to join the colonies. They are concerned with the practical matters of trade, trust, survival.

Basically another set of outlanders but they structure themselves like a company, so they have Human Resources, security guard, line managers...etc.

OmniMedical adds the Auto Heal Casket it uses medial gel to automatically cure wounds and diseases (useful for single pawn starts). It also allows some extra medical procedures to fix some of the vanilla injuries (removable eyes, ears, nose, jaws, spine, pelvis etc..) moves badm back and frail to the spine so they can be fixed.

OmniEvents adds the meteors mod and the razorrain mod currently. Basically stuff falls from space giving you free stuff at the cost of potentially landing on your face.

Hope that helps.

Ive added the above the OP, ive also run out of space in the OP.  :(

Hey thanks for the response, it's very helpful to know what the mods do :D. I was wondering if you are planning in the future to add a way to research and craft the weapons you have added. I know there are plenty of weapon crafting mods out there, but they seem to only craft vanilla weapons or weapons for the mod they are packaged with.

I also think that the cool down/charge up time for the stun gun is WAY too high. I like that it is short range, but then my colonist stands in front of the person for 10s and gets shot a half dozen times before firing and missing (low shooting skill) >_<
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: skullywag on April 26, 2015, 08:49:33 AM
ooh thanks for reminding me about the stungun...i changed the way it works but forgot to lower the timings.

As i stated above im thinking if theres a way i can add weapon crafting without making it unbalanced. The issue is obviously that raiders bring you a never ending stream of them so is there really any point. Ive got a plan though...im just still planning it.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: skullywag on April 26, 2015, 10:34:04 AM
Would it bug people the storage buildings were able to store more but it wouldnt hold the same amount in both cells, so very much like Mech Def 2 DSU. Ive got it working but its bugging me that for example the fabric hamper holds 150 in the left slot and only 75 in the right...as one is the input slot and one is the output.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: Varg on April 26, 2015, 01:33:24 PM
Quote from: skullywag on April 26, 2015, 06:30:01 AM
Sorry still slowly building the thread.

.
.
.

Ive added the above the OP, ive also run out of space in the OP.  :(
Oh, I see.
Yes, it does help, thank you!
Sounds great too.

About your space problem... The last thing you can (and possibly want to...) do is to actually strip out the mods and make new posts for them individually, with links directing to one-another at the bottom, or something like that. :)
But yeah, that'd be even more work.
So...

Thank you for the great work! ^^
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: skullywag on April 26, 2015, 01:45:40 PM
That was the whole reason for having 1 thread....

Forums just suck for modders. Ill make it work though.
Title: Re: [MODPACK] (Alpha10) Skullywags Pack
Post by: crusader2010 on April 26, 2015, 05:04:29 PM
Quote from: skullywag on April 25, 2015, 02:29:55 PM
The turrets in my stuff use the weapons the colonists do, they still fire automatically. Just need you to have a weapon in stock to build, I dont like free guns like the vanilla turret.

Which mods are a problem for early game in particular? I havent really got to the balance and progression yet but im willing to take feedback to that end.

The need for a (free) weapon at the start makes things a bit dangerous and cumbersome. I think that's why that improvised turret exists. I haven't tried your weapon mod because of this reason. Also, I hope you can't mount bows and pistols  ;D  Basically i'm asking for an automatic way to defend my colony at the beginning (without having to take away weapons from my colonists and without needing to research something). It doesn't matter how weak it is, as long as it provides some decent damage it should be fine. It could even be upgraded later on to other turret types (i.e. replaced withing the Security UI by newer versions). Thank you!

Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: Kolljak on April 27, 2015, 12:58:32 PM
I had a recent thing happen idk if its a bug or what but i kinda like the idea. i have a bean bag shotgun with the title [Gray Revenge] that is apparently Art. and Engraved with the releaf of large amount of hipnotists surrounding a man while torture devices are in the background in a ring of seaguls.... i love the fact the gun has art on it but i was wondering is this a bug or built in and if so HOW i would love to throw this idea to the project armoury guys.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: skullywag on April 27, 2015, 02:19:43 PM
it happens rarely on spawned weapons, vanilla behaviour. Cool isnt it. :)
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.1
Post by: Zapp Brannigan on April 28, 2015, 07:48:16 AM
I edited the Bean Bag gun and Stungun on my side. I increased the range of the Beanbag to 20 and decreased the range of the Stungun to 15, and decreased the warmup to the same as the Beanbag (600 ticks to 100 ticks). I am still doing more testing but the shorter range seems to balance the shorter warmup nicely, making it a useful but still risky weapon. I am wondering if an even shorter Warmup but longer Cooldown would be better, meaning that when a colonist has a target he takes a very short time to aim and fire, but longer to reload (realistic if you have ever used a stungun before).

*EDIT* Works well with a low warmup (0.8s) and higher cooldown (2s). My colonists generally get one shot off quickly, either hitting and then I send to capture, or miss and I have them back off to reload.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: skullywag on April 29, 2015, 03:22:28 AM
Thanks Zapp ive been meaning to do somethimg similar but just havent found time. I will update with your stats and see what people think.  Hopefully ill get something done by this weekend.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: mcduff on April 29, 2015, 03:38:16 AM
Have you had any ideas on constructable turrets for early game yet?
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Zapp Brannigan on April 29, 2015, 04:07:26 AM
Quote from: skullywag on April 29, 2015, 03:22:28 AM
Thanks Zapp ive been meaning to do somethimg similar but just havent found time. I will update with your stats and see what people think.  Hopefully ill get something done by this weekend.

I have uploaded the .xml file for you here:
https://www.dropbox.com/s/gryemyzo51vhwe9/Weapons_GunsExtra.xml?dl=0
I'm very happy to help, awesome mod and would love to see it keep growing :D

*EDIT* If anyone wants to use the file, simply replace Weapons_GunsExtra.xml found in (rimworld location)/Mods/OmniWeapons/Defs/ThingDefs/Weapons/
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Zapp Brannigan on April 29, 2015, 05:27:48 AM
Just noticed something with the stungun and taser. I had a prisoner have a mental break and went berserk. Naturally I sent in 2 colonists, 1 with a beanbag gun and the other with a stungun. I'm not sure if it was a bug or intended feature, but the prisoner shrugged off two hits from the stungun and finally went down on the third. Normally when I get raided it takes 1 hit from the stungun to incapacitate. If this is an intended feature, it's an awesome one. I like the fact that a person can be so mad, so broken that they disregard pain in favor of attacking. If this is a bug however, it would be awesome to try and isolate it and incorporate it into the stun/spasm damage type (that way it won't be accidentally "fixed").

I was also wondering if there is anyway to add 2 damage types to a weapon, I ask because it would be awesome to add the bruising as an injury to the beanbag gun. I mean shoot someone with a beanbag and something is bound to break/bruise.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: skullywag on April 29, 2015, 07:17:46 AM
Spasm (the damage def it uses) does 30 pain damage so im guessing theres a pain threshold somewhere....?

I can add as many damagedefs as I want but only via dll, you can only do 1 I believe via xml. Worth adding though so ill ad it to the list. These are LESS lethal weapons afterall ;)
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Zapp Brannigan on April 29, 2015, 10:05:38 AM
Quote from: skullywag on April 29, 2015, 07:17:46 AM
Spasm (the damage def it uses) does 30 pain damage so im guessing theres a pain threshold somewhere....?

I can add as many damagedefs as I want but only via dll, you can only do 1 I believe via xml. Worth adding though so ill ad it to the list. These are LESS lethal weapons afterall ;)

Haha true true, I should point out that the taser makes for an excellent hunting weapon now. 1 shot to incap and another 1-2 shots (usually, sometimes up to 10) for a kill on some alpha beavers I was testing on.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: skullywag on April 29, 2015, 12:26:42 PM
Haha I would never have thought to use it for hunting but it makes perfect sense. Way less chance of accidental deaths as well....
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Zapp Brannigan on April 30, 2015, 07:42:02 AM
I was bored at work and decided to type out a research def for ballistic weapons. The def itself seems fine, but I cant seem to get it to work in game (simply does not show up in the research tab). I assume I would need to edit the OmniWeapons.dll to add it. However the program I am using (net reflector) to disassemble, either crashes or shows nothing for me to change (at least nothing straight forward). I can post the research defs if you would like me to at a later stage.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: skullywag on April 30, 2015, 07:54:22 AM
err no it should show up if you added a researchdef, but what exactly is it supposed to do? guns will apear o raiders unless you remove the gun tag and they arent currently craftable, not sure what youre trying to achieve, either way a proper formed research def should appear in the game whether it does anything or not, post it up.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Kolljak on April 30, 2015, 08:07:46 AM
Thats what hes doing omni making them craftable. or trynig to. he would need Recipiedefs and alter the crafting bench of choice's def alongside the ResearchDef. i beleive. then agian im as an expert of XML as a Toaster Repairman.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Zapp Brannigan on April 30, 2015, 08:49:16 AM
Yes I am attempting to make the weapons researchable for crafting at a later stage. I created a file called Research_Weapons_Ballistic.xml in a folder called ResearchProjectsDef inside the OmniWeapons folder. I have not done anything for crafting yet, simply wanted to test the research side first. Here is an example of the code for the pistol and its prerequisite:

   <ResearchProjectDef>
      <defName>Research_Weapons_Ballistic_Basic</defName>
      <label>Basic Ballistic Weaponry</label>
      <description>Teaches your colonists how to use basic machining techniques for ballistic weaponry.</description>
      <totalCost>1000</totalCost>
      <prerequisites>
      </prerequisites>
   </ResearchProjectDef>
   
   <ResearchProjectDef>
      <defName>Reasearch_Weapons_Ballistic_Pistol</defName>
      <label>Ballistic Pistols</label>
      <description>Allows you to produce standard military grade balistic pistols.</description>
      <totalCost>1000</totalCost>
      <prerequisites>
         <li>Research_Weapons_Ballistic_Basic</li>
      </prerequisites>
   </ResearchProjectDef>

What I want for the moment is for it to at least show up in the research menu, I can sort out crafting at a later stage.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Dave-In-Texas on April 30, 2015, 10:33:54 PM
Just starting out but so far I love it.

is rich soil supposed to be a freebie?   it has no cost and they do indeed make rich soil wherever you select, lol.

  I'm going to mod my copy to require a lot of compost :)


edit 1: lol.  turns out it was another mod that I didn't even notice was turned on.

edit 2: it was fun adding it in, 3 times as much compost to make.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: LittleGreenStone on May 01, 2015, 12:58:22 AM
Skully!
What are your thoughts on modular buildings? Tables, hydroponics, solar panels?
I find them most convenient myself, are you planning on bringing them into your mod, or keep it as it is?

...but more importantly, the end of your post has been cut off!
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Dave-In-Texas on May 01, 2015, 02:47:20 AM
Skully; 

Sometimes when i toggle power for one of the lights (ceiling and wall so far) it occasionally doesn't cease providing light.

In the case of the ceiling light it got very dim, the wall light stayed bright.

i don't know if it matters but the ceiling light was the only one i played with color cycling, the wall light too.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: skullywag on May 01, 2015, 03:11:32 AM
Ill look into the modular stuff but i like the 2x2 and 3x3 stuff and this can (in its easiest format) only be applied to single cell buildings.

Also the OP isnt finished i need to reshuffle it as ive run out of characaters so need to imageify some stuff to reduce the markup.

Ill look into the lighting issue there was a core bug where if a conduit was left nearby after removing a light it would stay until the conduit was removed. If anyone else can test this as well id be greatful.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: LittleGreenStone on May 01, 2015, 04:14:46 AM
Tested, though not thoroughly. Flipped the switch 20-30 times, it worked fine for me. o_o
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: skullywag on May 01, 2015, 08:41:19 AM
Oh and by core bug i mean it was fixed in latest alpha. Are you on 10f Dave?
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Dave-In-Texas on May 01, 2015, 01:00:47 PM
Quote from: skullywag on May 01, 2015, 08:41:19 AM
Oh and by core bug i mean it was fixed in latest alpha. Are you on 10f Dave?

yes I am, version 0.10.785 :)

(https://www.dropbox.com/s/i8a4bi8pirq0fjm/screenshot1.png?dl=0)

by the way, when i loaded the game the lights all defaulted back to white.

while the lights are white, no problems turning them on/off.

ceiling lamp, while powered off, cycling the colors turns the glow on, dimly.

wall lamp, cycling to say green,  toggle off, no change in lighting.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: skullywag on May 01, 2015, 01:07:05 PM
You on latest version of the mod?
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Rauminen on May 01, 2015, 03:40:59 PM
Hi Skully, nice work!

Quick question - mayb someone have tried this. I have a Superior Crafting colony going, but I love Xenonauts :) So I was thinking about adding in the weapons only. Will it work with an existing save? If not, do the weapons work with a new colony & SC?
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: skullywag on May 01, 2015, 04:13:07 PM
it should work with an existing save, just remember it will change the default guns to be weaker. I havent used superior crafting so dont know how it plays with this, take precautions and back up.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: LittleGreenStone on May 01, 2015, 11:01:05 PM
Skully, is it normal that for me,
the lazor precision rifle deals 30 damage,
plasma deals 18,
ballistic deals 42,
while the charge deals 12?
Warmup times and cooldown is the same for each.

Pistols:
laser 6,
plasma 18, (like all plasma weapons as I noticed)
ballistic 8,
charge 12?

I'm utterly confused, is it because of another mod, or did you come up with these numbers?
Also, it seems the values are in .dll too, not in the weapon defs. o_o
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: skullywag on May 02, 2015, 03:24:23 AM
That sounds wrong those arent the numbers in my defs...check.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Zapp Brannigan on May 02, 2015, 03:26:09 AM
Quote from: Rauminen on May 01, 2015, 03:40:59 PM
Hi Skully, nice work!

Quick question - mayb someone have tried this. I have a Superior Crafting colony going, but I love Xenonauts :) So I was thinking about adding in the weapons only. Will it work with an existing save? If not, do the weapons work with a new colony & SC?

Your save will work perfectly fine, however the new guns won't be added to the crafting section (unless you manually add them) and you will not be able to then REMOVE skully's mod later and still use your save (Rimworld just doesn't work that way). Like he said, it will make vanilla guns weaker.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Zapp Brannigan on May 02, 2015, 03:28:43 AM
Quote from: LittleGreenStone on May 01, 2015, 11:01:05 PM
Skully, is it normal that for me,
the lazor precision rifle deals 30 damage,
plasma deals 18,
ballistic deals 42,
while the charge deals 12?
Warmup times and cooldown is the same for each.

Pistols:
laser 6,
plasma 18, (like all plasma weapons as I noticed)
ballistic 8,
charge 12?

I'm utterly confused, is it because of another mod, or did you come up with these numbers?
Also, it seems the values are in .dll too, not in the weapon defs. o_o

What other mods do you have installed? It sounds like a mod conflict, if you have the mods out of order then skully's Omniweapons may be using the bullet type from the conflicting mod (usually do to using the same name for the bullet type)
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: skullywag on May 02, 2015, 03:44:02 AM
Spotted a bug in the personalshield mk2, ill upload a fix shortly, if you have one already you may find you cant fire out from it, new ones after my fix will work fine, old ones youve made will need to be replaced (respawn another with dev menu).

The fix will also have some tweaks to some recipe values and sets work times on making some apparel id forgotten.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 Feb)
Post by: skullywag on May 02, 2015, 04:03:16 AM
Fix uploaded as per the above.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: LittleGreenStone on May 02, 2015, 08:09:46 AM
Quote from: Zapp Brannigan on May 02, 2015, 03:28:43 AM

What other mods do you have installed? It sounds like a mod conflict, if you have the mods out of order then skully's Omniweapons may be using the bullet type from the conflicting mod (usually do to using the same name for the bullet type)

Hm, possibly. I have tried to create a grenade launcher which uses the same bullet type.
Tell me please, is it possible to re-name the bullet type without breaking my mod, or will I have to bid a teary eyed farewell to it? =|
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 Feb)
Post by: skullywag on May 02, 2015, 08:41:34 AM
It might break guns in the save you already have (as in it will load but any guns of that type probably wont fire) but other than that it should be good to just rename the projectile and change the weapon def to point at it.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 Feb)
Post by: LittleGreenStone on May 02, 2015, 09:05:35 AM
Quote from: skullywag on May 02, 2015, 08:41:34 AM
It might break guns in the save you already have (as in it will load but any guns of that type probably wont fire) but other than that it should be good to just rename the projectile and change the weapon def to point at it.

Okay, done testing. I'm afraid it's Superior Crafting.
I've removed my weapon mod, created a new world, a new colony, still the weapons have these same broken stats.
Superior Crafting has its own weapons weapon def(s), but I have deleted all 3 of them exactly because I feared it would conflict with this mod, and you changed vanilla weapons anyway, so...

Aside from SC and my mod, I have NO other mod that could possibly cause this;
I have the autohunt beacon (and its "common" mod which is required for it), caveworld flora, SC, prepare carefully, hospitality and veinminer.


I don't even see damage defined for weapons in your mod, individually like vanilla weapons have, only CD/warmupTicks.
All I can think of is a conflict inside the two mods' .dlls.

It seems like SC and Omniweapons aren't compatible. =(
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 Feb)
Post by: skullywag on May 02, 2015, 09:23:08 AM
No, no dll code is at play here, all my defs have the damage and cooldowns in them in the normal place, cooldown on the weapon, damage on the projectile, it might be near the top of the file as weapons like the plasmas share 1 type of projectile. Only vanilla weapons or weapons with the same name as mine will be incompatible (and even then mod order would take precedence), unless SC does funky stuff to modded guns???
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 Feb)
Post by: LittleGreenStone on May 02, 2015, 10:49:32 AM
Quote from: skullywag on May 02, 2015, 09:23:08 AM
No, no dll code is at play here, all my defs have the damage and cooldowns in them in the normal place, cooldown on the weapon, damage on the projectile, it might be near the top of the file as weapons like the plasmas share 1 type of projectile. Only vanilla weapons or weapons with the same name as mine will be incompatible (and even then mod order would take precedence), unless SC does funky stuff to modded guns???

I can see;
     <damageDef>Bullet</damageDef>
      <damageAmountBase>15</damageAmountBase>
      <speed>70</speed>
That is all.
Out of this, how will different weapons deal different amounts of damage, I do not understand.
And I have no idea what SC does exactly, sorry.

*sigh* I will now create 2 new worlds, one with SC and your mod, the other with your mod and that alone, let's see how it works out.

Edit: Not needed. Core and your mod alone (just downloaded again), new world, new colony, plasma precision rifle still deals 18 damage, with the vanilla sniper rifle's CD/warmup.
Rimworld is up-to-date as well.

I have nooooo idea what's going on.

Edit2: For fun, I have added specific damage value to said precision rifle. Now it deals 40 damage, exaclty the amount I've given! I'm not sure whether to be happy about it or not... o_o
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 Feb)
Post by: skullywag on May 02, 2015, 11:14:10 AM
All plasma weapons do the same damage as they use the same projectile. Thats done on purpose. I didnt want them to do different damage the difference is the dps and accuracy and range.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 Feb)
Post by: LittleGreenStone on May 02, 2015, 01:44:06 PM
Quote from: skullywag on May 02, 2015, 11:14:10 AM
All plasma weapons do the same damage as they use the same projectile. Thats done on purpose. I didnt want them to do different damage the difference is the dps and accuracy and range.


I don't even...
Do you even care?

Quote from: skullywag on May 02, 2015, 03:24:23 AM
That sounds wrong those arent the numbers in my defs...check.

Quote from: skullywag on May 02, 2015, 11:14:10 AM
All plasma weapons do the same damage as they use the same projectile. Thats done on purpose. I didnt want them to do different damage the difference is the dps and accuracy and range.

So those *ARE* the values you've given. I have no incompatibility problems then, I have no problems at all.
That is, aside from a bunch of unbalanced weapons, starting with a sniper rifle that deals less 15* damage, with the same CD/warmup as the rest, accuracy difference of ~0-5% tops, damage 1/3 that of a ballistic, 1/2 that of a laser, but hey, at least it still deals 3 more damage than the charge precision rifle, a "charge" weapon, which has the best DPS of vanilla weapons.

Mmmkay, thanks for clarifying.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 Feb)
Post by: skullywag on May 02, 2015, 02:14:59 PM
Thats because im still balancing, this is obviously a work in progress in terms of balancing. Hence the talks myself and latta have been having on the last few pages about weapon stats, my apologies, I thought it was obvious. Ill hopefully get around to a balance pass soon, but my time to mod is pretty much non existent at the moment.

Oh and as an example of plans (incase you want to do this yourself) the plasma precision rifle will fire multiple rounds in accurate burst so negating 15 damage and doing upwards of 45 damage with a 3 round burst. Ive got it all written down but as stated above...no time.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.2
Post by: Dave-In-Texas on May 02, 2015, 05:53:30 PM
Quote from: skullywag on May 01, 2015, 01:07:05 PM
You on latest version of the mod?
I'm assuming you're replying to me.  I was using the newest at the time (1.2)
Tried with 1.3 and same types of issues.

It seems these issues do not crop up unless i color cycle the lamp since loading a save/creating the lamp.  I forget if i mentioned that all lamps reset to white on load.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 Feb)
Post by: skullywag on May 02, 2015, 06:02:59 PM
Thanks Dave ill do some testing my end, havent played with them much myself.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 Feb)
Post by: deadlydullahan on May 02, 2015, 06:11:47 PM
Nothing Serious but any particular reason why the title is 02 Feb (which I assume is short for February) but we're in May. I'm not sure if I'm missing something but it's throwing me off hard.

Brain Farts Happen  ;D

Also I appreciate the work you do to put these mods together, theyre incredibly useful.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 May)
Post by: skullywag on May 02, 2015, 06:16:11 PM
brain fart, its when i last updated. edited, thanks.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (02 Feb)
Post by: Dave-In-Texas on May 02, 2015, 07:11:08 PM
Quote from: skullywag on May 02, 2015, 06:02:59 PM
Thanks Dave ill do some testing my end, havent played with them much myself.

You're very welcome, i love what you've done - i know its a lot of work (i'm trying to wrap my head around a mod that uses assemblies and i'm missing something after i create the dll, lol.  - thanks for your hard work
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Zapp Brannigan on May 03, 2015, 06:08:45 AM
Hey skully, I created these Research files for ya. Still struggling with the .dll crafting, but here are the .xmls Go through them at your leisure. I did my best to balance it and added a sense of progression (you can't jump straight to plasma rifles or carbines, you need to work your way up to it).
https://www.dropbox.com/s/xuzjl7ljadhcgsb/ResearchProjectDefs.rar?dl=0
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: zidey on May 03, 2015, 10:49:51 AM
Feel stupid asking but how do I craft sandbags?
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on May 03, 2015, 10:57:13 AM
stonecutting table to make sand from chunks. Sand and cloth to make bags on the tailors bench for now.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Nictis on May 03, 2015, 11:13:45 PM
Something I found interesting while using your modpack...

http://imgur.com/B9760pN

Sorry, not used to posting anything on forums, so I thought I would just drop the link to what happened. Anyways, first game using your stuff, had an annoying spawn (And I forgot to get a miner) The first guy that comes up is just awful, has three skills and can't even haul for me, he dies.

This guy comes along, looks amazing, and Stungunned to death. Damnit...
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Arigas on May 04, 2015, 04:21:45 AM
Ok, having a tough time with this... How do I use a well? I've built it, have wood, can't find a way to make buckets, can't add bills, can't right-click it to select an action.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on May 04, 2015, 06:02:10 AM
cant add bills? thats a problem you should be able to, they use 1 woodlog to make water. If youve got no billtab im not sure what you could have done.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Arief on May 04, 2015, 01:07:52 PM
I just love your mods!!! Now that thats out of the way. I found a bug with the lockers regarding clothes. ( I dont know if it has been reported yet)

The first peace of clothing that goes in gets copied to other clothes of the same type. Parka -> parka.
The first Parka to go in is a Cloth Superior. When the second parka is placed it turns it in to Cloth Normal. That goes for every parka that goes in. So if the first is a Synthred awful. The next that is placed turns them all into Synthread normal. Oly goes for same Clothes.

I tried to make a Parka and Pants storage.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on May 04, 2015, 03:20:26 PM
Arghhh it shouldnt be using the same storage code as the others...ill look into it.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: zidey on May 04, 2015, 06:23:06 PM
another question, how do i build turrets now? each time I start a new game i get a different turret (other than the shield one) which needs a gun of some sort, how do i get the gun?

Also, what is actually needed to make the personal shields?
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on May 05, 2015, 04:26:20 AM
The shields require 2 personal shields (the vanilla kind) the turrets require any ranged weapon available in your stockpiles. The random gun being shown is because you have no gun "stuff", the gane would do the same with metal stuff in vanilla if you had none as well. Basically get a weapon in your stockpiles and itll kick in properly with the click menu that stuffed buildings use.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Arigas on May 05, 2015, 05:21:06 AM
Quote from: skullywag on May 04, 2015, 06:02:10 AM
cant add bills? thats a problem you should be able to, they use 1 woodlog to make water. If youve got no billtab im not sure what you could have done.

I deleted and downloaded the stand-alone version of OmniFloors and that seemed to fix it. Get an option to collect water now, anyhow. Going to try it again with the rest of the mod pack and a couple other mods turned on, see if it still works.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on May 05, 2015, 07:19:45 AM
hmm perhaps i missed something out of the standalone version....highly possible, ill check the code later on.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Dave-In-Texas on May 05, 2015, 12:43:57 PM
help, skully :)

I'm not understanding the requirements here:

(https://www.dropbox.com/s/p2xz25tytewwum2/screenshot2a.png?dl=0)

[attachment deleted due to age]
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on May 05, 2015, 01:35:03 PM
I need to reupload that mod the recipes are just not right. Its 300 stuff plus 30 uranium amd 30 gold (not sure if thats with the multiplication) hold off for a bit ill upload a less mental version. Stuff recipes with fixed ingredients that are also stuff just dont work...
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Emmote on May 05, 2015, 05:27:32 PM
Not sure what's up but I can't get Shaped Charges to work. I get the research, but they don't appear in any of the build tabs. Doesn't matter if I load the addon first, last, as the only one, in a new game or save game (Or any combination thereof). :( I really wanna make some holes in my mountain.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Dave-In-Texas on May 05, 2015, 08:54:15 PM
Quote from: skullywag on May 05, 2015, 01:35:03 PM
I need to reupload that mod the recipes are just not right. Its 300 stuff plus 30 uranium amd 30 gold (not sure if thats with the multiplication) hold off for a bit ill upload a less mental version. Stuff recipes with fixed ingredients that are also stuff just dont work...

It might be a pain in the ass to write the defs but you could write up something of a supply chain.. a generator device that costs 30 gold, 30 uranium that is used with 300 (metallic?) stuff to make a shield generator out of it.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on May 06, 2015, 02:09:44 AM
Enmote can you download the full pack and see if its in that. You should have a def with misc in the name (the tab it appears on). Ill check the seperate mod in a bit to make sure i didnt miss it.

Dave, such a simple but beautiful idea. Thats deffo how ill sort this particular issue. Thanks.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Arigas on May 06, 2015, 02:55:46 AM
One thing I noticed, you can remove things like Cataracts and back issues with the auto-heal chamber, but the actual impact to their movement and such remains, even though there is no longer anything to cause it. Downloaded a fresh copy of the mod specific to that one as well, but for a different reason. Couldn't figure out why they weren't working initially >.>

Edit: Upon reloading the save, it appears the movement and such get restored to normal. Annoying, but at least it sort of works? :P
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on May 06, 2015, 03:38:33 AM
I spotted the same thing, A you shouldnt be able to fix some of those things in the casket but ill be fixing that soon (splitting it up into multiple machines for multiple jobs), the stats not updating thing is a weird one thats plagued me only in A10 it worked fine in A9, but im looking into it, on a bit of a bug killing mission at the moment so the next update should be a lot less glitchy.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Emmote on May 06, 2015, 05:45:03 AM
I had a gander through the full modpack and found references to Shaped Charges in OmniFloors, so I loaded that up and I can now build them just fine.
Seems there's a difference between the standalone version and the modpack version. =/
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on May 06, 2015, 07:00:38 AM
hmm its fine in my local version of that mod, ill fire an update this afternoon and fix it either way, thanks for reporting.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Calico on May 06, 2015, 07:24:43 PM
Might just be me but... If i place down a windturbine and it gets blocked by a tree or some debris from a droppod it will stop working. Thing is, it remains stuck even after removing the obstacle. Happend to me twice now...on two different installs of the pack.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: harpo99999 on May 06, 2015, 07:32:54 PM
Quote from: Calico on May 06, 2015, 07:24:43 PM
Might just be me but... If i place down a windturbine and it gets blocked by a tree or some debris from a droppod it will stop working. Thing is, it remains stuck even after removing the obstacle. Happend to me twice now...on two different installs of the pack.
I also saw this in vanilla (unmodded), so if I see a wind turbine not working and the others are, I just sell it and re-build after removing the cause
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Dave-In-Texas on May 06, 2015, 08:07:50 PM
Quote from: harpo99999 on May 06, 2015, 07:32:54 PM
Quote from: Calico on May 06, 2015, 07:24:43 PM
Might just be me but... If i place down a windturbine and it gets blocked by a tree or some debris from a droppod it will stop working. Thing is, it remains stuck even after removing the obstacle. Happend to me twice now...on two different installs of the pack.
I also saw this in vanilla (unmodded), so if I see a wind turbine not working and the others are, I just sell it and re-build after removing the cause

I've had this happen twice, no output after fixing the problem but not with vanilla, but i was much more careful with placement when i played a10f vanilla,lol.

  the first time I just sold it and moved on, taking the lost metal but the second time I decided to do a save/reload  and that worked as well.  Hmm.

with an eye toward placing a bug report I attempted to replicate this with vanilla 10f (10.785) and was unable to.

I used god mode for time saving (lol).. put in a generator, hooked it to battery then 'accidentally' put a wall in the way, removed it and it went back to normal output.    tried roofing the whole area, then placing a no-roof zone over the equipment and it went back to normal output.   these are both situations where the omni-gens failed to resume normal power but the vanilla one did.    I'm unsure what situation you guys ran into but if you can replicate it in vanilla post a bug report, otherwise i'm afraid its the omni-gens; i have to go to work, when i get off i'll see if i can come up with replication steps for you skully.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on May 07, 2015, 03:19:48 AM
yeam im guessing Tynan changed something in the base turbine code that im not taking into account in my version, ill give it a once over when i get time, as stated a reload wil fix the issue though, or god mode remove and replace.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: examon on May 09, 2015, 02:25:42 PM
I found a bug in the food tray, its that you can not take a beer from it. When i right clic on a beer in it, it shows a "consume beer (no patch)"
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Anfi0312 on May 11, 2015, 08:51:53 PM
I found a little bug for the rough stone floor. Smoothing it results in the following error: "Tried to set terrain at (101,0,147) to null."
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: whiterain1000 on May 15, 2015, 03:52:25 AM
Like the mods a lot, but I wanted to play an as close to vanilla run as I can and was wondering if you ever considered releasing your less than lethal weapons as a stand alone only from traders or something kind of pack?
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on May 20, 2015, 02:25:05 PM
I seem to have forgotten to add:<li>GrowSoil</li>

to the affordances of my soil...derp!

I also spotted that I havent added:

<smoothedTerrain>Sandstone_Smooth</smoothedTerrain> (and the obvious alternatives for other stone) to the stone floors as well, they will currently error if you try to smooth them, ill upload a fix when I can.

Also non lethals is standalone at the bottom of the OP and always has been ;)
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Adamiks on May 23, 2015, 06:23:08 PM
Bug report (or not?):

Colonists don't "use" some storages. For example they don't want to use meds from medicine storage.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: IAMEPSIL0N on May 30, 2015, 05:35:34 PM
Hopefully I haven't missed it when I tried to search.

Were PODs discontinued for now or renamed to something else?

Also am I correct that autoheal from A9 is now the self healing casket part of omnimedical?

I am getting ready to start playing on A10 now that most mods are at their final A10 release.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: tresflores on May 30, 2015, 08:38:06 PM
hey could u make a seperate download for the railgun thank for your amazing mod
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: deadlydullahan on May 30, 2015, 11:24:07 PM
Quote from: tresflores on May 30, 2015, 08:38:06 PM
hey could u make a seperate download for the railgun thank for your amazing mod

You could probably just splice it by downloading the xml and just removing all the other guns but the railgun? Unless there's a DLL included. Either way you're better off just keeping the thing as a whole or figuring a way to do it yourself  :-\ isn't fair to skully if people keep asking him to make individual items separate downloads. He'll just end up with 50 different files then. No point in that.
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Lady Wolf on June 16, 2015, 11:09:10 AM
I do enjoy Omni weapons, although I have found it makes putting up turrets much harder, ideally there should be some kind of default gun turret we can craft if we don't have any available personnel weapons to use, and some % chance of the weapon being recoverable after the turret is destroyed?

Also the charge & plasma weapons all dealing the same damage makes them pretty much worthless imho compared to the laser and ballistic versions. (I have gone through and added individual damages to the weapons for my game, so if anyone wants a copy of my changes just send me a pm.)

Also, any word on when the omni pack will be updated for A11?
Title: Re: [MODPACK] (Alpha10) Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: twisted067 on June 21, 2015, 12:18:43 PM
Any word on an update? Can someone at least update the shaped charge?
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Dave-In-Texas on June 25, 2015, 01:57:04 AM
I'm not one to spam the forums but well, i liked this pack... the color changing lights, the healing pod, the floors/soil.. all were nice touches.  I hope you have time to resurrect it.
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on June 25, 2015, 03:10:46 AM
Everything in here will be making a return in some way shape or form. It wont be in these packs though so keep an eye on the release forum. See my post in the mods forum on why im not keeping these packs. Laser gauss plasma and flame weapons have already been released with additions.
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Malaras on July 05, 2015, 06:51:25 AM
Where did OmniStorage go too?

Thanks,
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on July 05, 2015, 06:54:44 AM
im on it, debating adding the same type of storage mechanism as Mipens Mechanical Defence 2 deep storage units just not allowing so much, so a food basket can hold like 2-300 food for example, it does mean that one cell in the 2 will show more than the other though (1 cell is the input). Ill throw up 2 versions if needs be though....
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Malaras on July 05, 2015, 07:04:08 AM
Quote from: skullywag on July 05, 2015, 06:54:44 AM
im on it, debating adding the same type of storage mechanism as Mipens Mechanical Defence 2 deep storage units just not allowing so much, so a food basket can hold like 2-300 food for example, it does mean that one cell in the 2 will show more than the other though (1 cell is the input). Ill throw up 2 versions if needs be though....

Not sure about the other mod never used it.. What ever floats your boat, Just like storage. ;)
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on July 05, 2015, 09:01:43 AM
https://ludeon.com/forums/index.php?topic=14177.0 ;)
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Thoranius on July 07, 2015, 12:04:21 PM
Love all your mods, Skullywag. I'm assuming Omnifloors is the one giving you the most challenge, with the recent addition of being able to remove existing floors? (I'm assuming that addition complicated the floor code significantly). I was just wondering if you intend to bring Omnifloors up to A11 status? Sorry to bother you with this question, but due to my play-style, I won't even touch A11 til I have a way to changes floors completely in hand.

Thanks again, and keep up the great mods!
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on July 07, 2015, 02:30:52 PM
Floors are incoming, not really anything that effects this mod in the A11 changes itll just inherit the removability by being a terraindef, I just physically havent got around to it yet. Its on my list though and will definitely be updated. :)
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Mechanoid Hivemind on July 07, 2015, 04:33:59 PM
Bookmarked
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skyarkhangel on July 10, 2015, 12:02:10 PM
Quote from: skullywag on July 07, 2015, 02:30:52 PM
Floors are incoming, not really anything that effects this mod in the A11 changes itll just inherit the removability by being a terraindef, I just physically havent got around to it yet. Its on my list though and will definitely be updated. :)

We are waiting :)
Please, update OmniEvents too.
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on July 10, 2015, 02:44:41 PM
Events are done. Ill release em soon.
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: 123mind123 on September 23, 2015, 07:59:34 PM
Hey love the mod. Especially the stun weapons. Is there a way to get it to work for A12?
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Frozmoor on September 23, 2015, 10:42:49 PM
men actualizalo please
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: dareddevil7 on October 03, 2015, 06:43:50 PM
You're omni-weapons are great, I feel there aren't enough guns in vanilla
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Smexy_Vampire on October 07, 2015, 07:10:54 AM
is this out of date ?  im getting a list of errors trying to run this :/
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Ungrateful on December 03, 2015, 12:28:13 AM
Any Chance of getting the non lethals as a stand alone download/updating it to alpha 12?
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on December 03, 2015, 12:40:34 PM
Check my github first, always.
https://github.com/Skullywag/LessLethals
I sometimes dont get time to release or i forget...;)
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: FantasySys on December 04, 2015, 10:15:59 AM
This work with alpha 12?
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Vas on January 21, 2016, 03:19:55 AM
Just a quick thought after reading a little of the post, Railguns don't work that way.  :P  It uses a high amount of electricity to launch a projectile the same way you use gunpowder to launch a projectile.  It doesn't vaporize anyone.  :P  It's still a projectile weapon that uses a renewable source of launching metal instead of one you can't really renew.  Safer too.
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on January 21, 2016, 03:53:48 AM
My railgun doesnt work that way. When it hits it lets out loads of tiny nanites that eat you in a millisecond.
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: Ectoplasm on February 12, 2016, 10:36:31 AM
Skullywag does your gun mod play nicely with combat realism?
Title: Re: [A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)
Post by: skullywag on February 12, 2016, 11:47:17 AM
Well this one doesnt cuz its out of date. No idea why its even here tbh. Most of my guns are in my updated weapons thread.