Ludeon Forums

RimWorld => Mods => Releases => Topic started by: Rikiki on July 26, 2015, 08:14:29 AM

Title: [1.1-1.2][MODLIST] Rikiki's MiningCo (05-04-2020)
Post by: Rikiki on July 26, 2015, 08:14:29 AM
This thread regroups Rikiki's MiningCo. mods: designed to fit to the best with vanilla ambiance.
Those mods add some content from a fictive famous mining company: Mining & Co.

They are independant, so you can only pick the one you are interrested in! :)
Please see this thread (https://ludeon.com/forums/index.php?topic=13172.0) for my other miscellaneous mods.

Download
Rikiki's MiningCo. mods (https://github.com/Rikiki123456789/Rimworld/tree/master/Release)
Rikiki's MiningCo. sources on GitHub (https://github.com/Rikiki123456789/Rimworld)

Features
MiningCo. MMS (https://ludeon.com/forums/index.php?topic=14711.msg153939#msg153939): adds a device able to scan the heart of mountains for mettalic objects. Every dwarf's dream come to reality... 8)
MiningCo. Mining helmet (https://ludeon.com/forums/index.php?topic=14711.msg153940#msg153940): adds a mining helmet to help you mining more efficiently and not fear the dark galleries anymore!
MiningCo. Alert speaker (https://ludeon.com/forums/index.php?topic=14711.msg153941#msg153941): adds an alert speaker which prevents you from danger and provides your colonists some adrenaline bonus.
MiningCo. Laser fence (https://ludeon.com/forums/index.php?topic=14711.msg153942#msg153942): adds an advanced laser fence to get rid of those pesky critters roaming your potato farm! 8)
MiningCo. Force field (https://ludeon.com/forums/index.php?topic=14711.msg153943#msg153943): ideal to protect yourself from a rain of tribal arrows or pirate bullets. ;)
MiningCo. Laser weapons (http://ludeon.com/forums/index.php?topic=): a partial WIP version is available
MiningCo. Outpost generator A13 (https://ludeon.com/forums/index.php?topic=14711.msg153944#msg153944): adds a pseudo-random outpost generator.
MiningCo. Power fist (https://ludeon.com/forums/index.php?topic=14711.msg153945#msg153945): utility weapon able to repel enemies and stun them. Deals additional damage to mechanoids.
MiningCo. Projector (https://ludeon.com/forums/index.php?topic=14711.msg153946#msg153946): utility turret used to spot and light hostiles in its perimeter. Very useful during dark nights.
MiningCo. Drill turret (https://ludeon.com/forums/index.php?topic=14711.msg153946#msg153946): utility turret used to automatically drill nearby ores and designated rocks.
MiningCo. Spaceship (https://ludeon.com/forums/index.php?topic=14711.msg153947#msg153947): adds cargo, medical and dispatcher spaceship and air support (for a price)!
Title: [1.1] MiningCo.: Mobile mineral sonar (05-04-2020)
Post by: Rikiki on July 26, 2015, 08:14:49 AM
MiningCo.: Mobile mineral sonar

  Surface resources are becoming scarce ? Wandering the plains is too dangerous for you ? Then MiningCo. has THE solution for YOU!

MiningCo. is proud to present you the Mobile mineral sonar, one of the jewel of our mining systems collection. Thanks to our revolutionary MiSoTechTM, jointly designed and tested by our highly experienced teams of engineers and deep-space miners, the Mobile mineral sonar is an essential asset for every miner.

(http://i.imgur.com/1Sb7VkN.png)

Download
See first message please. (https://ludeon.com/forums/index.php?topic=14711.0)

Features

Technical support
MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

Changelog
V1.1
* set periodic flash light in a modOption (disabled by default).

V1.1 (old versioning)
* Remove unnecessary BaseDefs.

V1.0
* V1.0 update.

V18.0
* Beta 18 update.
* Corrected inspect string error on minified MMS.

V17.1
* Corrected range when placing blueprint.

V17.0
* Alpha 17 update.
* Increased scan duration.
* Added a small flash to help locate the MMS in the wild or inside deep mountains.

V16.0
* Alpha 16 update.
* MMS can now be moved as any other furniture.
* Re-activated code so thingDef to scan can be added in MMS XML def.

V15.0
* Alpha 15 update.
* Minerals have now a better chance to be detected the closer they are from the MMS.
* [s]Scanned things can now be added in MMS XML def![/s] => disabled for now. Will be re-added in next version.

V14.0
* Alpha 14 update.
* Scanned things can now be added in MMS XML def!
* Slow down scan progress when not powered. Increased power need (1000 -> 3000).
* Detection threshold takes into account distance from the MMS.

V13.2
* Readded abstract base def (improve compatibility).

V13.1
* Re-added plasteel detection thanks to Delmain ;-).

V13.0
* Alpha 13 update.
* Greatly simplified research and construction thanks to new components (no more energy pack and mineral sonar).
* No more detect plasteel (detect compacted components instead).
* Removed M&Co. Common dependency! :-)

V12.0
* Alpha 12 update.

V11.0
* Alpha 11c update.
* MMS is now a minifiable thing (easier to deploy elsewhere).
* Simplified the energy pack requirement (it is no more needed to resupply when displacing).
* Previous version and topic: https://ludeon.com/forums/index.php?topic=8375.0

V10.0
* Alpha 10 update.
* MMS now detect uranium as well.

V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).

V4.0
* Alpha 8 initial release.
* Greatly simplified the techtree to fasten access to the Mobile mineral sonar.
* Previous version and topic: https://ludeon.com/forums/index.php?topic=5930.0


Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Title: [V1.1] MiningCo.: Mining helmet (05-04-2020)
Post by: Rikiki on July 26, 2015, 08:15:01 AM
MiningCo.: Mining helmet

    Any miner has a solid helmet. But only MiningCo. miners have helmets with a light!
This mod adds mining helmet and mining vest equipped with a light... which actually lights the area! ;D

(http://i.imgur.com/rRcDOl7.png)

Download
See first message please. (https://ludeon.com/forums/index.php?topic=14711.0)

Features
Adds a mining helmet which light is turned on when a colonist is in a natural cave or mining.
The mining helmet also provide a small bonus to mining operations and some defense against blunt (falling rocks, tribal mace, ... ::)) and sharp damages.

Technical support
MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

Credits
Original mining helmet texture from the nice Labourer Apparel (https://ludeon.com/forums/index.php?topic=9292.0) mod.
Code enhancements thanks to Haktrum propositions. :)

Changelog
V1.1
* Updated to V1.1.
* Small typography improvements.

V1.1 (old versioning)
* Synchronize light mode when several mining apparels are equipped with different light mode.
* Remove unnecessry BaseDefs.

V1.0
* Update for V1.0.

V18.0
* Update for B18.
* Reworked light logic a bit.

V17.0
* Update for A17.
* Added buttons to control the light mode (auto/on/off).

V16.0
* Update for A16.
* Added mining vest.

V15.0
* Update for A15.

V14.0
* Update for A14.

V13.2
* Readded abstract base def (improve compatibility).

V13.1
* Small code robustness improvements.

V13.0
* Alpha 13 update.
* Some code simplifications due to the new GlowerComp interface.

V12.0
* Alpha 12 update.

V11.0
* Alpha 11c update.
* Light on/off is smarter.
* Previous version and topic: https://ludeon.com/forums/index.php?topic=9568.0

V10.0
* Alpha 10 update.

V9.1
* Simplified the code thanks to Haktrum propositions. This should improve performance for people having issues with "dynamic glowers".

V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).
* Now that equipement can also be ticked while worn, the Map_Component has been removed. This should greatly improve performance.

V1.1
* Small improvement: lights should less flicker during movements. Really slow moving colonists may still suffer from epilepsy... :-\

V1.0
* Alpha 8 initial release.
Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).[/list]
Title: [V1.1] MiningCo. Alert speaker (05-04-2020)
Post by: Rikiki on July 26, 2015, 08:15:10 AM
MiningCo.: Alert speaker

  Dear customers, some of you recently reported a bounce of pirate activity in the rim sector. Mining & Co. is always trying to get its customers happy and "A dead customer is a bad customer!".
With our new alarm system, the alert speaker, you will never get cought sleeping in your bed during a pirate raid! (a light system is also provided for deaf people).

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

Download
See first message please. (https://ludeon.com/forums/index.php?topic=14711.0)

Features
The alert speaker device as its name indicates will warn you of a threat. According to the current level of danger, the alert speaker will emit a light and a siren sound:
Colonists passing nearby will receive a small bonus to consciousness.

Credits
LowDangerAlarm.wav: see this page (https://www.freesound.org/people/rene___/sounds/56778/).

Technical support
MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

Changelog
V1.1
* Updated to V1.1.
* Small typography improvements.

V18.0
* Updated to B18.

V17.0
* Updated to A17.
* Changed .wav to .ogg sounds (otherwise, it is only played once).
* Corrected red light rotation.
* Moved researches into a new tab.

V16.0
* Updated to A16.
* Complete rework: no more dynamic glowers for performance improvements!
* USe of hediff instead of apparel.
* Reduced bonus to only +3/6% consciousness.
* No more malus for simplicity.
* Can be re-installed.

V13.1
* Readded abstract base def (improve compatibility).

V13.0
* Alpha 13 update.

V12.0
* Alpha 12 update.

V11.0
* Alpha 11c update.
* Integrated JabbaMonkey nice textures.
* Previous topic can be found [url=https://ludeon.com/forums/index.php?topic=8761.0]here.[/url]

V10.0
* Alpha 10 update.

V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).

V2.1
* Splitted M&Co. Security enforcement into M&Co. AlertSpeaker and M&Co. Weapons for easier maintainability.
* Minor typo corrections.

V2.0
* Alert speaker updated to Alpha 8.
* Improved graphics and add of custom motes.


Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Title: [V1.1] MiningCo. Laser fence V1.1 (05-04-2020)
Post by: Rikiki on July 26, 2015, 08:15:19 AM
MiningCo.: Laser fence

    MiningCo. always brings you the best of the technology. Today, we are proud to present you the laser fence! This will help you to get rid of those pesky critters roaming your potato farm!

   (http://i.imgur.com/KSjoPev.png)

Download
Starting a new colony is not necessary.
See first message please. (https://ludeon.com/forums/index.php?topic=14711.0)

Features
Adds an advanced impassable laser fence for futuristic and cool-looking bases! 8)
- A pylon will automatically connect to nearby pylons in each cardinal direction.
- Each fence can be independantly activated or deactivated.
- Max range of a laser fence: 4 cells.

Technical support
MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

Changelog
V1.1
* Updated to V1.1.
* Added laser fence console to allow the switching of all fences remotely.

V18.0 (old versioning)
* Updated to B18.
* Pylons can now be minified.

V17.0
* Updated to A17.
* Moved researches into a new tab.

V16.0
* Updated to A16.

V15.0
* Updated to A15.

V13.3
* Small correction to avoid a potential null reference exception.

V13.2
* Small correction to avoid putting on fire an ally of the pylon during connection.

V13.1
* Readded abstract base def (improve compatibility).

V13.0
* Updated to A13.
* Added an interraction cell to avoid the case where the player enables fence but the activating pawn is in front of the activated direction. Yeah, that's a lot of 'enable' and 'activation' ;-p.

V12.0
* Alpha 12 initial release.

V12.1
* Correction of a small connection bug.


Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Title: [V1.1] MiningCo.: Force field (05-04-2020)
Post by: Rikiki on July 26, 2015, 08:15:27 AM
MiningCo.: Force field

  Local tribes are sometimes not really "cooperative" when an excavation outpost is established in "their" territory.
Force field generators are perfect to protect your security forces under a rain of arrows and pila.

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

Download
Starting a new colony is not necessary.
See first message please. (https://ludeon.com/forums/index.php?topic=14711.0)

Features
The force field generator is able to charge up and sustain a protective field which will absorb incoming projectiles.
Dynamic effect when absorbing shot:
(http://i.imgur.com/I8EGkgi.png)

Technical support
MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

Changelog
V1.1
* Updated to V1.1.

V18.0 (old versioning)
* Updated to B18.

V17.0
* Updated to A17.
* Moved researches into a new tab.

V16.0
* Update for A16.

V15.0
* Update for A15.

V14.0
* Update for A14.

V13.2
* Readded abstract base def (improve compatibility).

V13.1
* Corrects a missing texture error.
* Increased the force field cost.

V13.0
* Update for A13.
* Removed useless gizmo. Flicking the force field gives the same result.

V12.0
* Alpha 12d update
* Slightly modified the field drawing (no more dynamic sinusoïdal effect).
* Increased construction duration.

V10.0
* Alpha 10 update
V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).
* Improved the energy management when initializing and during discharge.

V1.0
* Initial release for Alpha 8.


Modders note
You may be interrested in the following features:

Credits
No link with jaxxa shield. This mod has been coded from scratch. ;)

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Title: [A13] M&Co.: Outpost generator V13.1 (01-06-2016)
Post by: Rikiki on July 26, 2015, 08:15:36 AM
M&Co.: Outpost generator

    As everyone knows, M&Co. is the leader of all mineral operations. To ensure a good flow of new mineral veins, the company often dispatches recon teams on rimworlds.
This mod adds a pseudo-random outpost generator!

(http://i.imgur.com/Yq4d5jR.png)
More images (http://imgur.com/a/QlkB7)

Download
Creating a new world is necessary.
See first message please. (https://ludeon.com/forums/index.php?topic=14711.0)

Features

Technical support
This mod adds a genstep and is incompatible with any other one modifying the map generation!
There are patches for:

M&Co. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

Changelog

V13.1
* Just removed the Supply ship from the Misc tab... Was a debug option only! :-p

V13.0
* Added big outpost generation.
* Added autonomous inhabitants controlled by IA.
* Added SAM site!
* So many improvements and additions I cannot list them all!

V12.0
* Alpha 12d initial release.

V12.1
* Added a small robustness check in trigger intrusion.


TODO
Credits


Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Title: [V1.1] MiningCo.: Power fist (05-04-2020)
Post by: Rikiki on July 26, 2015, 08:15:44 AM
MiningCo.: Power fist

    A good MiningCo. miner never goes to work without his power fist. Useful to handle heavy drilling tools, it is often customized into a deadly weapon by skilled crafters during crisis.
   
(http://i.imgur.com/ng29j1a.png)

Download
See first message please. (https://ludeon.com/forums/index.php?topic=14711.0)

Features
Adds a melee weapon: the power fist.
- gives a small mining speed bonus.
- power fist repels enemies (according to their body size).
- enemies hitting an obstacle during repel will receive additional damage.
- if pawn is wearing a power armor, mechanoids will suffer from additional electric damage.

Technical support
MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

Changelog
V1.1
* Updated to V1.1.
* Reworked push mechanic to better handle pather and reserved tile.

V18.0 (old versioning)
* Updated to B18.

V17.1
* Corrected assembly wrong reference.

V17.0
* Updated to A17.
* Added a research requirement to craft the power fist at the machining table.
* Moved researches into a new tab.

V16.0
* A16 initial release.
* Place-holder texture.
Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).[/list]
Title: [1.1] MiningCo.: Projector (05-04-2020)
Post by: Rikiki on July 26, 2015, 08:15:52 AM
MiningCo.: Projector

    MiningCo. bases security is always a top priority. Projectors are one of the key elements to ensure a safe perimeter.
   
(http://i.imgur.com/Ibmq6gZ.png)(http://i.imgur.com/X2f4qgX.png)

Download
See first message please. (https://ludeon.com/forums/index.php?topic=14711.0)

Features
Projector turret:
- patrols the area around it according to the selected mode.
- locks on hostiles to enhance accuracy of MiningCo. security forces (visual effect only as light is no more an accuracy factor).
- blinds targeted hostile if it is facing the spotlight turret (small sight and moving penalties).
- you can synchronize spotlight turrets in group for better visual effects.
- can be used under roofs.

Projector tower:
- same as the turret but can target hostiles over walls.
- cannot be used under roofs.

Projector: a simple projector to light your straight military alleys or barbed wired fences.

Technical support
MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

Changelog
V1.1
* Updated to V1.1.
* Removed fixed projector (was too ugly and it already exist in another mod).
* Small typography corrections.

V1.0 (old versioning)
* Updated to V1.0.
* Mod renamed as Projector to look more though. :-)
* Added projector tower.
* Added fixed projector.

V18.0
* Updated to B18.
* Turrets can now be synchronized for cool visual effects!

V17.1
* Targeted hostile is blinded if facing the spotlight turret.
* Corrected research to unlock the spotlight turret.

V17.0
* Initial release.
Modders note
You may be interrested in the following features:

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

MiningCo.: drill turret

    MiningCo. expeditions often carry one jewel of technology: the drill turret. This device can automatically drill nearby ores and natural rocks.
   
(http://i.imgur.com/swVt6MK.png)

Download
See first message please. (https://ludeon.com/forums/index.php?topic=14711.0)

Features
Adds a new turret: the drill turret.
- automatically drill nearby ores and natural rocks.
- mining mode can be switched (only ores, only rocks and both).
- manning the turret will improves its drilling speed (level 20 miner using drill turret mines 2x faster).
- drill efficiency and yield resources can be improved via one additional research.

Technical support
MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

Changelog
V1.1
* Updated to V1.1.
* Power is now always required.
* Small typography corrections.

V1.0
* Updated to V1.0.
* Improved beam effects (proportional to the efficiency).

V18.0
* Updated to B18.
* Turret rotation is now instantaneous (code simplification).

V17.2
* Buffed turret rotation rate when powered.
* Added an alert when a turret is idle.

V17.1
* Power is now optional (easier remote mining operations)
* Turret can be manned to improve efficiency.
* Increased drill efficiency.
* Improved performances.
* Efficiency is now displayed when selecting turret.
* Increased turret range (10 -> 15).

V17.0
* Initial release.
Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).[/list]
Title: [V1.1] MiningCo.: spaceship (20-04-2020)
Post by: Rikiki on July 26, 2015, 08:15:59 AM
MiningCo.: spaceship

!!! You need to start a new world/colony as this mod adds a new hidden faction. !!!

    This time, MiningCo. is showing all its might! The orbital station is fully functional, dispatching expedition teams all around this rimworld and crushing any resistance with a rain of bullets, rockets and fire!

(https://i.imgur.com/jL5UkOo.png)
   

Download
See first message please. (https://ludeon.com/forums/index.php?topic=14711.0)

Features
Adds several spaceship kinds:
- cargo spaceship: will periodically land to trade few bulk goods.
- cargo spaceship: (requested) will land with an assortment of MiningCo. stuff and more bulk goods.
- medical spaceship: (requested for a price) will dispatch medics to heal your pawns.
- dispatcher spaceships: will pay you to use your landing pads to drop and pick expedition teams.

Request air strikes to crush intruders! Warning! MiningCo. cannot be held responsible for any collateral damage.
(https://i.imgur.com/ifrcJsj.png)

Send a pawn needing urgent medical attention to get proper healing aboard the orbital station.[
img]https://i.imgur.com/NVRSKAx.png[/img]

Technical support
MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

Changelog
V1.1
* Updated to V1.1.
* Improved some messages to provide more informations to the player when a requirement is unmet.

V18.5
* Corrected pawn generation error thanks to Mehni.

V18.4
* Added robustness for "null pointer in reachable down pawn" bug.
* Corrected issues in orbital healing (missing part and max duration).
* Added mod setting to disable landing pad beacon lights.

V18.2
* Corrected the "damaged spaceship" reward bug.
V18.1
* Simplified partnership research prerequisites (removed CommsConsole building requirement).
* Vulcan turret is no more claimable/deconstructible.

V18.0
* Initial release.
Credits

Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).[/list]
Title: Re: [A11c] Rikiki's M&Co. (26-07-2015)
Post by: Patrykbono20 on July 26, 2015, 03:51:58 PM
work with alpha 11 in first version ?
Title: Re: [A11c] Rikiki's M&Co. (26-07-2015)
Post by: Rikiki on July 27, 2015, 03:36:32 PM
Quote from: Patrykbono20 on July 26, 2015, 03:51:58 PM
work with alpha 11 in first version ?
As the API has changed between A11a and A11b, I doubt so. Your best bet is just to test it! :)
BTW, why stay in A11a? ???
Title: Re: [A11c] Rikiki's M&Co. (02-08-2015)
Post by: Rikiki on August 02, 2015, 02:54:54 PM
Updated Alert speaker and Mining helmet. Enjoy! :D
Title: Re: [A11c] Rikiki's M&Co. (02-08-2015)
Post by: JesterBlue on August 03, 2015, 03:13:15 AM
Finally! The light is back!
Title: Re: [A11c] Rikiki's M&Co. (02-08-2015)
Post by: falcongrey on August 03, 2015, 07:00:14 PM
Keep getting a message that the file is unavailable from the download location with the mining helmet.

Good to see this mod updated again. I missed it! Missing the helmet though.... I need my light in the darkness!
Title: Re: [A11c] Rikiki's M&Co. (02-08-2015)
Post by: Rikiki on August 04, 2015, 01:43:46 AM
I re-uploaded the Mining helmet files. :) Don't know what happened though... ???
Title: Re: [A11c] Rikiki's M&Co. (02-08-2015)
Post by: Hayhorse on August 13, 2015, 05:12:34 PM
*BUMP*
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Rikiki on August 25, 2015, 12:49:43 PM
Updated the M&Co. Common for A12.

Added the laser fence mod (https://ludeon.com/forums/index.php?topic=14711.msg153942#msg153942).
I am waiting for your feedback on this one! :D
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: skullywag on August 25, 2015, 12:52:38 PM
Ooooooh i like that. I like that a lot. Top notch again Rikiki.
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Match on August 25, 2015, 12:55:21 PM
Ohhh this is shinny!
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Rikiki on August 25, 2015, 01:01:26 PM
Thanks guys! And don't forget to wear your eyeglasses! 8)

Updated M&Co. Alert speaker to A12.
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Rikiki on August 25, 2015, 01:09:14 PM
Updated M&Co. Mining helmet to A12.
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Rikiki on August 25, 2015, 04:12:07 PM
Updated M&Co. MMS to A12.
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Xubrim on August 25, 2015, 05:31:56 PM
Laser fence?.. 'eh...

Emergency laser defense grid? Why yes, I think that will do nicely.

I'm not sure if you had it intended that as an alternate use or not, but lasers work splendidly for quickly shutting down hallways or base entrances. One can even get creative and come up with ways to trap manhunters in kill boxes, blocking both entrances with lasers at the flick of a switch from far, far away. It'd be a little more tricky with ranged humanoids, but it's still feasible if you play your cards right.

Cheaty as it sounds, I've loved to see some lasers that could even pass through/over embrasures/sandbags. Also, lasers currently act as walls for the sake of heat transfer. Is there any way to make Rimworld view lasers as nonpassable, but not a wall?

For a fence, four tiles seems a bit too short. Admittedly, the longer you go, the more exploity things can get. I imagine this is why you settled on only four tiles? This is probably a terrible suggestion from a balance perspective, but I sort of hope you increase the distance and, if players want to be cheap little losers (like me), let them. Maybe a mechanic where the energy requirement gets exponentially larger based on how much longer than a set amount of tiles the laser is would balance things a little?

Either way, good stuff. Always happy to have your work in my load order. :)
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: tsuvekio on August 26, 2015, 08:45:55 AM
Hi,

I find the mods wonrderful, though i have so far failed to use the Mobile Mineral Sonar. More precisely i cannot for some reason have it placed, even though i have done all required research and created all requried components...

I have opened the debug window, and when i try to place it i get "Cannot cast from source type to destination type"..

I have also checked that i have placed the common mod above the MMS, and verified that I have the zipped folder name instead of something else (checked the old forum thread that mentioned something like that).

Verson of RimWorld is 11.857 (did not download 11.877 as it is Mac orriented ,if not mistaken)

Please let me know if you need any additional information.

Thanks in advance for your help!
Yiannos
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Wildcard82 on August 26, 2015, 08:58:30 AM
^ I am getting the same problem  :(
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Rikiki on August 26, 2015, 09:58:45 AM
Quote from: Wildcard82 on August 26, 2015, 08:58:30 AM
^ I am getting the same problem  :(
Alpha 12 is out guys! Go grab your 0.12.906 version! ;)
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Rikiki on August 26, 2015, 03:50:49 PM
Quote from: Xubrim on August 25, 2015, 05:31:56 PM
Laser fence?.. 'eh...

Emergency laser defense grid? Why yes, I think that will do nicely.

I'm not sure if you had it intended that as an alternate use or not, but lasers work splendidly for quickly shutting down hallways or base entrances. One can even get creative and come up with ways to trap manhunters in kill boxes, blocking both entrances with lasers at the flick of a switch from far, far away. It'd be a little more tricky with ranged humanoids, but it's still feasible if you play your cards right.

Cheaty as it sounds, I've loved to see some lasers that could even pass through/over embrasures/sandbags. Also, lasers currently act as walls for the sake of heat transfer. Is there any way to make Rimworld view lasers as nonpassable, but not a wall?

For a fence, four tiles seems a bit too short. Admittedly, the longer you go, the more exploity things can get. I imagine this is why you settled on only four tiles? This is probably a terrible suggestion from a balance perspective, but I sort of hope you increase the distance and, if players want to be cheap little losers (like me), let them. Maybe a mechanic where the energy requirement gets exponentially larger based on how much longer than a set amount of tiles the laser is would balance things a little?

Either way, good stuff. Always happy to have your work in my load order. :)

Hi Xubrim and thanks for the feedback! :)

To answer your questions and suggestions:

R := natural rock
+ := pylon
= := fence

(rest of the map)

RRR RRR
RRR RRR
RRR RRR
+=====+

(you base in a mountain)


So, I might increase the fence length but not so soon. I still have other projects pending. ;)
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Too-DAMN-Much on August 27, 2015, 03:54:59 AM
maybe a second version which blocks the path with !FUN!? :)
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: skyarkhangel on August 27, 2015, 07:33:01 AM
Great C# skills :) Good job!
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: rdz1122 on August 27, 2015, 01:35:27 PM
Chome is blocking the download from your link (maybe the upload site you picked?):

Google Chrome blocks downloads

Chrome automatically blocks harmful downloads that try to cause problems on your computer, like:

Giving you viruses
Leaking your private data
Changing your browser and computer settings
Adding unwanted extensions or toolbars to your browser
Why the download was blocked

Your file download may have been blocked for one of two reasons:

We think it might be a malicious, unwanted, or uncommon file.
Malicious: You tried downloading malware.
Unwanted: You tried downloading a deceptive piece of software. This program, disguised as a helpful download, may actually make unexpected changes to your computer.
Uncommon: You tried downloading an unfamiliar and potentially dangerous piece of software.
We've found that the website you tried to download the file from has been known to distribute malware.
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Rikiki on August 27, 2015, 02:33:28 PM
Quote from: rdz1122 on August 27, 2015, 01:35:27 PM
Chome is blocking the download from your link (maybe the upload site you picked?):
...
We've found that the website you tried to download the file from has been known to distribute malware.
So what? I am one of the most active Rimworld modders. ;) Just trust the community! :)

@skyarkhangel: thanks mate! :D
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: torgt on August 27, 2015, 03:31:31 PM
That's some bad advice. It doesn't matter if you're one of the most active modders. When the browser is throwing up security notices, one should take notice. Especially when that browser is Firefox or Chrome as both Mozilla and Google are pushing many wonderful changes out to help secure the web. While what you do may be fantastic (and it is), that doesn't mean that the site you're using to distribute your files can't be compromised or affecting your files. I would encourage you to use a different release site, or post sha256/512's of the files so that we can verify what we're getting from a third party matches what you uploaded.

Personally, when I hit a download site that has multiple download buttons (and only one actually gives you the desired file), I assume that it is out to get me. I think that what Chrome doesn't like is that it also kicks you off to an IP based site that doesn't match the cert it's offering. Firefox also complains, just in a different way that doesn't stop the download.
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Too-DAMN-Much on August 27, 2015, 07:04:40 PM
Quote from: torgt on August 27, 2015, 03:31:31 PM
That's some bad advice. It doesn't matter if you're one of the most active modders. When the browser is throwing up security notices, one should take notice. Especially when that browser is Firefox or Chrome as both Mozilla and Google are pushing many wonderful changes out to help secure the web. While what you do may be fantastic (and it is), that doesn't mean that the site you're using to distribute your files can't be compromised or affecting your files. I would encourage you to use a different release site, or post sha256/512's of the files so that we can verify what we're getting from a third party matches what you uploaded.

Personally, when I hit a download site that has multiple download buttons (and only one actually gives you the desired file), I assume that it is out to get me. I think that what Chrome doesn't like is that it also kicks you off to an IP based site that doesn't match the cert it's offering. Firefox also complains, just in a different way that doesn't stop the download.

you really drink deep from the old propaganda cup, don't you?

fact is most sites are blocked because of some trolling kid reporting a site 100+ times because he's throwing a tantrum, a lot of the rest are because big brother dislikes them (hi piratebay :) ), none of what you're told by a web browser on this topic is worth reading unless you're specifically researching into it.

but anyway, back on topic, i will admit, i was a little saddened to hear that the lasers were only barriers instead of cutting lasers, why block a path with something physical and silly when you can block it with instant-vaporization DEATH? :D
could even be a bit of an intricate system, requiring both an emitter and at least one receiver (unless you intend to burn your walls down) to be safe, plus some sort of generator/capacitor to accept energy from your mains, now that has potential for a security system.

i can see it now, outside a psychic drone wailing as the ship touches down, an army of scythers pour out, beacon lights go off when they approach the colony, all the colonists drop what they're doing and hide in either their bedrooms or the panic room knowing that if they're in the hall before the security kicks on they won't survive either.

and now we need a devil emote, not really, but i was tempted to try to find one a few times writing this out :D
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Rikiki on August 28, 2015, 07:30:05 PM
Because of the AI again...  ;D A really powerful fence would be cool againt smart pirates but where is the !FUN! if they all walk blindly through the fence to melt down as a camembert under the Provence's sun?
I want my mods to be as much as possible balanced, not OP kids tools. So blocking fences is the most optimal way I found for now. :)
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Too-DAMN-Much on August 28, 2015, 11:07:54 PM
Quote from: Rikiki on August 28, 2015, 07:30:05 PM
Because of the AI again...  ;D A really powerful fence would be cool againt smart pirates but where is the !FUN! if they all walk blindly through the fence to melt down as a camembert under the Provence's sun?
I want my mods to be as much as possible balanced, not OP kids tools. So blocking fences is the most optimal way I found for now. :)

ahh, that makes sense yeah, i hadn't considered how the AI would consider or react to certain areas being dangerous like that to be fair.
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Demonlord091 on August 31, 2015, 09:00:44 PM
I seem to have run into a bit of a bug. I'm not real sure what to make of it.

[attachment deleted due to age]
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Demonlord091 on August 31, 2015, 09:08:40 PM
Second screenshot of the list of mods I had loaded at the time.

[attachment deleted due to age]
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: kremlinkev on September 01, 2015, 11:36:06 AM
I think I am missing something obvious, but how does one make/procure the sonar module to build the actual scanner? I got 5 charged batteries made, but cant seem to find the last widget for assembly.
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: silentwolf123 on September 01, 2015, 12:20:44 PM
That laser fence looks very nice!
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Rikiki on September 01, 2015, 03:30:38 PM
Quote from: Demonlord091 on August 31, 2015, 09:08:40 PM
Second screenshot of the list of mods I had loaded at the time.
I believe the EdB Prepare carefully mod must be the last in the mod order. I suspect its position to cause the errors you see.
You should also check the "M&Co. Common" mod folder is exactly named as this. The version extension may cause problems (I am not at home so I can't check the source code... :-\).

Quote from: kremlinkev on September 01, 2015, 11:36:06 AM
I think I am missing something obvious, but how does one make/procure the sonar module to build the actual scanner? I got 5 charged batteries made, but cant seem to find the last widget for assembly.
You can make it at the electronics workbench once the MMS research is done. Do you use the EdB mod order mod? It sometimes messes things up as it slightly modifies the mod folder names...
Title: Re: [A12] Rikiki's M&Co. => Force field (04-09-2015)
Post by: Rikiki on September 04, 2015, 04:16:36 PM
Updated the M&Co.: Force field mod (https://ludeon.com/forums/index.php?topic=14711.msg153943#msg153943)! :)
Title: Re: [A12] Rikiki's M&Co. => Force field (04-09-2015)
Post by: MultiDavid on September 04, 2015, 09:19:15 PM
Quote from: Rikiki on September 04, 2015, 04:16:36 PM
Updated the M&Co.: Force field mod (https://ludeon.com/forums/index.php?topic=14711.msg153943#msg153943)! :)
Huh rikiki... when you place a force field, is it normal for the whole hud to disappear and not being able to place it ?
Title: Re: [A12] Rikiki's M&Co. => Force field (04-09-2015)
Post by: Rikiki on September 05, 2015, 07:31:04 AM
Quote from: MultiDavid on September 04, 2015, 09:19:15 PM
Quote from: Rikiki on September 04, 2015, 04:16:36 PM
Updated the M&Co.: Force field mod (https://ludeon.com/forums/index.php?topic=14711.msg153943#msg153943)! :)
Huh rikiki... when you place a force field, is it normal for the whole hud to disappear and not being able to place it ?
Sorry but I don't know what happens to you. ???
Are you sure you are using tha last game version (0.914)?
Could you please reproduce the bug and send me the RimWorld914Win\RimWorld914Win_Data\output_log.txt file so I can investigate the cause of error?
Anyone else having the bug?
Title: Re: [A12] Rikiki's M&Co. => Force field (04-09-2015)
Post by: MultiDavid on September 05, 2015, 11:26:04 AM
Quote from: Rikiki on September 05, 2015, 07:31:04 AM
Quote from: MultiDavid on September 04, 2015, 09:19:15 PM
Quote from: Rikiki on September 04, 2015, 04:16:36 PM
Updated the M&Co.: Force field mod (https://ludeon.com/forums/index.php?topic=14711.msg153943#msg153943)! :)
Huh rikiki... when you place a force field, is it normal for the whole hud to disappear and not being able to place it ?
Sorry but I don't know what happens to you. ???
Are you sure you are using tha last game version (0.914)?
Could you please reproduce the bug and send me the RimWorld914Win\RimWorld914Win_Data\output_log.txt file so I can investigate the cause of error?
Anyone else having the bug?

Hmmm... perhaps because i decided not to update yet, but still, wierd bug, when i try to place force fields the whole HUD bugs, and the only way to exit is by pressing the . key.
Title: Re: [A12] Rikiki's M&Co. => Force field (04-09-2015)
Post by: hyperkiller on September 06, 2015, 12:59:16 PM
I am getting that HUD bug also with the Sonar, it has 5 (unchosen materials) as its first materials

is there a core file i'm missing since i only grabbed this one?

*edit I didnt download the Common File lol. It works now

[attachment deleted due to age]
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: kremlinkev on September 06, 2015, 05:05:09 PM
Quote from: Rikiki on September 01, 2015, 03:30:38 PM
Quote from: kremlinkev on September 01, 2015, 11:36:06 AM
I think I am missing something obvious, but how does one make/procure the sonar module to build the actual scanner? I got 5 charged batteries made, but cant seem to find the last widget for assembly.
You can make it at the electronics workbench once the MMS research is done. Do you use the EdB mod order mod? It sometimes messes things up as it slightly modifies the mod folder names...

I use the built in mod ordering system, and I have the following order configured: 1) Vanilla core, 2) mms common, 3) mms mining, 4) mms mining helmet. Then other non-mms mods after that.

The only things at the electronics bench is the integrated circuit board and the mining helmet. I'm sure I'm doing something wrong.
Title: Re: [A12] Rikiki's M&Co. => Force field (04-09-2015)
Post by: pigman999999999 on September 07, 2015, 03:38:54 PM
can you do a dif download or dropbox my chorme doset like that site
Title: Re: [A12] Rikiki's M&Co. => Laser fence (25-08-2015)
Post by: Rikiki on September 07, 2015, 05:42:31 PM
QuoteI use the built in mod ordering system, and I have the following order configured: 1) Vanilla core, 2) mms common, 3) mms mining, 4) mms mining helmet. Then other non-mms mods after that.

The only things at the electronics bench is the integrated circuit board and the mining helmet. I'm sure I'm doing something wrong.

Please check the mods' names in the RimWorld914Win\Mods folder. :)
They should be named exactly:
If the M&Co. MMS mod name is incorrect, the dynamic recipe will not be added to the electronic workbench.
Have you tried without the EdB Mod order?
Title: Re: [A12] Rikiki's M&Co. => Force field (04-09-2015)
Post by: dismar on September 07, 2015, 09:56:13 PM
hey Rikiki i've having a weird issue with your fish hydroponics, where if i set the fish to "do forever" my fishing pawn keeps run back and forth grabbing a fish and reset the hydroponics. Maybe its just my cracked up game but might be a bug :P
Title: Re: [A12] Rikiki's M&Co. => Force field (04-09-2015)
Post by: MultiDavid on September 07, 2015, 10:22:02 PM
Quote from: dismar on September 07, 2015, 09:56:13 PM
hey Rikiki i've having a weird issue with your fish hydroponics, where if i set the fish to "do forever" my fishing pawn keeps run back and forth grabbing a fish and reset the hydroponics. Maybe its just my cracked up game but might be a bug :P

Put only 1 at a time, what it does is it resets the fish hp and progress timers, only queue up one at a time :)
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Rikiki on September 09, 2015, 04:01:41 PM
Added the M&Co. Outpost generator (https://ludeon.com/forums/index.php?topic=14711.msg153944#msg153944). 8)

Updated the M&Co. Laser fence to V12.1.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Match on September 09, 2015, 04:08:54 PM
Ohh cool, going to try it out this evening
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Match on September 09, 2015, 06:57:45 PM
Its fun, looks like there is some incompatibility with prepare carefully, will test further and try different load orders. Am receiving a bug with laser fences, upon base being transferred, I still have no control over fences. In addition, the graphic is not working for the laser.

Edit 1: Just going to edit this post as I update with compatibility.
Edit 2: Disregard my statements about laser fences. I had version 12.0 installed, Prepare Carefully works when loaded last.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: FridayBiology on September 09, 2015, 10:49:00 PM
is there a way to suggest or get our own ideas included as outpost designs?
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: isistoy on September 09, 2015, 11:49:40 PM
Félicitations distinguées :)
That outpost is built up during map gen, yes? Makes this even more interesting...

"is there a way to suggest.... "
Suggest, my friend, suggest...

"our own ideas included as outpost designs"
That would be ridiculously nice, but let's be serious a moment:

Does the outpost structure come from another save or xml template? What map size constraints are affecting building the outpost?
Not all maps can accept such buildings (mountainous, for instance) or do you affect initial vanilla map gen so space is reserved for outpost before?

By the moment these are adaptive to map gen, then specific design/templates could maybe be a thing. Also, could lead to far-beyond-this-mod interesting ideas :D
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Poebe on September 10, 2015, 03:15:27 PM
Could you make it so its claimable? You cant really use anything inside it even if you set ownership for colonists so they never get to use those sweet beds and such
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Match on September 10, 2015, 03:23:52 PM
Quote from: Poebe on September 10, 2015, 03:15:27 PM
Could you make it so its claimable? You cant really use anything inside it even if you set ownership for colonists so they never get to use those sweet beds and such

I don't want to spoil anything, but you should really send a hacker to the bases com console. As to who does the hacking, I'm not entirely sure, But i have a hunch its related to an intelligence skill
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Poebe on September 10, 2015, 05:38:17 PM
Thats not the problem, capturing the outpost works but you cant CLAIM the buildings therefore I cant desconstruct so I have to destroy some stuff to improve the layout
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Rikiki on September 10, 2015, 07:01:26 PM
Capture success is based on the best value of research or crafting.
Once the base is captured, you CAN (or at least should be able to :P) claim all the buildings (excepted the turrets if they are hostile).
Just remember to spawn home area on the outpost or it will not be repaired. ;)

If you can't claim the buildings, please tell me the steps you have followed:
1) Military/civil outpost?
2) Capture result? Major or minor failure, minor or major success?
3) What can't you claim?
4) Did you save then load between game start and capture?
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: rsof69 on September 11, 2015, 01:46:08 AM
Quote from: Rikiki on September 10, 2015, 07:01:26 PM
Capture success is based on the best value of research or crafting.
Once the base is captured, you CAN (or at least should be able to :P) claim all the buildings (excepted the turrets if they are hostile).
Just remember to spawn home area on the outpost or it will not be repaired. ;)

If you can't claim the buildings, please tell me the steps you have followed:
1) Military/civil outpost?
2) Capture result? Major or minor failure, minor or major success?
3) What can't you claim?
4) Did you save then load between game start and capture?

My starting team got murdered :(
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Match on September 11, 2015, 02:00:15 AM
Quote from: rsof69 on September 11, 2015, 01:46:08 AM
Quote from: Rikiki on September 10, 2015, 07:01:26 PM
Capture success is based on the best value of research or crafting.
Once the base is captured, you CAN (or at least should be able to :P) claim all the buildings (excepted the turrets if they are hostile).
Just remember to spawn home area on the outpost or it will not be repaired. ;)

If you can't claim the buildings, please tell me the steps you have followed:
1) Military/civil outpost?
2) Capture result? Major or minor failure, minor or major success?
3) What can't you claim?
4) Did you save then load between game start and capture?

My starting team got murdered :(

Always approach from the side with the tradebeacon. If there are turrents, you gotta sneak around them. Once you get an individual inside, it goes into lock down. So be smart and be locked in the room that has the console. From there, Hack, and POOF instabase.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Rikiki on September 11, 2015, 03:00:49 PM
Quote from: rsof69 on September 11, 2015, 01:46:08 AM
My starting team got murdered :(
;D That is hilarious!!! I hope you had some !FUN!. At least, the surprise was total for you! :D

QuoteBe careful however, the company does not take intrusion easy...
=> Don't pretend I did not warned you! ;)

Jokes apart, I am interrested in your feedback. Do you feel it is too hard/too easy?
I know it can give you a big advantage to get a free running base early game but as you cannot choose the outpost position, I hope it is not too unbalanced.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Match on September 11, 2015, 03:44:14 PM
Quote from: Rikiki on September 11, 2015, 03:00:49 PM
Quote from: rsof69 on September 11, 2015, 01:46:08 AM
My starting team got murdered :(
;D That is hilarious!!! I hope you had some !FUN!. At least, the surprise was total for you! :D

QuoteBe careful however, the company does not take intrusion easy...
=> Don't pretend I did not warned you! ;)

Jokes apart, I am interrested in your feedback. Do you feel it is too hard/too easy?
I know it can give you a big advantage to get a free running base early game but as you cannot choose the outpost position, I hope it is not too unbalanced.

I just save scummed till it got into a position I liked :( All in all I like it. It can be overpowered, but I also spent a good hour testing out various strategies on the best way to take one.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: LustrousWolf on September 11, 2015, 04:10:56 PM
Help :c this mod works, but when i save and quit then come back on it always crashes and i can never play it again. this is the error i think is causing it https://gyazo.com/aa4485be7633f766a4f2f5bb2395bf37
please help ;-;

if this helps here is a picture with all the mods i was currently using before adding outpost generator which then broke it :c https://gyazo.com/d811935de5201f142335ebd271b7bc3f
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Iwillbenicetou on September 12, 2015, 01:15:23 AM
Hey, I've experienced a problem with sendspace. My browser (Google Chrome) has blocked the download. Could you set up a mirror on dropbox, or mediafire please?
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Rikiki on September 12, 2015, 02:00:48 AM
Quote from: LustrousWolf on September 11, 2015, 04:10:56 PM
Help :c this mod works, but when i save and quit then come back on it always crashes and i can never play it again. this is the error i think is causing it https://gyazo.com/aa4485be7633f766a4f2f5bb2395bf37
please help ;-;

if this helps here is a picture with all the mods i was currently using before adding outpost generator which then broke it :c https://gyazo.com/d811935de5201f142335ebd271b7bc3f
You should take the last LaserFence version (V12.1). I will update the main post with this info.
Tell me if it still doesn't work. :)
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Rikiki on September 12, 2015, 02:05:23 AM
Quote from: Iwillbenicetou on September 12, 2015, 01:15:23 AM
Hey, I've experienced a problem with sendspace. My browser (Google Chrome) has blocked the download. Could you set up a mirror on dropbox, or mediafire please?
There is a dropbox link in the first post. ;)
You can still download from sendspace then press "Ctrl + j" to open the download list and force Chrome to give you the file.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: LustrousWolf on September 12, 2015, 03:36:03 AM
Quote from: Rikiki on September 12, 2015, 02:00:48 AM
Quote from: LustrousWolf on September 11, 2015, 04:10:56 PM
Help :c this mod works, but when i save and quit then come back on it always crashes and i can never play it again. this is the error i think is causing it https://gyazo.com/aa4485be7633f766a4f2f5bb2395bf37
please help ;-;

if this helps here is a picture with all the mods i was currently using before adding outpost generator which then broke it :c https://gyazo.com/d811935de5201f142335ebd271b7bc3f
You should take the last LaserFence version (V12.1). I will update the main post with this info.
Tell me if it still doesn't work. :)

If you mean take out the laser fence mod, I have done that and it still does not work :c
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Rikiki on September 12, 2015, 03:58:10 AM
I don't mean "remove", I mean you must download the last laser fence version which is V12.1.
The bug you see is because you have enabled laser fence V12.0, so outpost generator tries to acces some laser fence method which is not available in V12.0.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: LustrousWolf on September 12, 2015, 04:10:37 AM
Quote from: Rikiki on September 12, 2015, 03:58:10 AM
I don't mean "remove", I mean you must download the last laser fence version which is V12.1.
The bug you see is because you have enabled laser fence V12.0, so outpost generator tries to acces some laser fence method which is not available in V12.0.

Oh right xD It works now, thank you! :D
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: millenium on September 12, 2015, 04:49:33 PM
i like the inclusion of the outpost its a little difficult though. had a 12 research hack the communications console got a major failure and i cant claim or deconstruct anything. think there would be a way to deconstruct stuff without having to tell the colonists to attack it.

also keep getting an error getting thrown up after i started a game didnt throw up in main menu:

exception ticking triggerintrustion 10427: system.nullreferenceexception: object reference not set to an instance of an object at Outpostgenerator.triggerintrusion.tick /\ 10x000001 in <filename unknown.:o
verse.log:error (string)
verse.ticklist:tick()
verse.tickmanager:DoSingleTick()
verse.tickmanager:TickManagerUpdate()
Verse.Map:Mapupdate()
Verse.RootMap:Update()
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: Rikiki on September 13, 2015, 03:36:12 AM
Quote from: millenium on September 12, 2015, 04:49:33 PM
i like the inclusion of the outpost its a little difficult though. had a 12 research hack the communications console got a major failure and i cant claim or deconstruct anything. think there would be a way to deconstruct stuff without having to tell the colonists to attack it.

also keep getting an error getting thrown up after i started a game didnt throw up in main menu:

exception ticking triggerintrustion 10427: system.nullreferenceexception: object reference not set to an instance of an object at Outpostgenerator.triggerintrusion.tick /\ 10x000001 in <filename unknown.:o
verse.log:error (string)
verse.ticklist:tick()
verse.tickmanager:DoSingleTick()
verse.tickmanager:TickManagerUpdate()
Verse.Map:Mapupdate()
Verse.RootMap:Update()
The error you are experiencing is breaking the rest of the capture process... :-\
Normally, you can claim all the outpost after hacking the console. No need to break everything! :D
I have uploaded a new version which should be more robust.
Please report back if the bug persist.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Goldenpotatoes on September 13, 2015, 11:57:35 AM
Will there be any future incentive not to deconstruct the outpost comms? Two free persona cores at the expense of a a guilt message doesn't seem like much when that's an easy 2-4k silver at game-start.

Good concept, though.  There needs to be more structure-based mods for exploring.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Iwillbenicetou on September 13, 2015, 02:00:43 PM
Hey Rikiki, would you mind making bigger outposts for bigger maps? I really love the mod, and hacked into it pretty easily, but could you make them bigger as the bedroom's are tiny, and you need to get really good gear before entering the outpost, but then you have some pretty low level stuff.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Rikiki on September 13, 2015, 04:16:08 PM
Hmm, there should not be 2 AI core when deconstructing it... And yes, I have planned the ability to fulfill contracts for M&Co. So deconstructing it will disable these objectives.

If you look into the source code, big outposts are planned :D but I had no time for now to implement it. :-\
Just be patient, I have also other fun projects in mind. ::)
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (09-09-2015)
Post by: millenium on September 13, 2015, 10:26:08 PM
Quote from: Rikiki on September 13, 2015, 03:36:12 AM
Quote from: millenium on September 12, 2015, 04:49:33 PM
i like the inclusion of the outpost its a little difficult though. had a 12 research hack the communications console got a major failure and i cant claim or deconstruct anything. think there would be a way to deconstruct stuff without having to tell the colonists to attack it.

also keep getting an error getting thrown up after i started a game didnt throw up in main menu:

exception ticking triggerintrustion 10427: system.nullreferenceexception: object reference not set to an instance of an object at Outpostgenerator.triggerintrusion.tick /\ 10x000001 in <filename unknown.:o
verse.log:error (string)
verse.ticklist:tick()
verse.tickmanager:DoSingleTick()
verse.tickmanager:TickManagerUpdate()
Verse.Map:Mapupdate()
Verse.RootMap:Update()
The error you are experiencing is breaking the rest of the capture process... :-\
Normally, you can claim all the outpost after hacking the console. No need to break everything! :D
I have uploaded a new version which should be more robust.
Please report back if the bug persist.

thanks for quick response ill grab that and test with my mods see if anything else may be breaking it.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: night32 on September 18, 2015, 01:57:00 AM
Hello.

As soon as I load the main screen, I get an error log. I attached a picture of it.

If I ignore the log and try to play anyway, I can click on the laser fences from the security tab, but can't place them. It doesn't even show a shadow version like normal buildings do before you place them. (I have the required materials)

My mod load order is: Core -> M&Co Common -> M&Co Laser Fence -> Edb prepare carefully -> edb mod order

Please tell me what I should or need to do. Thanks.

[attachment deleted due to age]
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Rikiki on September 18, 2015, 03:32:54 PM
Quote from: night32 on September 18, 2015, 01:57:00 AM
Hello.

As soon as I load the main screen, I get an error log. I attached a picture of it.

If I ignore the log and try to play anyway, I can click on the laser fences from the security tab, but can't place them. It doesn't even show a shadow version like normal buildings do before you place them. (I have the required materials)

My mod load order is: Core -> M&Co Common -> M&Co Laser Fence -> Edb prepare carefully -> edb mod order

Please tell me what I should or need to do. Thanks.
Please, first test without EdB mod order. I suspect you mis-installed it. ;)

Have you correctly followed the "EdB mods order" install instructions?
It specifies that you should only activate 1)"Core" and 2)"EdB mods order" then close and re-open the mods tab. Then only activate other mods.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: night32 on September 18, 2015, 04:15:35 PM
Quote from: Rikiki on September 18, 2015, 03:32:54 PM
Please, first test without EdB mod order. I suspect you mis-installed it. ;)

Have you correctly followed the "EdB mods order" install instructions?
It specifies that you should only activate 1)"Core" and 2)"EdB mods order" then close and re-open the mods tab. Then only activate other mods.

I actually was having the error before I read that M&Co should be loaded before prepare carefully; this was before I went and got the mod-order mod so I could place them in the correct order.
I also just tried loading with neither edb mod activated, just core, M&Co common and M&Co Laser Fence (in that order). Still got the same error.

Edit: I decided to delete + freshly reinstall all the mods and now everything works fine. Not sure what happened.

But I do have another question. I'm thinking about downloading your M&Co mineral sonar mod too, so would I have to load that before or after the Laser Fence mod? I know both come after the 'common' mod, but does the order there matter?
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: T-Wrecks on October 08, 2015, 08:05:49 AM
Heya Rikki, I redid your integrated curcuit texture. I felt that it was on the wrong angle. Here is my finished art for if you would like to use it, although its totally fine if you don't want it.

[attachment deleted due to age]
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: LustrousWolf on November 01, 2015, 09:30:15 AM
Is there a patch for Industrialization? So that the Mining Sonar picks up aluminium and copper in the mountains?
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Nomad on November 02, 2015, 10:21:49 AM
really love these mods cant wait to see the laser weapons
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Rikiki on November 02, 2015, 03:57:04 PM
Quote from: LustrousWolf on November 01, 2015, 09:30:15 AM
Is there a patch for Industrialization? So that the Mining Sonar picks up aluminium and copper in the mountains?
Nope but if you can code, it would be easy to add this feature. :)
I try not to be dependant from other's mods so I can update all my mods at my own pace.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: LustrousWolf on November 03, 2015, 11:13:01 AM
Quote from: Rikiki on November 02, 2015, 03:57:04 PM
Quote from: LustrousWolf on November 01, 2015, 09:30:15 AM
Is there a patch for Industrialization? So that the Mining Sonar picks up aluminium and copper in the mountains?
Nope but if you can code, it would be easy to add this feature. :)
I try not to be dependant from other's mods so I can update all my mods at my own pace.

I did try to do a bit of coding but I am not good at all xD Where and what code do I change to allow copper and aluminium to appear on the miner sonar?
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Rikiki on November 03, 2015, 03:35:54 PM
You just need to add the defs you want to scan in Building_MobileMineralSonar.cs (near lines 90-100) after this piece of code:
Code: [Select]
            detectedDefList.Add(ThingDef.Named("MineableSteel"));
            detectedDefList.Add(ThingDef.Named("MineableSilver"));
            detectedDefList.Add(ThingDef.Named("MineableGold"));
            detectedDefList.Add(ThingDef.Named("MineableUranium"));
            detectedDefList.Add(ThingDef.Named("MineablePlasteel"));
            detectedDefList.Add(ThingDefOf.AncientCryptosleepCasket);
... and recompile the dll! Refer to this thread (https://ludeon.com/forums/index.php?topic=3408.0) for details about dll compilation.

With more detailed steps...
1) Grab Visual Studio (I use Microsoft Visual C# 2010 express) to open the solution (the "M&Co. MMS.sln" file in the main directory).
2) Download the M&Co. MMS source mod.
3) Perform the code modification detailed above.
4) As the "M&Co. MMS V12.X source" project contains everything you need, open the solution and press F6 to compile.
5) The compiled dll should be located under "M&Co. MMS\MMS\Release\M&Co. MMS.dll". Check the date to be sure this is your freshly compiled version.
6) You must then put this dll in the right folder "M&Co. MMS\MMS\M&Co. MMS\Assemblies".
7) Finally, copy the mod folder "M&Co. MMS\MMS\M&Co. MMS" into your Rimworld mod folder "Rimworld914Win\Mods".
8 ) Start the game with the dev option enabled and check there is no error in the console (this only checks XML errors in general).
9) Start a new colony and use the god mod to instantly build this wonderful enhanced MMS.

Happy modding! ;D
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: LustrousWolf on November 03, 2015, 04:08:57 PM
            detectedDefList.Add(ThingDef.Named("MineableSteel"));
            detectedDefList.Add(ThingDef.Named("MineableSilver"));
            detectedDefList.Add(ThingDef.Named("MineableGold"));
            detectedDefList.Add(ThingDef.Named("MineableUranium"));
            detectedDefList.Add(ThingDef.Named("MineablePlasteel"));
         detectedDefList.Add(ThingDef.Named("MineableCopper"));
         detectedDefList.Add(ThingDef.Named("MineableAluminium"));
            detectedDefList.Add(ThingDefOf.AncientCryptosleepCasket);

I added copper and aluminium, so if I have M&co MMS under Industrialization it will work? Or is it not that simple?
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Dramak on November 26, 2015, 09:47:15 AM
Hi!
I'm quite new at modding (and at Rimworld in general) bit I find this very impressive! Love the M&Co corporation and its scripts!
And thanks for sharing the sources, I'll use some in my mod.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: polis27 on November 30, 2015, 12:46:42 PM
I want to make a hack. I cant figure out how to set the max range to 500.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Rikiki on November 30, 2015, 05:27:07 PM
Quote from: polis27 on November 30, 2015, 12:46:42 PM
I want to make a hack. I cant figure out how to set the max range to 500.
You need to modify the source code and recompile the dll.
There are 2 constants that defines the sonar normal and enhanced ranges.
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: polis27 on December 01, 2015, 06:06:01 AM
I got a few question and I will be off.
1. What program you use to compile C code to dll file?
2. Can you explain what these method do?
i.    public override void Destroy(DestroyMode mode = 0)
ii.   public override void Draw()
iii.  public void DrawDynamicScanRangeAndScanRay()
iv.  public void DrawMaxScanRange()
v.   public void DrawSatelliteDish()
vi.  public void DrawScanSpotOnThingsWithinScanRange(ThingDef thingDefParameter)
vii. public override void ExposeData()
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Rikiki on December 02, 2015, 04:10:30 PM
Quote1. What program you use to compile C code to dll file?
Please see this message (https://ludeon.com/forums/index.php?topic=14711.msg181092#msg181092) about compilation or Haplo's dll tutorial (https://ludeon.com/forums/index.php?topic=3408.0). I began modding Rimworld with it!
Quote2. Can you explain what these method do?
i.    public override void Destroy(DestroyMode mode = 0)
ii.   public override void Draw()
iii.  public void DrawDynamicScanRangeAndScanRay()
iv.  public void DrawMaxScanRange()
v.   public void DrawSatelliteDish()
vi.  public void DrawScanSpotOnThingsWithinScanRange(ThingDef thingDefParameter)
vii. public override void ExposeData()
I believe the names are quite self-explanatory for most of them! :P

Those functions are part of Rimworld core:
Destroy => called when an object is destroyed (killed, deconstructed, vanish...)
Draw => called every time the screen is refreshed so... basically at 60 Hz.
ExposeData => called whenever the game saves/loads a savegame. Used to stored instance data (current scan range, scan progress... in this case).

Those ones are specific to the sonar mod:
DrawDynamicScanRangeAndScanRay => draws the sonar green effect when selected (like in a submarine! ;D )
DrawMaxScanRange => draws a sonar max scan range... oh really?
DrawSatelliteDish => draws the satellite dish... >:( OK, I stop those jokes. If you look carefully in the mod folders, the sonar base texture does not embbed any dish. This function draws it dynamically (it rotates over time).
DrawScanSpotOnThingsWithinScanRange => draws some remanent fading green spots on detected metallic objects.

I hope it is clearer for you! :) If you need more details, please consider private messages. Most users don't want this kind of details... ;)
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Hayhorse on December 02, 2015, 10:01:56 PM
If its possible, could you move your download links to dropbox? I dont like the sites that are covered in ads that may or may not be viruses.

Edit: It would seem that the outposts, after killing anything (assuming hostiles that are alive spawned inside it) inside, can not be claimed. I would have to go and shoot everything until they are destroyed and rebuild the whole base. Is there a dev mode command that force claims objects?
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: radioactive science on December 08, 2015, 01:30:24 AM
wait where are the M&Co. factions? if there's a outpost then there's a factions. MMMMMPPPPPPPHHHHHH!; WHY DOES IT NEED TO BE HARD?!?!?!?!??!?!??!?!?!??!?!?!??!?!?!?


****************************************************************************************************************************************************************************************************************************************************************************************************

                                     [NOPE; THIS PART IS NOT ALLOWED]



every freaking time...                         



MY COLONIST DIED.I WANT YOU TO UPDATE THIS: forbid colonist from coming in the outpost.  BECAUSE OF IT EVERY ONE DIED. (I can't do anything but to BARGE INTO THE CONTROL ROOM but before that I destroy everything!!) >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:(






                     
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Jdalt40 on December 08, 2015, 02:52:02 AM
Hey just wondering but is the laser fence able to go through walls (Not realistic at all)? If not, are you able to add a wall which allows this (Glass,Invisible wall, Etc)?
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Rikiki on December 12, 2015, 08:52:03 AM
@Hayhorse: 1) There is a download link in the first post which contains all M&Co. mods on dropbox. ;)
I am progressively getting rid of Sendspace as it is confusing and reported as containing viruses by Chrome.

2) Can you describe what you did and what are the hostiles you talk about please? Did you triggered M&Co. security patrol? Or did some pirates dropped in the oupost?
The outpost can be claimed once you have hacked or destroyed the outpost command console.

@fastrunner: in next update, doors will be forbidden by default so colonists don't go wandering into the outpost.
M&Co. is an interstellar mining corporation so why would there be a faction on this planet?

This mod is not especially hard (I find it too easy at beginning in fact... :P ). Just don't rush the outpost as you don't rush ancient crypts. Moreover, you are warned several times by Coralie before any "incident" occurs!

@Joshy1111: I don't really see the point of having such kind of wall. Plus it may be too exploitable and hard to implement.
What have you in mind? ???
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Jan2607 on December 13, 2015, 06:26:49 PM
Hello Rikiki,

I've found a Compact autonomous generator in the outpost. It would be really nice if I could build this power source :)
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Grimandevil on December 26, 2015, 02:31:24 PM
Quote from: LustrousWolf on November 03, 2015, 04:08:57 PM
         detectedDefList.Add(ThingDef.Named("MineableCopper"));
         detectedDefList.Add(ThingDef.Named("MineableAluminium"));

I added copper and aluminium, so if I have M&co MMS under Industrialization it will work? Or is it not that simple?
so, did it work?
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Plasmatic on January 16, 2016, 12:36:33 PM
Without any real modding knowledge would it be possible for me to make the force fields extend away from the building one more square? that way I can fit a wall in between that will be shielded..
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Rikiki on January 16, 2016, 05:25:52 PM
Quote from: Plasmatic on January 16, 2016, 12:36:33 PM
Without any real modding knowledge would it be possible for me to make the force fields extend away from the building one more square? that way I can fit a wall in between that will be shielded..
Mmh ???, it may be possible but you need to...

Anyway, the graphic part is independant from the shield mechanism and I fear the result would be ugly...
Good luck if you jump into this! :)
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Plasmatic on January 16, 2016, 05:58:04 PM
Quote from: Rikiki on January 16, 2016, 05:25:52 PM
Quote from: Plasmatic on January 16, 2016, 12:36:33 PM
Without any real modding knowledge would it be possible for me to make the force fields extend away from the building one more square? that way I can fit a wall in between that will be shielded..
Mmh ???, it may be possible but you need to...

  • understand my code,
  • correctly modify it,
  • compile the dll and place it in the right folder.

Anyway, the graphic part is independant from the shield mechanism and I fear the result would be ugly...
Good luck if you jump into this! :)

Haha thats a no then :D

I wouldn't know where to start decompiling or compiling dll's

easier xml files I can modify mostly.. like the thingdefs.. but dll's is far beyond me I'm afraid..

I just want to put the building behind my embrasure and have it shield the embrasure and itself :)
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Rikiki on January 17, 2016, 04:09:31 PM
I see what you want to do but for aesthetic design and balance reasons, I wanted to limit the protected area. :)
Original idea comes from here (http://images.google.fr/imgres?imgurl=http%3A%2F%2Fwww.wargamer.com%2Ffiles%2Farticles%2F2661%2F20090225103004.jpg&imgrefurl=http%3A%2F%2Fwww.wargamer.com%2FArticle%2F2661&h=600&w=800&tbnid=Dhgvin26rf7w1M%3A&docid=j8-W6Tv0ag9J3M&ei=sAKcVofIEMPXU-jfj5AJ&tbm=isch&iact=rc&uact=3&dur=2906&page=1&start=0&ndsp=63&ved=0ahUKEwiH4JjA4LHKAhXD6xQKHejvA5IQrQMIJDAB).
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Plasmatic on January 18, 2016, 08:42:26 AM
Quote from: Rikiki on January 17, 2016, 04:09:31 PM
I see what you want to do but for aesthetic design and balance reasons, I wanted to limit the protected area. :)
Original idea comes from here (http://images.google.fr/imgres?imgurl=http%3A%2F%2Fwww.wargamer.com%2Ffiles%2Farticles%2F2661%2F20090225103004.jpg&imgrefurl=http%3A%2F%2Fwww.wargamer.com%2FArticle%2F2661&h=600&w=800&tbnid=Dhgvin26rf7w1M%3A&docid=j8-W6Tv0ag9J3M&ei=sAKcVofIEMPXU-jfj5AJ&tbm=isch&iact=rc&uact=3&dur=2906&page=1&start=0&ndsp=63&ved=0ahUKEwiH4JjA4LHKAhXD6xQKHejvA5IQrQMIJDAB).

Yea, I understand, it's ok :) I'll have to adapt, maybe put it outside the embrasure :)

Reason I wanted it inside is because I usually end up playing in a cold area, so I'd like the embrasures to be indoors so my colonists don't freeze to death while defending the colony :)

Thanks for the shields tho, They are a wonderful thing when the mechs come :)
Title: Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
Post by: Grimandevil on January 19, 2016, 02:42:28 PM
Quote from: Plasmatic on January 18, 2016, 08:42:26 AM
Reason I wanted it inside is because I usually end up playing in a cold area, so I'd like the embrasures to be indoors so my colonists don't freeze to death while defending the colony
use it as a part of wall then, it will count as solid wall.
Title: Re: [A12] Rikiki's M&Co. => M&Co. MMS
Post by: Faythe on January 19, 2016, 08:16:22 PM
Heya. Just want to say I love your mod.  I just wanted to point out a small error I was getting with the mod installed and I am fairly certain it is with your mod and not others cause it appears on the uninstalled MMS.

(http://ft.trillian.im/9e30117d1fbaa37c24a95366dd5dc026abc1af3e/6EFjBzfEZ7gVIBICdpqGoLXBuYP1b.jpg).

That was what I got when I uninstalled it to move it locations.
Title: Re: [A12] Rikiki's M&Co. => M&Co. MMS
Post by: Rikiki on January 24, 2016, 02:24:05 PM
Quote from: Faythe on January 19, 2016, 08:16:22 PM
Heya. Just want to say I love your mod.  I just wanted to point out a small error I was getting with the mod installed and I am fairly certain it is with your mod and not others cause it appears on the uninstalled MMS.

That was what I got when I uninstalled it to move it locations.
Hi Faythe, thanks for the report. :)
Could you please answer to the following questions to narrow this bug:
1) Do you use the original mod or is it embedded in a mod pack?
2) Did you reproduced this bug?
3) If yes, could you give me the steps to reproduce it?
Thanks in advance for your help!
Title: Re: [A12-A13] Rikiki's M&Co. => MMS updated (07-04-2016)
Post by: Rikiki on April 07, 2016, 05:54:42 PM
Updated MMS to A13! :)

By the way, I did not figured why pawns won't relocate the MMS until I click on "Uninstall".
If anyone can help, please let me know! :)
Title: Re: [A12-A13] Rikiki's M&Co. => MMS updated (07-04-2016)
Post by: Match on April 07, 2016, 09:42:10 PM
Thanks Rikiki! I can't wait to see what your doing with outpost generation!
Title: Re: [A12-A13] Rikiki's M&Co. => MMS updated (07-04-2016)
Post by: Delmain on April 08, 2016, 05:25:47 PM
I noticed that the changelog says that the MMS no longer finds plasteel? What's up with that?
Title: Re: [A12-A13] Rikiki's M&Co. => MMS updated (07-04-2016)
Post by: falcongrey on April 09, 2016, 02:45:37 PM
I'm hoping your next update to A13 is the Mining Helmets...

Thanks for all your work so far!
Title: Re: [A12-A13] Rikiki's M&Co. => MMS updated (07-04-2016)
Post by: Rikiki on April 09, 2016, 03:31:30 PM
Quote from: Delmain on April 08, 2016, 05:25:47 PM
I noticed that the changelog says that the MMS no longer finds plasteel? What's up with that?
Maybe was I tired? :P
I re-read plasteel def and saw it is classified as metallic stuff so I will change that soon. :)

Quote from: falcongrey on April 09, 2016, 02:45:37 PM
I'm hoping your next update to A13 is the Mining Helmets...

Thanks for all your work so far!
Mmh, this one is more difficult to update because of the change in CompGlower. :-\ I think I will leave it for later.
And thanks for your support! :D
Title: Re: [A12-A13] Rikiki's M&Co. => MMS updated (07-04-2016)
Post by: falcongrey on April 09, 2016, 03:37:55 PM
Quote from: Rikiki on April 09, 2016, 03:31:30 PM
Quote from: Delmain on April 08, 2016, 05:25:47 PM
I noticed that the changelog says that the MMS no longer finds plasteel? What's up with that?
Maybe was I tired? :P
I re-read plasteel def and saw it is classified as metallic stuff so I will change that soon. :)

Quote from: falcongrey on April 09, 2016, 02:45:37 PM
I'm hoping your next update to A13 is the Mining Helmets...

Thanks for all your work so far!
Mmh, this one is more difficult to update because of the change in CompGlower. :-\ I think I will leave it for later.
And thanks for your support! :D

Welcome and take your time! :D
Title: Re: [A12-A13] Rikiki's M&Co. => MMS updated (07-04-2016)
Post by: Rikiki on April 09, 2016, 05:29:01 PM
Updated Laser Fence and Force Field to A13! :)
Title: Re: [A12-A13] Rikiki's M&Co. => MMS, ForceField, LaserFence updated (09-04-2016)
Post by: Speeny on April 09, 2016, 06:22:57 PM
I am confused. I see that the laser fences and force shield are updated is the base pack that those mods need updated as well? i would love to try these out in my stream. *Edit* I am an idiot i was looking under the old downloads and not the new ones.
Title: Re: [A12-A13] Rikiki's M&Co. => MMS, ForceField, LaserFence updated (09-04-2016)
Post by: Rikiki on April 10, 2016, 04:50:25 PM
Quote from: Speeny on April 09, 2016, 06:22:57 PM
I am confused. I see that the laser fences and force shield are updated is the base pack that those mods need updated as well? i would love to try these out in my stream. *Edit* I am an idiot i was looking under the old downloads and not the new ones.
Yep, sorry, the first message is a little bit messy as I am still updating mods to A13.

Updated M&Co. mining helmet to A13 by the way. It was easier than expected! :D
Title: Re: [A12-A13] Rikiki's M&Co. => MMS, ForceField, LaserFence, Helmet (10-04-2016)
Post by: Xeno360 on April 11, 2016, 06:38:34 PM
Lovely. Mining helmet is bugged. After crafting one and equipping it, my pawn now just stands next to the ore and spits an error. Nothing happens. Bugged my freakin game.
Title: Re: [A12-A13] Rikiki's M&Co. => MMS, ForceField, LaserFence, Helmet (10-04-2016)
Post by: dareddevil7 on April 11, 2016, 09:03:53 PM
I tried to place the laser pylon and all my interfaces disappeared and I was forced to quit through task manager
Title: Re: [A12-A13] Rikiki's M&Co. => MMS, ForceField, LaserFence, Helmet (10-04-2016)
Post by: Rikiki on April 12, 2016, 01:26:39 AM
First debug idea, be sure to use the A13 mod, not the old A12 download link. I will remove it so there is no more link trap...

Quote from: Xeno360 on April 11, 2016, 06:38:34 PM
Lovely. Mining helmet is bugged. After crafting one and equipping it, my pawn now just stands next to the ore and spits an error. Nothing happens. Bugged my freakin game.
That's strange, ??? I always test thouroughly my mods before release.
Could you please post your RimWorld1135Win\RimWorld1135Win_Data\output_log.txt file so I can see what went wrong?

Quote from: dareddevil7 on April 11, 2016, 09:03:53 PM
I tried to place the laser pylon and all my interfaces disappeared and I was forced to quit through task manager
Same here, please post your RimWorld1135Win\RimWorld1135Win_Data\output_log.txt file.

Thansk for the report guys! :)
Title: Re: [A12-A13] Rikiki's M&Co. => MMS, ForceField, LaserFence, Helmet (10-04-2016)
Post by: hwoo on April 12, 2016, 02:09:47 PM
i just downloaded your mining helmet mod and when they put it on they work independently for a few seconds. then stand still until drafted to move. but wont move independently again after. they also wont take off the helmet when told.

tested the mining helmet in a deep mine and no light happened either.

cant wait to see this when its polished. love my deep mountain mining and the idea of them mining with the lights on only for it to slowly expose a hidden room just sounds awesome.
Title: Re: [A12-A13] Rikiki's M&Co. => MMS, ForceField, LaserFence, Helmet (10-04-2016)
Post by: Rikiki on April 12, 2016, 04:45:00 PM
Sorry guys but I am unable to reproduce the mining helmet "stuck" bug nor the freezing HUD laser fence pylon. :P
Please check you have download the A13 version.

If the bug occurs again, I would be really grateful if you could send me the output_log.txt file so I can investigate what is the root cause. :)
Title: Re: [A12-A13] Rikiki's M&Co. => MMS, ForceField, LaserFence, Helmet (10-04-2016)
Post by: hwoo on April 12, 2016, 04:56:10 PM
Quote from: Rikiki on April 12, 2016, 04:45:00 PM
Sorry guys but I am unable to reproduce the mining helmet "stuck" bug nor the freezing HUD laser fence pylon. :P
Please check you have download the A13 version.

If the bug occurs again, I would be really grateful if you could send me the output_log.txt file so I can investigate what is the root cause. :)

The strange thing is it was definitely the alpha 13 I choose, and I made sure that all other mods were of when I tested it out to avoid mix ups.

So no idea. Do your colonists get the light come on? When does it come on at any rate? Simply didn't trigger for me at all. Nor would it let me take it off them.
Title: Re: [A12-A13] Rikiki's M&Co. => MMS, ForceField, LaserFence, Helmet (10-04-2016)
Post by: Rikiki on April 13, 2016, 03:24:42 PM
The light is switched on when the wearer pawn is under a natural roof (thin or thick) or when he is doing a mining job.
It will nearly instantly toggle when it needs to be switched on/off (max 0.5s).

I just released a version (V13.1 (https://www.dropbox.com/home/Rimworld%20A13%20M%26Co.)) which corrects a small bug and should be generally more robust.
Awaiting your feedback guys! :)
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: mo0504 on April 13, 2016, 05:59:40 PM
Hey Rikiki,
what about the fish industry? Have you planned an A13 update as well? I'm asking cause i love this mod :) thx for your whole work...
Title: Re: [A12-A13] Rikiki's M&Co. => MMS, ForceField, LaserFence, Helmet (10-04-2016)
Post by: hwoo on April 13, 2016, 10:46:39 PM
Quote from: Rikiki on April 13, 2016, 03:24:42 PM
The light is switched on when the wearer pawn is under a natural roof (thin or thick) or when he is doing a mining job.
It will nearly instantly toggle when it needs to be switched on/off (max 0.5s).

I just released a version (V13.1 (https://www.dropbox.com/home/Rimworld%20A13%20M%26Co.)) which corrects a small bug and should be generally more robust.
Awaiting your feedback guys! :)

Yeah I had then under thick mountain and no light. I'll test when I'm back from work again with no other mods active but yours and see what happens.
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Rikiki on April 14, 2016, 02:09:35 AM
Quote from: mo0504 on April 13, 2016, 05:59:40 PM
Hey Rikiki,
what about the fish industry? Have you planned an A13 update as well? I'm asking cause i love this mod :) thx for your whole work...
Fish industry will be updated too! It just takes some time to test and rebalance everything...  :)
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: hwoo on April 14, 2016, 01:17:34 PM
right, so Iv'e done a quick test with the helmet and it works fine :) lights up and lets my colonists take it of. or wander with it.

however it seems having the mod itself makes all darkness 0% so as it stands. as long as you simply have the mod enabled. darkness goes away entirely.

which sounds like a good thing kinda. but if you get raided currently. day or night. you cant use light to illuminate them and not you as everyone's out of darkness.

its pretty much there man! well done and thank you for all the effort your putting in!

EDIT: turns out pawns still have defense bonus from being in darkness so thats still there. but they no longer fear being in the dark either. left a colonist in a deep cave for a whole day and no 'being in dark' negative.

if i can help test in any other way let me know. really want to help with this mod.
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Rikiki on April 14, 2016, 03:13:14 PM
@hwoo: thanks for the report mate. Unfortunately, I am unable to reproduce what you are describing! ???
Here is a comparison of darkness at 23h:
1) without mod
2) with mod
(http://i.imgur.com/v27hjK0.png)
(http://i.imgur.com/RRhV4pc.png)

I don't see any difference of darkness...

About the pawns, here is a screenshot showing 2 pawns under thick mountain.
Pyrrha is correctly suffering from being in darkness while Anna is fine with her mining helmet.
(http://i.imgur.com/lRVlOyx.png)


Maybe could you post some screenshots of your tests? It would be easier for me to understand. :)
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: hwoo on April 15, 2016, 03:34:40 AM
I am very happy to say I was incorrect! It appears that the darkness effect kicked in after I reloaded my game. So it all works perfectly!

Thanks man. Glad to be wrong 😊
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Korn.Mil on April 15, 2016, 09:11:14 AM

(http://www.part.lt/img/04e8342dc07addb67d0621cc6a7881c3401.png) (http://www.part.lt/perziura/04e8342dc07addb67d0621cc6a7881c3401.png)

i get this error from mod force field generator, here it is
By the way, its pretty cheap to construct this thing :) only 150 steel and 5 components. Its too cheap i think, but mod is amazing, i like it
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Rikiki on April 15, 2016, 02:45:44 PM
Right, I will correct it as soon as possible!
Thanks for the report! :)
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: falcongrey on April 15, 2016, 03:40:54 PM
Quote from: Rikiki on April 15, 2016, 02:45:44 PM
Right, I will correct it as soon as possible!
Thanks for the report! :)

:D

Thanks so much for the support of your mod and for updating it so quickly to A13!
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Rikiki on April 17, 2016, 04:30:34 AM
Updated Force field to V13.1. :)
It corrects the missing texture error and rebalance the force field cost.
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Korn.Mil on April 17, 2016, 06:02:20 AM
Quote from: Rikiki on April 17, 2016, 04:30:34 AM
Updated Force field to V13.1. :)
It corrects the missing texture error and rebalance the force field cost.

Nice! :) thank you
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: theorial on April 18, 2016, 06:55:45 AM
I've come across something that has broken not only my current game save, but all prior saves as well. Something is broken with the electronics workbench. The game will work just fine so long as you don't power it up. You can build it, interact with it, see it's recipes, but as soon as you connect power to it, the game goes nuts! Screenshot below.

The screen grab is too big for these forums, so... http://imgur.com/fIt0VFJ

Not sure if it's a mod load order issue or something more serious. On another note, the mobile scanner works, but I could never click on it once it was built. It would still do it's thing, but once it was done I had to deconstruct it with a work order, it was the only interaction I could do with it. If you need anything from me, let me know.

edit: Removed your mods  :( and the bench went away, so It's confirmed it was from one of your mods.
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Rikiki on April 18, 2016, 12:06:31 PM
Quote from: theorial on April 18, 2016, 06:55:45 AM
I've come across something that [...]
You have surely not used the A13 download link. >:( M&Co. Common mod has been completely removed as its content is mostly part of the vanilla game now. :)
Check the mod's version in the About.xml file or directly in the game's "Mods" menu.
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: theorial on April 19, 2016, 03:21:44 PM
Quote from: Rikiki on April 18, 2016, 12:06:31 PM
Quote from: theorial on April 18, 2016, 06:55:45 AM
I've come across something that [...]
You have surely not used the A13 download link. >:( M&Co. Common mod has been completely removed as its content is mostly part of the vanilla game now. :)
Check the mod's version in the About.xml file or directly in the game's "Mods" menu.

I was using the latest versions, I just didn't need the common part. I removed that and it's been working great so far.
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Rikiki on April 19, 2016, 05:28:11 PM
Quote from: theorial on April 19, 2016, 03:21:44 PM
I was using the latest versions, I just didn't need the common part. I removed that and it's been working great so far.
All right then! Enjoy! :D
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: hwfanatic on April 25, 2016, 10:33:37 AM
I'm not sure if I should report bugs here directly, so please forgive me if I am doing it wrong.

I have come across certain compatibility issues between CCL  v0.13.1 and M&Co. MiningHelmet V13.1

Just having both mods enabled raises the error as described here: https://ludeon.com/forums/index.php?topic=16599.msg212265#msg212265
Not sure which mod is "to blame" but at any rate I hope this helps.
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: V3cta on April 25, 2016, 11:24:50 AM
Quote from: hwfanatic on April 25, 2016, 10:33:37 AM
I'm not sure if I should report bugs here directly, so please forgive me if I am doing it wrong.

I have come across certain compatibility issues between CCL  v0.13.1 and M&Co. MiningHelmet V13.1

Just having both mods enabled raises the error as described here: https://ludeon.com/forums/index.php?topic=16599.msg212265#msg212265
Not sure which mod is "to blame" but at any rate I hope this helps.

Got the same problem. Now that I've deactivated M&CO Mining Helmet everything works as it should. The helmet also doesn't glow if CCL is installed.
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Rikiki on April 25, 2016, 04:04:23 PM
Apparently, CCL overwrites the vanilla component "Verse.CompGlower" which is used by the mining helmet. It may be due to that? ???

As M&Co. Mining helmet has no dependance to CCL and the error is raised by CCL, it would be better to report it directly to CCL team. :)
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: 1000101 on April 25, 2016, 04:37:29 PM
Actually, it has nothing to do with CCL.

Many of your mods are lacking a definition of the abstracts they are referencing.  This causes CCL to throw errors due to bad xml.  The comp CCL is replacing is the vanilla comp with a comp which only adds an additional property.

Once I fixed the xml in your mods (multiple mods of yours have these errors), they all worked fine.
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Dugalle900 on April 25, 2016, 04:50:55 PM
I would love if there was a way to make the M&Co MMS detect minerals from other mods. I have the Industrialisation mod by EatKenny that adds copper and aluminium but I can't detect those with the Sonar  :'(
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: falcongrey on May 02, 2016, 04:47:44 PM
Quote from: Rikiki on April 25, 2016, 04:04:23 PM
Apparently, CCL overwrites the vanilla component "Verse.CompGlower" which is used by the mining helmet. It may be due to that? ???

As M&Co. Mining helmet has no dependance to CCL and the error is raised by CCL, it would be better to report it directly to CCL team. :)

Actually, on this one, I believe even Tynan has stated in the past that it doesn't matter if you are overriding an existing def or creating a new one, you must define the abstracts you are referencing in the mod even if they are 'part of the vanilla' and it always was intended this way. Without them mods can have unintended 'results' in the game. The fact that some mods have gotten by without them is nice, but the fact still remains for them to be correctly coded they need to be added.

From what I've seen, this isn't just your mods having this issue. There are quite a few out there that have this same problem. CCL simply brings the issues to light more clearly with the way it is written from what I have seen.
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Rikiki on May 02, 2016, 05:49:30 PM
That's true. I have already updated and released a new version of my Miscellaneous mods to correct this.
I am updating my M&Co. mods to correct this too! :)
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: falcongrey on May 05, 2016, 02:14:42 PM
Quote from: Rikiki on May 02, 2016, 05:49:30 PM
That's true. I have already updated and released a new version of my Miscellaneous mods to correct this.
I am updating my M&Co. mods to correct this too! :)

AWESOME! Thanks!

I tried to 'update' the Mining Helmet on my own (and to understand how it all works), but still don't really understand RimWorld coding yet. Will continue to fiddle to understand!  :P I 'did' have it kind of working but decided to wait and be patient for your release! haha!
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Rikiki on May 09, 2016, 04:36:34 PM
Just updated all M&Co. mods (excepted Oupost Generator) to be fully compatible with CCL. :)
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: mo0504 on May 11, 2016, 09:33:25 AM
Quote from: Rikiki on May 09, 2016, 04:36:34 PM
Just updated all M&Co. mods (excepted Oupost Generator) to be fully compatible with CCL. :)

Is the outpost generator for A13 coming as well?
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: Rikiki on May 11, 2016, 12:45:07 PM
Quote from: mo0504 on May 11, 2016, 09:33:25 AM
Quote from: Rikiki on May 09, 2016, 04:36:34 PM
Just updated all M&Co. mods (excepted Oupost Generator) to be fully compatible with CCL. :)
Is the outpost generator for A13 coming as well?
Yep, it is in progress but requires a lot of work given my goals! :)
I really cannot provide any release date yet.
Title: Re: [A12-A13] Rikiki's M&Co. => Helmet, AlertSpeaker (13-04-2016)
Post by: mo0504 on May 11, 2016, 03:08:45 PM
Quote from: Rikiki on May 11, 2016, 12:45:07 PM
Quote from: mo0504 on May 11, 2016, 09:33:25 AM
Quote from: Rikiki on May 09, 2016, 04:36:34 PM
Just updated all M&Co. mods (excepted Oupost Generator) to be fully compatible with CCL. :)
Yep, it is in progress but requires a lot of work given my goals! :)
I really cannot provide any release date yet.

Okay... take your time :) ty for the info
Title: Re: [A13] Rikiki's M&Co. (30-05-2016)
Post by: Rikiki on May 30, 2016, 05:34:29 PM
M&Co. outpost V13.0 has been released. 8)
I will update the post once I get some spare time.

Please note that this mod is really HUGE so big thanks to report any bug. :)
Creating a new world/colony is mandatory!
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: rk on May 30, 2016, 09:45:02 PM
Hello, awesome mod, unless i missed something it does not appear to be compatible with Prepare Carefully, I have PC loaded before outpost generator, I did not see a file for core so is that integrated into outpost now? PC ran fine before I added outpost and laser fence, I restarted the game, started new world, used PC to load my 4 person crew and the game started with the 3 randoms that I bypassed to load PC. If you need more info I would be more than happy to add whatever information you would like. Thanks again for your great mod.   
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: SmartererThanYou on May 31, 2016, 12:27:37 AM
So far the bases have gave me a VERY overpowered start. All I have to do is hack into the terminal and raiders get stuck it the mountain :D
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Seinne on June 01, 2016, 08:48:46 AM
Quote from: rk on May 30, 2016, 09:45:02 PM
Hello, awesome mod, unless i missed something it does not appear to be compatible with Prepare Carefully, I have PC loaded before outpost generator, I did not see a file for core so is that integrated into outpost now? PC ran fine before I added outpost and laser fence, I restarted the game, started new world, used PC to load my 4 person crew and the game started with the 3 randoms that I bypassed to load PC. If you need more info I would be more than happy to add whatever information you would like. Thanks again for your great mod.   

+1 to this, tried several different orders and cant seem to get them to work together, but I've had Laser Fences working for awhile so that shouldn't be the issue.
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: hentiger on June 01, 2016, 12:14:48 PM
hello. i'm big fan of your mods. however there is no 'M&Co. Common' mod in your dropbox link. please check about it
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Rikiki on June 01, 2016, 03:33:42 PM
Quote from: hentiger on June 01, 2016, 12:14:48 PM
hello. i'm big fan of your mods. however there is no 'M&Co. Common' mod in your dropbox link. please check about it
M&Co. Common has been removed since A13. All my mods use now vanilla components instead. :)

Quote from: rk on May 30, 2016, 09:45:02 PM
Hello, awesome mod, unless i missed something it does not appear to be compatible with Prepare Carefully, I have PC loaded before outpost generator, I did not see a file for core so is that integrated into outpost now? PC ran fine before I added outpost and laser fence, I restarted the game, started new world, used PC to load my 4 person crew and the game started with the 3 randoms that I bypassed to load PC. If you need more info I would be more than happy to add whatever information you would like. Thanks again for your great mod.   
I will soon make patches for Haplo's ruin generator and EdB's Prepare carefully mods.

Quote from: SmartererThanYou on May 31, 2016, 12:27:37 AM
So far the bases have gave me a VERY overpowered start. All I have to do is hack into the terminal and raiders get stuck it the mountain :D
The purpose of this mod is to add new challenges/story settings at start.
Nobody forces you to hijack so fast the outpost! ;)

Was it a big outpost? I may remove big damaged outposts as it may be too overpowered at start.

What do you mean by "and raiders get stuck it the mountain"? ???
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Rikiki on June 01, 2016, 03:34:30 PM
I updated the Outpost generator post with some images! :)
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Seinne on June 01, 2016, 06:53:59 PM
So I just started a new game and got dropped smack dab in the middle of a military base. I figured I was lucky, set up a stockpile zone for the wreckage and started to head into hack the mainframe. But...

It was an Active military base!! Didn't notice until the turrets lit my dog up, then enemy pawns started pouring in to down all 3 of my guys in a flash. I figured I'd let it play out to see what happened...

Enemy pawns were nice enough to stockpile all my belongings in my newly created zone, then stand over us and watch as we bled and starved to death while eating all our emergency rations.
I must admit I laughed though.
Also, slight bug report, it seems you ai pawns do not like when you fast forward, they hesitate and sputter like an old Harley.
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: SmartererThanYou on June 01, 2016, 08:00:41 PM
Quote from: Rikiki on June 01, 2016, 03:33:42 PM
Quote from: hentiger on June 01, 2016, 12:14:48 PM
hello. i'm big fan of your mods. however there is no 'M&Co. Common' mod in your dropbox link. please check about it
M&Co. Common has been removed since A13. All my mods use now vanilla components instead. :)

Quote from: rk on May 30, 2016, 09:45:02 PM
Hello, awesome mod, unless i missed something it does not appear to be compatible with Prepare Carefully, I have PC loaded before outpost generator, I did not see a file for core so is that integrated into outpost now? PC ran fine before I added outpost and laser fence, I restarted the game, started new world, used PC to load my 4 person crew and the game started with the 3 randoms that I bypassed to load PC. If you need more info I would be more than happy to add whatever information you would like. Thanks again for your great mod.   
I will soon make patches for Haplo's ruin generator and EdB's Prepare carefully mods.

Quote from: SmartererThanYou on May 31, 2016, 12:27:37 AM
So far the bases have gave me a VERY overpowered start. All I have to do is hack into the terminal and raiders get stuck it the mountain :D
The purpose of this mod is to add new challenges/story settings at start.
Nobody forces you to hijack so fast the outpost! ;)

Was it a big outpost? I may remove big damaged outposts as it may be too overpowered at start.

What do you mean by "and raiders get stuck it the mountain"? ???

I meant the enemy pawns that are supposed to come out when you hack the base. They just get stuck in the mountain, and then leave after a while. It is the huge military base with laser fence surrounding it and powerful guns sitting at the entrances. I think the base should be overrun with Insects to add difficulty. and I tend to spawn in the middle of these bases (Three games so far)
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Fridolin on June 01, 2016, 08:39:29 PM
Awemampf Update.

Now i know wich mod i use for the next colonie.

Fit better vents/cooler (the repacked version by skullywag) with the outpost vanilla vents/cooler , i can see in the picture?
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Warforyou on June 09, 2016, 04:19:09 PM
Playing with big outpost and Crash Landing mod is truly a fun expirience, though you have to fix mapgenerator defs at first

P.S.

Any idea why are they bringing me seeds and even some crops from their base? So nice of them to share food with survivors  :)
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Faythe on June 13, 2016, 06:44:16 PM
Is there still a way to actually build the mobile mineral scanner? I remember in v12 we had to have your core mod to be able to build them and I can't figure out how to build them in v13.
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Rikiki on June 15, 2016, 02:59:45 PM
Quote from: Warforyou on June 09, 2016, 04:19:09 PM
Playing with big outpost and Crash Landing mod is truly a fun expirience, though you have to fix mapgenerator defs at first
P.S.
Any idea why are they bringing me seeds and even some crops from their base? So nice of them to share food with survivors  :)
I will add patches for this mod soon... I hope. :P
The food sharing is a bug I will correct in next version! :)

Quote from: Faythe on June 13, 2016, 06:44:16 PM
Is there still a way to actually build the mobile mineral scanner? I remember in v12 we had to have your core mod to be able to build them and I can't figure out how to build them in v13.
You just need to research the "M&Co. mobile mineral sonar". You will need a high-tech research bench.
Then just build the MMS with steel and components.
You can also directly buy it from an exotic orbital trader (and I just noticed its price is reeeeeeally too cheap ~180 silver!!! :o ).
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Warforyou on June 15, 2016, 04:39:58 PM
Quote from: Rikiki on June 15, 2016, 02:59:45 PM
The food sharing is a bug I will correct in next version! :)

Damn, I was so pleased they would share food with my poor survivors!  :D
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Hayhorse on June 24, 2016, 08:53:47 PM
So I have 2 questions, 1, what components of Haplos Misc does the outpost generator use? 2, Why and how is PC incompatible with the outpost generator? From my understand PC just modified the people that started in the colony and what items were dropped because I have never seen the ability for it to make structures spawn.
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Rikiki on June 26, 2016, 05:25:18 AM
1) It uses the training targets and the tactical computer.
2) Mods that use map GenStep like Haplo'a ruins, PC, crash landing or Outpost generator all redefine the same xml file. So the last one wins! It is quite easy however to edit this file to incorporate all the desired GenSteps.
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Hayhorse on June 26, 2016, 06:20:55 PM
Then my question is why had PC and Outpost worked together before?
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: DigitalProeliator on June 27, 2016, 05:38:44 PM
Love the look of the mining outpost. Cant wait to see the PC compatible one. Just a couple of questions. Are the outposts neutral and able to be traded with like a normal faction, do they repair and repopulate if attacked someone other than me, like say raiders, manhunters ect, and lastly the way you have it set up, would it be possible to do outposts of different factions or is this just for the miners?
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Warforyou on June 27, 2016, 07:17:56 PM
Quote from: DigitalProeliator on June 27, 2016, 05:38:44 PM
Love the look of the mining outpost. Cant wait to see the PC compatible one. Just a couple of questions. Are the outposts neutral and able to be traded with like a normal faction, do they repair and repopulate if attacked someone other than me, like say raiders, manhunters ect, and lastly the way you have it set up, would it be possible to do outposts of different factions or is this just for the miners?

I'm playing this with PC and everything's just fine. Take a look at MapGenerator defs, it's quite easy to find out how to merge their gensteps in one def
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Rikiki on June 28, 2016, 03:25:49 PM
Quote from: DigitalProeliator on June 27, 2016, 05:38:44 PM
Love the look of the mining outpost. Cant wait to see the PC compatible one. Just a couple of questions. Are the outposts neutral and able to be traded with like a normal faction, do they repair and repopulate if attacked someone other than me, like say raiders, manhunters ect, and lastly the way you have it set up, would it be possible to do outposts of different factions or is this just for the miners?
1) It depends! There are several parameters that define the oupost including:
- the size: just a small easy outpost or a big inhabited one.
- the type (military or civil): this will change the generated room types and the behavior of the guards/turrets toward your colonists.
- initially inhabited or not: warning, a ruined outpost will most probably be reclaimed by M&Co.
- initially ruined or not.
- a battle occured or not.
2) You cannot trade with them for now. Trading or contracts to fulfill are something I want to implement in future updates.
3) Outpost will get reinforcements when necessary.
4) Technicians will repair damaged structure (but not rebuild destroyed ones). Replacing destroyed turrets is also an idea I have (maybe just drop a new one from orbit).
5) Be aware there are many features I designed specifically for the M&Co. faction. ::) It is definitely possible to change the faction of the outpost but this would require a lot of source code refactorization.

About the PC patch, as Warforyou said, just look into the MapGenerators.xml file. Outpost Generator adds this before plants generation (Genstep_Plants):

      <!-- M&Co. outpost -->
      <li Class="OutpostGenerator.Genstep_GenerateOutpost">
        <minEdgeDist>30</minEdgeDist>
      </li>

Prepare Carefully modifies the colonists and initial resources generation. You can just add M&Co. genstep into the PC MapGenerator.xml file. Remember to modify the last loaded MapGenerator file (so most probably the one in PC mod).
You can then do the same for Crash Landing and Haplo's ruins generator. ;)


By the way, I am always looking for feedback. :D
What do you think about the SAM site?
What about the vulcan turrets?
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Warforyou on July 12, 2016, 11:55:52 AM
Quote from: Rikiki on June 28, 2016, 03:25:49 PM
What about the vulcan turrets?

I find them way too op. I am also using "More Vanilla Turrets" which seems to be balanced, so I have added research requirement [Military grade turrets], increased resource cost and power demand of vulcan turrets, also slightly decreasing their range and increasin explosion area. Otherwise their rate of fire is about x10 times higher then original vanilla turrets'.
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Rikiki on July 13, 2016, 07:48:45 AM
Huh, they should NOT be buildable! Did I forgot to remove the designationCategory tag? ::)

It was only designed to protect the outpost.
I find it logic to be more powerful than the basic "improvised" turret. This is a military grade one! :)
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Hayhorse on July 13, 2016, 09:50:02 PM
Have not seen what the SAM turret does. Probably because I havent had drop pods yet. What DO they do?

Besides, just build some automated mortars from glitter-tech and only direct drops can get past your defenses if your in the open.
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Warforyou on July 14, 2016, 07:47:37 AM
Quote from: Rikiki on July 13, 2016, 07:48:45 AM
Huh, they should NOT be buildable! Did I forgot to remove the designationCategory tag? ::)

It was only designed to protect the outpost.
I find it logic to be more powerful than the basic "improvised" turret. This is a military grade one! :)

I guess support ship shoud NOT be buildable as well)
And I also haven't seen SAM turret in action, I think...
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: falcongrey on July 22, 2016, 12:07:54 AM
-Looks for the A14 Mining Helmet... pouts... goes back to playing more Rimworld-
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: 123nick on July 22, 2016, 09:03:47 AM
so this isnt quite updated yet for A14 ? i assume rikiki is planning and/or working on an update ?
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Rikiki on July 22, 2016, 03:23:18 PM
I am working on it but... err... let's say slowly. My exploration of Boston after a toxic fallout event (Fallout 4 ;))  is taking a lot of my free time these days... ;D
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Hayhorse on July 22, 2016, 06:35:52 PM
You fool Rikiki, we need these mods. WE NEED THEM TO LIVE!
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: falcongrey on July 22, 2016, 06:57:34 PM
Quote from: Rikiki on July 22, 2016, 03:23:18 PM
I am working on it but... err... let's say slowly. My exploration of Boston after a toxic fallout event (Fallout 4 ;))  is taking a lot of my free time these days... ;D

I heard it was pretty bad in Boston...  :-\ What's left?
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: Rikiki on July 23, 2016, 07:24:36 AM
Quote from: falcongrey on July 22, 2016, 06:57:34 PM
I heard it was pretty bad in Boston...  :-\ What's left?
Oh there are the usual drugs addicted raiders, the hungry super-mutants and some feral ghouls.
Some communities are trying to survive in the mddle of this and helping them is quite enjoying! I like this universe! 8)

I am just starting to explore Boston. I spent a lot of time in the country before.
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: falcongrey on July 27, 2016, 03:35:26 PM
Quote from: Rikiki on July 23, 2016, 07:24:36 AM
Quote from: falcongrey on July 22, 2016, 06:57:34 PM
I heard it was pretty bad in Boston...  :-\ What's left?
Oh there are the usual drugs addicted raiders, the hungry super-mutants and some feral ghouls.
Some communities are trying to survive in the mddle of this and helping them is quite enjoying! I like this universe! 8)

I am just starting to explore Boston. I spent a lot of time in the country before.

Eventually I need to check it out some time...
Title: Re: [A13] M&Co. Laser fence V13.3 (30-05-2016)
Post by: maurojunior2011 on July 28, 2016, 09:56:30 AM
Quote from: Rikiki on July 26, 2015, 08:15:19 AM
M&Co.: Laser fence

Please, update to A14.
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: MaxP on July 28, 2016, 02:45:21 PM
And helmets please :)
Title: Re: [A13] Rikiki's M&Co. => Big inhabited outpost generator V13.0 (30-05-2016)
Post by: falcongrey on July 28, 2016, 05:16:48 PM
Quote from: MaxP on July 28, 2016, 02:45:21 PM
And helmets please :)

LOL, those are the gems I want as well! xD

Well, Helmets and MMS to find the stuff! ;)
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: Skywatcher on August 03, 2016, 03:08:15 PM
Grabbed the updated MMS & Outpost Generator off GitHub, still getting "incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.14.1249</targetVersion>".
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: MaxP on August 03, 2016, 03:20:13 PM
Unpack the files correctly :)
There must be Mods/M&Co. MMS/ with folders About, Assemblies, Defs And Textures inside.
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: Ki-Tarn on August 03, 2016, 05:22:09 PM
Problem is the GitHub link has the A14 version in individual files not a zip pack like the A13 version, and I don't know GitHub well enough to make it create a zip version for them. I suggest adding the A14 files to the DropBox folder too, instead of dragging each separate xml file from the 4 folders.
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: eldiabs on August 03, 2016, 06:51:01 PM
It would appear the outpost generator is still incompatible with a14. Taken from github. Changed the about.xml to the necessary version number, loaded up mod and got a ton of error messages from the specified mod.
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: Rikiki on August 04, 2016, 01:55:38 AM
Sorry for the lack of communication, I really need more fee time! :P

Only MMS mod is updated to A14!!!

You can get it from the Steam workshop.

As for the Git release, I don't know yet how to do it... ;D But I will learn!
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: SpaceDorf on August 04, 2016, 05:12:44 AM
i am watching you


mWAAAAHAHAHA A!
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: StyleDragonLP on August 04, 2016, 09:23:47 AM
how do i get it if i dont have it on steam?
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: SpaceDorf on August 04, 2016, 11:00:35 AM
Venture onward to the pages of the GitHub.

Let your Eyes wander to the side of your right hand, there on the upper half of your screen you see a shiny green button
which asks of you "Clone or Download"

When you click the Button you get a small menu. Choose Download Zip and all of Rikikis Awesome MineCo Mods zoom right to your harddrive.

In the zip all the mods are in their respective subfolders.

So far only MineCo Mining Sensor ( MMS ) has been updatet to A14.


Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: StyleDragonLP on August 04, 2016, 11:19:35 AM
oh thanks i oversaw that :D sorry BTW outpost generator is updated to
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: ruzackovich on August 07, 2016, 09:50:17 AM
a14 helm please , no helmet so hell met me. to dark for caveman and wasting too much woods and works for digging mountains at night .
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: Mese on August 11, 2016, 07:48:57 PM
I really miss the alarm system

Any chance that will be updated to a14 ?
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: Lady Wolf on August 13, 2016, 05:31:56 AM
+1 on the mining helmet being updated to A14, it's by far the most useful head piece.
Title: Re: [A13-A14] Rikiki's M&Co. => MMS V14.0 (02-08-2016)
Post by: SpaceDorf on August 13, 2016, 12:10:54 PM
+2
My Nightowls Demand Glowy Headwear !
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet V14.0 (13-08-2016)
Post by: Rikiki on August 13, 2016, 03:51:59 PM
Mining helmet is updated on the workshop! :)
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet V14.0 (13-08-2016)
Post by: kaptain_kavern on August 13, 2016, 04:07:01 PM
Haha my Github 6th sense was not jammed then ^^ last commit (https://github.com/Rikiki123456789/Rimworld/commit/ec3494dcec77a244a91c0382944c1ef854ca9d75)
Nice seeing you at work again Rik o7
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet V14.0 (13-08-2016)
Post by: BaconBits on August 13, 2016, 04:17:11 PM
Pllllleeeeease say you're going to post the update here!?!?!?!?
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet V14.0 (13-08-2016)
Post by: Rikiki on August 13, 2016, 04:31:56 PM
Quote from: BaconBits on August 13, 2016, 04:17:11 PM
Pllllleeeeease say you're going to post the update here!?!?!?!?
Sorry buddy but I still need to learn how to easily pack-up a GitHub release. :P
And to be honest, uploading to the workshop is so easy compared to the old way! :D

Note: by lurking into the GitHub source code, you can still manually get the mod folder. In this case, it is located under https://github.com/Rikiki123456789/Rimworld/tree/master/M%26Co.%20MiningHelmet/MiningHelmet.
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet V14.0 (13-08-2016)
Post by: kaptain_kavern on August 13, 2016, 04:36:15 PM
you could clone the github repo (from the main page) and out of the zip obtained, only copy/paste the mining helmet folder (pay attention as there is several folders consecutively) in your mods folder.

But hey I haven't said nothing if Rik ask ;-)




@Rikiki : When you create a new release in the Github related section, you can drag and drop a Zip files in it. As simple as that
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet V14.0 (13-08-2016)
Post by: Rikiki on August 13, 2016, 04:45:15 PM
Updated Force field to A14 (and that's all for tonight ;)).

@kaptain_kavern: thanks for the info mate! I will look into that. :)
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: BaconBits on August 13, 2016, 05:14:46 PM
@Rikiki : It's all good, what ever is easier for you. Thanks for the link. :)

@kaptain_kavern: Thanks for the heads up. :)
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: SpaceDorf on August 13, 2016, 08:07:46 PM
Wohooo :)

Happy Dwarf-Hat-Day to everyone
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: pktongrimworld on August 13, 2016, 10:19:21 PM
yay <3

Laser fence or fungus next?
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: SpaceDorf on August 13, 2016, 11:18:34 PM
I have to go fanboy here, I want the shrooms.

Not for Dwarven reasons, but because for the awesome eery spacey illumination they give the whole ( mountain ) map.

For me the shrooms increase immersion tenfold just by being there, that they are useful is just added bonus :)
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: Mese on August 14, 2016, 08:35:18 PM
please do the alarm system next
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: pktongrimworld on August 15, 2016, 12:51:44 AM
/trying to figure out how to download from github
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: SpaceDorf on August 15, 2016, 03:04:00 AM
On the screenshot :

Look to the upper left, the green button Clone or Download -> then Download as Zip

From the Zip you can extract the mods you want.

[attachment deleted by admin - too old]
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: JT on August 15, 2016, 09:56:51 AM
I just noticed that the system for the alert speaker is adding an apparel item with a penalty rather than adding a hediff.  Hediffs are more versatile. =)

They're pretty easy to add/remove, too:

Get a health difference by defName:

HediffDef pain = HediffDef.Named("JTFieldSurgeryPain");


Add a health difference:

pawn.health.AddHediff(pain, null, null);


Remove a health difference:

foreach(Hediff diff in pawn.health.hediffSet.GetHediffs<Hediff>()) {
if(diff.def == pain) pawn.health.RemoveHediff(diff);
}


Boolean check:

if(!pawn.health.hediffSet.HasHediff(pain))


Adjust severity of a hediff (positive numbers increase severity score, etc.):

HealthUtility.AdjustSeverity(pawn, pain, (float)severity);
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: webkilla on August 15, 2016, 05:38:53 PM
I just found the mod on the Steam workshop - looks fun

Got it researched - but... where do I actually make the devices? I'm not seeing any guidelines or instructions on what workbench creates these?
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: Gfurst on August 15, 2016, 08:31:41 PM
Rikiki, congratz on the updates, really glad
FYI, posting a release on github is pretty simple, don't remember properly but all you need is "Tags -> Release" and upload a regular packaged zip as you would in other ways.
The only issue I see could because you bundle all your mods together in one repo, all the releases would be mixed, but that's no big deal.
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: Rikiki on August 16, 2016, 02:18:28 PM
@JT: Mmh, quite interresting! :) I will look into it. Apparels are quite boring since pawns always try to drop it... >:(

@webkilla: you can build MMS withouth workbench. It is under the Misc. tab (like other hi-tech stuffs: multi-analyzer, vitals monitor...).
And Mining helmet can be crafted on tailoring benches.

@Gfurst: thank you for the tip. :) I will look into it when I will get some more free time!
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: gendalf on August 20, 2016, 07:10:48 AM
can you update Mobile mineral sonar for the 0.14, current dl shows an error on load that it's for 0.13.
- does it require tech? would make sense if starting as tribals.
- can you make a version that can be placed anywhere, but scans the whole map?
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: Ledaren on August 30, 2016, 12:21:31 AM
Waiting patienly for A1 update  8)
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: 123nick on August 30, 2016, 05:54:11 AM
Quote from: Ledaren on August 30, 2016, 12:21:31 AM
Waiting patienly for A1 update  8)

i think u mean A15, A1 was like, years ago.
Title: Re: [A13-A14] Rikiki's M&Co. => Mining helmet/Force field V14.0 (13-08-2016)
Post by: JudgeArcher on August 31, 2016, 07:14:25 AM
hey, your mods are really nice! maybe you can build a laserminer that can be placed near your sonar and automaticly attacks deposite? this one should have a long recharge time with a long fire time( 5-10 sec or 5 burst shot in 5 sec , each shot destroys one cell of norm stonewall)
running in between the laser should be dangerous.
thanks for reading
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Rikiki on September 05, 2016, 06:12:03 PM
Updated half of the mods to A15 on steam. :)

@JudgeArcher: I already thought about an automated laser driller. It is in my TODO list. ;)
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Jan2607 on September 09, 2016, 07:24:40 PM
Is it possible to detect Geysers with the sonar? If not, what do I need to change? I downloaded thew mod in the steam workshop and I don't know where the files are.
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Rikiki on September 10, 2016, 08:38:45 AM
I will re-enable custom detected ThingDef in next version. :)
With Steam, mods are under C:\Program Files (x86)\Steam\steamapps\workshop\content\294100.
Unfortunately, the folder names are represented by numbers. => MMS is "755224256".
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Jan2607 on September 10, 2016, 11:05:12 AM
Okay, I found the Building MMs def. I think it's this part:

    <!--<scannedThingDefs>
      <li>MineableSteel</li>
      <li>MineableSilver</li>
      <li>MineableGold</li>
      <li>MineableUranium</li>
      <li>MineablePlasteel</li>
      <li>MineableComponents</li>
      <li>AncientCryptosleepCasket</li>
    </scannedThingDefs>-->
  </ThingDef>


I added       <li>SteamGeyser</li>

Will this work? Because, is there any texture for geysers in unmined areas? Would it show on the map, if scanned?
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Rikiki on September 10, 2016, 11:06:22 AM
No it won't. I had to disable this because there was bug in the Core assembly (A15b).
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Jan2607 on September 10, 2016, 11:08:44 AM
Okay, thanks.


Quote from: Rikiki on September 10, 2016, 08:38:45 AM
I will re-enable custom detected ThingDef in next version. :)

Will the next version come along with the next Alpha, or earlier?
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Rikiki on September 11, 2016, 05:53:08 AM
Quote from: Jan2607 on September 10, 2016, 11:08:44 AM
Will the next version come along with the next Alpha, or earlier?
Probably not until A16.
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Devlah on September 14, 2016, 02:54:44 PM
I'm curious as to how one is supposed to install this mod if for example, one purchased the game before it was released on steam.  The download link on the first page leads to the source code on GitHub, and there are no releases to be found there.  Are we supposed to download the source and compile it ourselves?

I was unable to find an explanation elsewhere.  This is a serious question, flamers will be ignored.
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: BlackSmokeDMax on September 14, 2016, 03:02:39 PM
Quote from: Devlah on September 14, 2016, 02:54:44 PM
I'm curious as to how one is supposed to install this mod if for example, one purchased the game before it was released on steam.  The download link on the first page leads to the source code on GitHub, and there are no releases to be found there.  Are we supposed to download the source and compile it ourselves?

I was unable to find an explanation elsewhere.  This is a serious question, flamers will be ignored.

Normally in those cases, you click the "clone or download" button, then save it as a zip file. From there it should be the same as any other mod.
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: SpaceDorf on September 14, 2016, 03:10:11 PM
I only get the full package when I go on git.
So I can understand the complaint.

Follow the subfolders until you find the structure, this is how a normal mod looks, extract this folder for the mod you want :)


Name
- About
- Defs
- Textures
- maybe others ..
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: BlackSmokeDMax on September 14, 2016, 04:07:29 PM
Went and looked at the github closer. If you look through the initial list of items you will see a release folder. If you go in there, you will see two zip files to choose from, MiningCo.zip and Misc.zip (not full names), so you should be able to get what you need easily enough.
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: asquirrel on September 15, 2016, 12:38:05 PM
"Went and looked at the github closer. If you look through the initial list of items you will see a release folder. If you go in there, you will see two zip files to choose from, MiningCo.zip and Misc.zip (not full names), so you should be able to get what you need easily enough."

Thanks!  I was lost too. :)
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: jmababa on October 10, 2016, 06:34:59 AM
nice headgear very useful at start when you can't build lighting systems yet prevents the in darkness mood
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Rikiki on November 01, 2016, 05:52:34 PM
Quote from: jmababa on October 10, 2016, 06:34:59 AM
nice headgear very useful at start when you can't build lighting systems yet prevents the in darkness mood
Thanks! :)
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: kaptain_kavern on November 01, 2016, 08:01:56 PM
Hey rikiki

I saw something on github, recently; that I'm really looking forward to see finished.

Keep it up buddy ! Please ;-)
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Rikiki on November 02, 2016, 03:38:54 PM
It is not yet finished but taking good shape. :)
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: jmababa on November 06, 2016, 10:52:24 PM
how do you build a door on laser fence need it to turn on and off when someone needs to pass through example my pets or my hauler
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Canute on November 07, 2016, 03:03:02 AM
Check the pic from the mod, down where Glasses stand, you can place a standard door/autodoor.
Maybe Rikki can create a laser autodoor to fit into.
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: jeeohlee on November 07, 2016, 06:14:23 AM
Quote from: BlackSmokeDMax on September 14, 2016, 04:07:29 PM
Went and looked at the github closer. If you look through the initial list of items you will see a release folder. If you go in there, you will see two zip files to choose from, MiningCo.zip and Misc.zip (not full names), so you should be able to get what you need easily enough.
RIKKI!!!!! this NEEDS to be in your first post on both the misc and the m&co thread!!
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: jmababa on November 09, 2016, 07:10:23 AM
Quote from: Canute on November 07, 2016, 03:03:02 AM
Check the pic from the mod, down where Glasses stand, you can place a standard door/autodoor.
Maybe Rikki can create a laser autodoor to fit into.

Yea that's what I was hopping for
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Rikiki on November 12, 2016, 08:07:47 AM
Quote from: Canute on November 07, 2016, 03:03:02 AM
Check the pic from the mod, down where Glasses stand, you can place a standard door/autodoor.
Maybe Rikki can create a laser autodoor to fit into.
That's an interresting idea! I will re-consider it for the next version. :)
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: jmababa on November 12, 2016, 09:40:50 AM
wohooo  :)
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Thundercraft on November 20, 2016, 02:35:11 AM
Q: Does the MMS (Mobile mineral sonar) support ores from other mods? I could not find a mention of this (either a yes or no) in the OP or on this page. If not, would you consider adding support?

It should be possible. In addition to it's own Copper and Quartz, cuproPanda's Quarry (https://ludeon.com/forums/index.php?topic=13400.msg135940#msg135940) mod also supports Glowstone and Coldstone (Cupro's Powerless! (https://ludeon.com/forums/index.php?topic=13400#msg131091)), Rose Gold (Cupro's Alloys (https://ludeon.com/forums/index.php?topic=13400.msg132995#msg132995)), Coal (Mechanical Defence 2 (https://ludeon.com/forums/index.php?topic=7380.0)), Copper and Aluminium (Industrialisation (https://ludeon.com/forums/index.php?topic=8902.0)), and Silicon and Titanium (Glitter Tech (https://ludeon.com/forums/index.php?topic=5509.0)).

Note: There's also MasterDihtung's Ore Pack (https://ludeon.com/forums/index.php?topic=26910.msg272215#msg272215) addon for Industrialization. But Quarry does not support that.
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Rikiki on November 20, 2016, 04:07:26 PM
It is indicated in the changelog that it was disabled for this version (because of a vanilla bug which is fixed now).
It will be re-enabled for next Alpha. :)
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: pktongrimworld on December 30, 2016, 09:39:40 PM
meow.
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Hayhorse on January 04, 2017, 06:06:05 PM
So, Rikki, are we going to get an A16 update soon? Would also be nice if the outpost generator would also work properly with Prepare Carefully.
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Rikiki on January 05, 2017, 04:11:16 PM
Mining helmet has been updated to A16.
It also adds a mining vest in this version :).

I don't know yet if I will maintain Outpost generator. That's a loooot of work. It is hard to keep all mods up-to-date and have some time to actually play the game! :P
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: pktongrimworld on January 05, 2017, 04:15:11 PM
foooorce fields :D
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Hayhorse on January 05, 2017, 09:07:17 PM
Honestly it would be nice if all the mods were updated, I understand that it takes time and if I could I would attempt to help. The only problem is I don't know any language but AHK script. Which is probably closest to java.
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: cammillotto on January 06, 2017, 09:47:11 AM
Quote from: Rikiki on January 05, 2017, 04:11:16 PM
Mining helmet has been updated to A16.
It also adds a mining vest in this version :).

I don't know yet if I will maintain Outpost generator. That's a loooot of work. It is hard to keep all mods up-to-date and have some time to actually play the game! :P

I hope you find time for the scan... :-)
Title: Re: [A15] Rikiki's M&Co. (05-09-2016)
Post by: Tinkerer on January 06, 2017, 02:43:01 PM
I really like the idea of the forcefield mod...  does it work on a16?
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: asquirrel on January 08, 2017, 03:20:24 PM
Holy carp, MMS has been updated to A16!! :)  Thanks dude!! :)
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: T-Wrecks on January 09, 2017, 07:30:04 AM
Hey Rikki? I think the mining helmet is broken. It just broke my save file. :/
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: carpediembr on January 09, 2017, 11:14:33 AM
> M&Co.: Outpost generator

Does it generates exclusively on the map that you first spawn in? Or does it spawn as other factions outpost as well?
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: Canute on January 09, 2017, 12:19:04 PM
That mod is for A13 not A16, so no.
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: Rikiki on January 11, 2017, 03:26:25 PM
Quote from: T-Wrecks on January 09, 2017, 07:30:04 AM
Hey Rikki? I think the mining helmet is broken. It just broke my save file. :/
Can you please post your output_log.txt file when the error occurs? I did not received other reports about it...
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: Der Failer on January 13, 2017, 03:02:47 PM
Just noticed that your mobile mineral sonar suffers from the "buildings are build instantly" problem.
This is because in buildings <WorkToMake> has changed to <WorkToBuild>, but RW doesn't throw a error and instead just defaults it to 1 work, so it is easy to overlook.

I'm only using MMS, so you may want to check for this in your other mods as well.
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: Rikiki on January 13, 2017, 07:44:01 PM
Quote from: Der Failer on January 13, 2017, 03:02:47 PM
Just noticed that your mobile mineral sonar suffers from the "buildings are build instantly" problem.
This is because in buildings <WorkToMake> has changed to <WorkToBuild>, but RW doesn't throw a error and instead just defaults it to 1 work, so it is easy to overlook.

I'm only using MMS, so you may want to check for this in your other mods as well.
Thanks! :) This is corrected in last version.
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: Lem Wright on January 13, 2017, 09:21:39 PM
Can we get an updated laser fence?
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: Zebukin on January 14, 2017, 03:38:05 PM
Mining Helmet error.

Also MMS after switching off still spinning.

[attachment deleted by admin due to age]
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: Rikiki on January 14, 2017, 05:14:31 PM
Quote from: Zebukin on January 14, 2017, 03:38:05 PM
Mining Helmet error.

Also MMS after switching off still spinning.
Thanks for the report. Do you have any other details about it?
What was doing the pawn? Was he in a caravan?

The power for MMS is optional to speed it up. It will work with internal batteries (very slower though) if not connected to a power source.
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: Zebukin on January 16, 2017, 05:26:57 AM
Quote from: Rikiki on January 14, 2017, 05:14:31 PM
Thanks for the report. Do you have any other details about it?
What was doing the pawn? Was he in a caravan?

Yes, I have some.
At the moment of error it was one MMS and two helmets in the game.
1st helmet was on the pawn, who was in caravan.
2nd was just laying on the floor.

Also MMS after switching off still scanning and consuming energy from it`s inner storage.
It stops consuming evergy only when scan  progress is 100%

Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: cap75 on January 17, 2017, 07:38:52 PM
After I recruit a new pawn my game started to lag... the error mention mininghelmet.

System.NullReferenceException: Object reference not set to an instance of an object
  at MiningHelmet.ApparelWithMiningLight.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_ApparelTracker.ApparelTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

Full Log https://gist.github.com/f7c89017c247248d9fbcd29b6d943adb
Title: Re: [A16] Rikiki's M&Co. (08-01-2017)
Post by: Rikiki on January 19, 2017, 03:02:19 PM
This is corrected in last version. :)
Title: Re: [A16] Rikiki's MiningCo. (22-01-2017)
Post by: Rikiki on January 22, 2017, 05:14:46 PM
Updated (and reworked) Alert speaker to A16.
Title: Re: [A16] Rikiki's MiningCo. (22-01-2017)
Post by: someonesneaky on January 28, 2017, 02:40:53 AM
LordZarmack has taken your laser fences, recolored them, and posted them as his own mod. He... Sort of gives you credit, but apparently doesn't know how to spell your name. He even links to your forum post here for 'content/changelog and related mods'.

http://steamcommunity.com/sharedfiles/filedetails/?id=848777122 (http://steamcommunity.com/sharedfiles/filedetails/?id=848777122)
Title: Re: [A16] Rikiki's MiningCo. (22-01-2017)
Post by: Rikiki on January 28, 2017, 09:22:07 AM
Quote from: someonesneaky on January 28, 2017, 02:40:53 AM
LordZarmack has taken your laser fences, recolored them, and posted them as his own mod. He... Sort of gives you credit, but apparently doesn't know how to spell your name. He even links to your forum post here for 'content/changelog and related mods'.

http://steamcommunity.com/sharedfiles/filedetails/?id=848777122 (http://steamcommunity.com/sharedfiles/filedetails/?id=848777122)
Thanks for the info. I requested him to put a proper link to the original steam mod (and asked to spell my username correctly... ;D).
Title: Re: [A16] Rikiki's MiningCo. (22-01-2017)
Post by: crusader2010 on February 12, 2017, 06:18:28 AM
Hello.

I'm getting a strange visual bug when selecting the MMS (see attached picture).
Something similar happens on the rotating part of the Solar Flare Shielding building too (it's a small 90degrees rotated black square, on the place where the animation would show).

Any ideas what the issue might be?

[attachment deleted by admin due to age]
Title: Re: [A16] Rikiki's MiningCo. (22-01-2017)
Post by: ambivalence on February 13, 2017, 08:39:15 AM
For someone like me, who deliberately associates red color with evil or something, simple retexture:

(https://dl.dropboxusercontent.com/u/7717507/RimWorld/MiningCo_LaserFence_retex.jpg)

× Blue crystals for laser fences of the brave mining company you all know (https://dl.dropboxusercontent.com/u/7717507/RimWorld/MiningCo_LaserFence_retex.zip) (load after the original one; creepy pink trees are not included).

Suggestion: it would be great if the fences could have tiers and/or require some tier-related crystal material to be built of (is it correct sentence?). Also it would be really great to have the ability to switch colors ingame.
Title: Re: [A16] Rikiki's MiningCo. (22-01-2017)
Post by: SpaceDorf on February 13, 2017, 01:19:19 PM
I have a suggestion/wish for the mining sonar :

On dark or overgrown maps I often lose track of the sonar, and can't find it anymore to install it somewhere else ..

please give it some small light radius or a blinking light effect .. nothing fancy just a little optical help.
Title: Re: [A16] Rikiki's MiningCo. (22-01-2017)
Post by: Rikiki on February 14, 2017, 08:14:19 PM
@crusader2010:Does your graphic card handles transparent textures?
The rotating black box is the texture used to draw the dynamic sonar effect when selected.

@ambivalence: changing the color would be difficult I am affraid. Your re-texture is nice by the way and... who said MiningCo. is a friendly company?

@SpaceDorf: that's a good idea. I will note it for next version.
Title: Re: [A16] Rikiki's MiningCo. (22-01-2017)
Post by: Rikiki on February 21, 2017, 05:13:59 PM
Release of MiningCo.: Power fist (https://ludeon.com/forums/index.php?topic=14711.msg153945#msg153945). :)
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Ruisuki on March 09, 2017, 03:42:10 AM
Snagged the stand alone zip of fishing industry from the cave biome thread, but now that I want the mining mods i downloaded the master zip here. Inside the fish industry folder from it theres a sushi zip that the original fishing industry folder I dwld didnt have, though it did have the about assemblies defs and texture folders. Just wondering if I need to extract the sushi zip as well? Which folder do I paste?
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: ChairmanPoo on March 11, 2017, 09:39:35 AM
Laser fences works for 16?
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Rikiki on March 14, 2017, 02:52:45 PM
Quote from: ChairmanPoo on March 11, 2017, 09:39:35 AM
Laser fences works for 16?
Since a lot of time yes! :)
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Ruisuki on March 14, 2017, 03:53:50 PM
Snagged the stand alone zip of fishing industry from the cave biome thread, but now that I want the mining mods i downloaded the master zip here. Inside the fish industry folder from it theres a sushi zip that the original fishing industry folder I dwld didnt have, though it did have the about assemblies defs and texture folders. Just wondering if I need to extract the sushi zip as well? Which folder do I paste?
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Rikiki on March 15, 2017, 04:18:51 AM
This is the old remains of a fan contribution. It is not maintained so do not expect it to work... ;)
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Ruisuki on March 15, 2017, 05:42:00 PM
Quote from: Rikiki on March 15, 2017, 04:18:51 AM
This is the old remains of a fan contribution. It is not maintained so do not expect it to work... ;)
Oh I see, confusing as you are the author of that thread and the OP, plus its listed as a 2017 thread. Hmm...so just to reiterate. This thread is old fan work: https://ludeon.com/forums/index.php?action=post;quote=318900;topic=14711.270 ?

and the thread im replying to is where I should download fishing industry? The sushi zip is included in the download for Fishing industry on github, which is linked to here. So I should not download the sushi submod?  Or is the entire Fishing Industry not being updated anymore?
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Devlah on March 16, 2017, 05:23:30 AM
I've been to the GitHub page, and noticed that Forcefields and Laser fence were updated to A16.  However, there doesn't seem to be any available link to specifically download only the Laser fence that I can find.  When clicking "releases" on GitHUB, it says there are none.
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Canute on March 16, 2017, 06:32:26 AM
You the 1. link for releases.
There you find all the zip-files.
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Rikiki on March 16, 2017, 03:28:34 PM
As Canute said, there is a link in the first post.
Here it is again (https://github.com/Rikiki123456789/Rimworld/tree/master/Release)! :)
You will find all my up-to-date mods there.

The other link directs you to the source code if you are interrested.
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: keylocke on April 03, 2017, 08:17:14 PM
can you create a wearable light source (like a flashlight) that auto-activates during the night or during eclipses?)

this would be cool for mods like realistic darkness.
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: AngleWyrm on April 06, 2017, 06:13:54 PM

(http://2.bp.blogspot.com/-YMCqod0cMsk/Tx3_UWvMMUI/AAAAAAAAAdk/hjgoECiFfTM/s1600/tinkerbell035.jpg)Tried using the Alert Speaker, but it declares there are no necessary walls nearby.

Is there some specific wall type it's looking for?
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Ruisuki on April 09, 2017, 07:38:44 PM
Quote from: AngleWyrm on April 06, 2017, 06:13:54 PM

(http://2.bp.blogspot.com/-YMCqod0cMsk/Tx3_UWvMMUI/AAAAAAAAAdk/hjgoECiFfTM/s1600/tinkerbell035.jpg)Tried using the Alert Speaker, but it declares there are no necessary walls nearby.

Is there some specific wall type it's looking for?
try rotating it. it has to be facing a certain way

I am curious though...the alert doesnt need anything to 'detect' enemies does it? it just does it whenever enemies arrive on the map? Or does the alert speaker serve like a 'trap' where if enemies walk through its area of influence it triggers the effects?

If its the former I should place the speaker in areas where my people walk through, like main entrances to give them the buffs yes?
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Ruisuki on April 09, 2017, 09:40:11 PM
also how does the scanner work? the laser is circling around and its next to a power generator but it says scan progress at 0% for over a few days now. A mountain is within range of the circle. Not a big mountain but a small slate cavern.
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Rikiki on April 10, 2017, 12:05:34 PM
Quote from: AngleWyrm on April 06, 2017, 06:13:54 PM
Tried using the Alert Speaker, but it declares there are no necessary walls nearby.
Is there some specific wall type it's looking for?
Are you using some mods modifying walls definition? It can be placed near any wall (built or natural) but must be correctly rotated as mentionned by Ruisuki.

@Ruisuki: the alert speaker is a colony-wide mechanism using the DangerWatcher.
Bonus effect will be applied to pawns near an alert speaker so it is wise to place it in main ways or near defense lines.

The MMS has a max range. Progress will stop once it is reached. There are 2 circles until max range is reached.
The MMS may have found no ore in your small mountain.
Title: Re: [A16] Rikiki's MiningCo. => Power fist (21-02-2017)
Post by: Ruisuki on April 11, 2017, 04:55:12 AM
Ah i see makes sense man. I do have a report for the fishing pier(nonmud) in the fishing mod. Even though I have it set to 'drop on floor' in the 'Harpoon'(animation is fishing rod?) bill it still acts as if ive had it set to take to best stockpile
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Ruisuki on April 15, 2017, 11:19:22 PM
Another thing is setting priority to 'hunt' causes colonists to always go and hunt even if i set fishing to suspend
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Ruisuki on April 18, 2017, 11:39:48 PM
How about allowing us to rotate the aquaculture basin?
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: SpaceDorf on April 19, 2017, 05:57:04 AM
Quote from: Ruisuki on April 15, 2017, 11:19:22 PM
Another thing is setting priority to 'hunt' causes colonists to always go and hunt even if i set fishing to suspend

Give the Hunter a Melee Weapon :)
He will go fishing, but not hunting.
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Ruisuki on April 19, 2017, 01:58:19 PM
whoops i meant fish* he will always go fish even if i set harpoon to suspend
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Rikiki on April 19, 2017, 02:29:28 PM
Quote from: Ruisuki on April 19, 2017, 01:58:19 PM
whoops i meant fish* he will always go fish even if i set harpoon to suspend
I am unsure of what you mean with harpoon.
You can forbid the pier and pawns should stop fishing.
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Rikiki on April 19, 2017, 02:45:39 PM
Quote from: Ruisuki on April 18, 2017, 11:39:48 PM
How about allowing us to rotate the aquaculture basin?
The graphics for the aquaculture basin are "2.5 D" so it would not look good when rotated. You can however change that to test it by yourself in the FishIndustry\Defs\ThingDefs\Building_AquacultureBasin.xml file (look for rotatable).
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Ruisuki on April 19, 2017, 06:15:50 PM
Quote from: Rikiki on April 19, 2017, 02:29:28 PM
Quote from: Ruisuki on April 19, 2017, 01:58:19 PM
whoops i meant fish* he will always go fish even if i set harpoon to suspend
I am unsure of what you mean with harpoon.
You can forbid the pier and pawns should stop fishing.
When i click on the fishing pier the only bill available is 'make harpoon' not fish. I suspended it and ppl still fish unless i disable their hunting work priority. Thats intentional? Ok ill forbid the pier instead
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Canute on April 20, 2017, 01:30:18 AM
Make Harpoon is a bill to create a fishing tool/weapon, it has nothing to do with fishing itself. Or does it prevent hunting when you suspend  Survivla rifle /short bow creating ? :-)
The pier itself is just a terrain where it is possible to fish.
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Ruisuki on April 20, 2017, 04:26:00 AM
I dont see the option to create harpoon when right clicking the pier and having the materials required to make it.
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Dr_Zhivago on April 20, 2017, 05:51:05 AM
You guys are on the wrong thread for his fishing mod
Title: Re: [A16] MiningCo.: Mining helmet V16.0 (05-01-2017)
Post by: Mosart on April 24, 2017, 05:00:56 AM
Quote from: Rikiki on July 26, 2015, 08:15:01 AM
MiningCo.: Mining helmet

    Any miner has a solid helmet. But only MiningCo. miners have helmets with a light!
This mod just adds a mining helmet whith a light... which actually lights the area! ;D

Why my helmets are not working? :(

(http://i.imgur.com/EB5H4nN.png)
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Canute on April 24, 2017, 07:40:01 AM
Did you try to move the mod more down or up at the modlist. Try it at the end and then maybe at the 3. place after core/hughslib.
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Mosart on April 24, 2017, 11:30:38 AM
Quote from: Canute on April 24, 2017, 07:40:01 AM
Did you try to move the mod more down or up at the modlist. Try it at the end and then maybe at the 3. place after core/hughslib.

It works! Thx.
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Dugalle900 on May 12, 2017, 01:56:10 AM
The MMS is not set to detect jade. Is this intentional? Sorry if it has been asked before, I'm too lazy :P
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Rikiki on May 12, 2017, 09:27:55 PM
Quote from: Dugalle900 on May 12, 2017, 01:56:10 AM
The MMS is not set to detect jade. Is this intentional? Sorry if it has been asked before, I'm too lazy :P
Description says it scan for metallic materials. Jade is just a precious stone.
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: memphis on June 01, 2017, 06:03:19 AM
Any update for this for A17?
Title: Re: [A16] Rikiki's MiningCo. (21-02-2017)
Post by: Constance68W on June 03, 2017, 04:53:10 PM
Following for updates...

I miss the material scanner :/
Title: Re: [A17] Rikiki's MiningCo. (05-06-2017)
Post by: Raf's on June 07, 2017, 12:33:18 PM
Any ETA on the Force Field mod? it's a must have for me... god damn triple rocket launchers.
Title: Re: [A17] Rikiki's MiningCo. (05-06-2017)
Post by: Napple on June 07, 2017, 11:54:09 PM
Will you be updating M&Co outpost generator be updated for alpha 17?
Title: Re: [A17] Rikiki's MiningCo. (05-06-2017)
Post by: Rikiki on June 08, 2017, 02:09:29 AM
MiningCo. mods are nearly ready but not the Outpost. As it is now handled in vanilla, I think it loses a bit of interest. But I will certainly put parts of it in small mods (SAM turret, anyone interrested? ;D).
Title: Re: [A17] Rikiki's MiningCo. (05-06-2017)
Post by: juliriper on June 08, 2017, 04:57:44 AM
Great news Rikiki. waiting so much for force field and mineral sonar :)
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: Rikiki on June 08, 2017, 05:50:42 PM
Most MiningCo. mods are updated. Enjoy! :D
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: Raf's on June 08, 2017, 09:10:18 PM
Quote from: Rikiki on June 08, 2017, 05:50:42 PM
Most MiningCo. mods are updated. Enjoy! :D
Holy crap thank you, you are a god this is the best looking shield mod i have ever seen and a must have for me.
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: Deathend on June 09, 2017, 05:17:38 AM
hello im trying to add cupro mods ores to the mobile mineral sonar but im kinda lost. I know where is the xml an the lines i need, but i dont know what i have to write there, can someone tell me what goes there or where to find it?
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: Spdskatr on June 09, 2017, 09:46:38 AM
Hi

I've used your laser fence mod for a while, until I stumbled upon a bug in the code that is causing errors. I've managed to track the stack trace down to a line of code and I have edited it, the problem stops happening. Here's the original code from Building_LaserFencePylon.cs:
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
        {
            base.Destroy(mode);

            for (int directionAsInt = 0; directionAsInt < 4; directionAsInt++)
            {
                if (this.linkedPylons[directionAsInt] != null)
                {
                    this.DisconnectFromPylon(new Rot4(directionAsInt));
                }
            }
        }

Here's my modified code:
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
        {
            for (int directionAsInt = 0; directionAsInt < 4; directionAsInt++)
            {
                if (this.linkedPylons[directionAsInt] != null)
                {
                    this.DisconnectFromPylon(new Rot4(directionAsInt));
                }
            }
            base.Destroy(mode);

        }

When the original snippet placed base.Destroy before the for loop, the Map accessor would be returning null, which causes a bit of havoc at DisconnectFromPylon -> at DeactivateFence, causing a NullReferenceException at GetThingList(Map).

The bug happens when a laser pylon is destroyed, and its lingering effect can be felt even after they are destroyed, meaning you have to reload the save.
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: Rikiki on June 10, 2017, 11:58:46 AM
@Deathend: look for the ores defs you want to add in CuproPanda's folder (something like <DefName>CopperOre</DefName>) then add it to the MMS list. So your new line should look like <li>CopperOre</li>.

@Spfskatr: thanks mate for this report AND the analysis! ;D
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: Deathend on June 10, 2017, 03:11:51 PM
tnx solved the ores, but today i got a bug, my scanners lost the 50 range when i loaded the game today, and yes i have the research to upgrade them.

note: reloaded the game and they turned to 50 again just because XD

note 2: the problem got back at loading and it seems what solves it is finishing any research.
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: Jan2607 on June 11, 2017, 02:54:36 PM
Hey Rikiki, could you add the detection of geysirs to the MMS? That would be really nice :)
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: Rikiki on June 13, 2017, 07:48:03 PM
Quote from: Jan2607 on June 11, 2017, 02:54:36 PM
Hey Rikiki, could you add the detection of geysirs to the MMS? That would be really nice :)
You can just add this line to the MMS scannedThingDefs list:
<li>SteamGeyser</li>
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: wwWraith on June 18, 2017, 02:36:44 PM
Wouldn't it be more natural to make Mining helmet emit light all the time when the pawn is in the darkness and not drafted instead of only beneath mountains?
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: Canute on June 18, 2017, 02:40:15 PM
"darkness and drafted" +500% headshot property ! :-)
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: Rikiki on June 18, 2017, 04:11:12 PM
Quote from: wwWraith on June 18, 2017, 02:36:44 PM
Wouldn't it be more natural to make Mining helmet emit light all the time when the pawn is in the darkness and not drafted instead of only beneath mountains?
Mmmh, this seems indeed more logical. :D I need to review the historical reasons of this behavior.
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: wwWraith on June 18, 2017, 06:22:38 PM
Btw this behavior was probably implemented in JTExtendedPowerArmor (https://ludeon.com/forums/index.php?topic=26210.0), and it's author based on your code. I tried to use it's assembly in A16, but in A17 it doesn't want to work well without updating.
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: SpaceDorf on June 18, 2017, 07:51:26 PM
Hmm .. where did the switch-mode come from then ?

In my game I have a button to turn the helmet on/off/automatic ..

And I got some weird behavior from the Mineral Sonar.
I researched the enhanced range ( 50 ) but after scanning an area and deinstalling the Sonar to scan somewhere else,
the sonar keeps on scanning the max-range circle but does only detect surface metals ( already visible ) ..

I tried turning it off and on again .. once connected to power, once without .. it did not help.
What did help was saving and loading.
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: Rikiki on June 19, 2017, 07:41:24 PM
@SpaceDorf: I will check the MMS behavior. Remember power is optional and just speeds up the scan.

I added a new button to control the helmet's light mode in A17 version. :)

@wwWraith: JTExtendedPowerArmor actually uses an old copy of my source code. Credits should have been provided! >:(
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: wwWraith on June 19, 2017, 09:11:57 PM
Quote from: Rikiki on June 19, 2017, 07:41:24 PMJTExtendedPowerArmor actually uses an old copy of my source code. Credits should have been provided! >:(
He mentioned it in About.xml.
Title: Re: [A17] Rikiki's MiningCo. (08-06-2017)
Post by: SpaceDorf on June 20, 2017, 03:15:04 AM
Quote from: Rikiki on June 19, 2017, 07:41:24 PM
@SpaceDorf: I will check the MMS behavior. Remember power is optional and just speeds up the scan.

I know that it works without power, I reinstalled the scanner from a powered spot inside my mountain base to a place outside of the mountain, next to a river.

Hello, IT (https://www.youtube.com/watch?v=nn2FB1P_Mn8)

I tried the true and tested method of computer fixing and flicked the scanner to off, and on again, and deinstalled and reinstalled it again after the first try did not work.
But the scanning progress did not reset as I would have expected.

This only worked when I turned the game off and on again :)
Title: Re: [A17] Rikiki's MiningCo. (25-06-2017)
Post by: Rikiki on June 25, 2017, 04:47:15 PM
Released the Spotlight turret mod (https://ludeon.com/forums/index.php?topic=14711.msg153945#msg153946)! :D
Title: Re: [A17] Rikiki's MiningCo. (25-06-2017)
Post by: Oblitus on July 05, 2017, 07:59:13 AM
Bug with MMS. Range displayed when installing without "enhanced scan" research and with it is swapped. It displays large radius before research and small after.

BTW, maybe 3rd research level, where it removes fog of war?
Title: Re: [A17] Rikiki's MiningCo. (25-06-2017)
Post by: Rikiki on July 07, 2017, 02:41:45 PM
Quote from: Oblitus on July 05, 2017, 07:59:13 AM
Bug with MMS. Range displayed when installing without "enhanced scan" research and with it is swapped. It displays large radius before research and small after.

BTW, maybe 3rd research level, where it removes fog of war?
Thanks, it is corrected for next version. :)
Title: Re: [A17] Rikiki's MiningCo. (12-07-2017)
Post by: Rikiki on July 12, 2017, 05:39:03 PM
Released the Mining turret (https://ludeon.com/forums/index.php?topic=14711.msg153947#msg153947) mod! :D
Title: Re: [A17] Rikiki's MiningCo. (12-07-2017)
Post by: Crazyabe on July 13, 2017, 01:34:22 AM
I think I'll enjoy adding some these to my almost literal pile of mods...
Title: Re: [A17] Rikiki's MiningCo. (12-07-2017)
Post by: Soupy Delicious on July 13, 2017, 03:24:30 AM
Riki riki riki!  This is fucking awesome! 

This will be so ridiculously immersive with the fog of war mod.  It makes me think... maybe there would be a way to tinker your mod so that the spotlights clear the fog, so to speak... might have a look :D
Title: Re: [A17] Rikiki's MiningCo. (12-07-2017)
Post by: Akrakorn on July 14, 2017, 06:01:02 AM
Hey Rikki, love your mods. It seems the Force Field mod doesn't stop projectiles from Combat Extended... is there any chance to make them compatible?
Title: Re: [A17] Rikiki's MiningCo. (12-07-2017)
Post by: JadeXyan on July 17, 2017, 03:13:22 PM
Really enjoying your mods, but I've run into a few issues...

Firstly, the spotlight turret and mining turret are getting unlocked with microelectronics basics for me instead of via their respective researches.

Also the sonar isn't working for me, it builds but does nothing; the debug log gives these errors after its built:

Exception in Tick (pawn=Frank, job=FinishFrame A=Thing_MobileMineralSonar_Frame438196, CurToil=2): System.InvalidCastException: Cannot cast from source type to destination type.
  at MobileMineralSonar.Building_MobileMineralSonar.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__34 () [0x00000] in <filename unknown>:0


and


GetInspectString exception on MobileMineralSonar438624:
System.NullReferenceException: Object reference not set to an instance of an object
  at MobileMineralSonar.Building_MobileMineralSonar.GetInspectString () [0x00000] in <filename unknown>:0
  at RimWorld.InspectPaneFiller.DrawInspectStringFor (ISelectable sel, System.Single& y) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Single&)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A17] Rikiki's MiningCo. (12-07-2017)
Post by: Rikiki on July 18, 2017, 04:51:59 AM
@Akrakorn: It is already corrected for next version. Thanks! :)

@JadeXyan: could you post your output_log.txt file please?
There is probably a mod conflict. Do you have a mod modifying ore types or powerComp?
Title: Re: [A17] Rikiki's MiningCo. (12-07-2017)
Post by: Oblitus on July 19, 2017, 04:12:42 PM
Mining turret is a cool idea, but you should be desperate to use it. Without efficiency, it is extremely slow and wastes half of the ore, and with it mines somewhere at level 5 miner. Add 3000 research points, plasteel requirement, 1500 W power consumption, 3x3 tile size, mandatory power line... Hey, pirate merchant, how much for a slave with mining passion again?
Title: Re: [A17] Rikiki's MiningCo. (12-07-2017)
Post by: Rikiki on July 19, 2017, 06:20:38 PM
Quote from: Oblitus on July 19, 2017, 04:12:42 PM
Mining turret is a cool idea, but you should be desperate to use it. Without efficiency, it is extremely slow and wastes half of the ore, and with it mines somewhere at level 5 miner. Add 3000 research points, plasteel requirement, 1500 W power consumption, 3x3 tile size, mandatory power line... Hey, pirate merchant, how much for a slave with mining passion again?
You are right, it still needs some balancing and tweaks. Thanks for your feedback! :D
Title: Re: [A17] Rikiki's MiningCo. (12-07-2017)
Post by: Oblitus on July 19, 2017, 10:04:55 PM
Quote from: Rikiki on July 19, 2017, 06:20:38 PM
Quote from: Oblitus on July 19, 2017, 04:12:42 PM
Mining turret is a cool idea, but you should be desperate to use it. Without efficiency, it is extremely slow and wastes half of the ore, and with it mines somewhere at level 5 miner. Add 3000 research points, plasteel requirement, 1500 W power consumption, 3x3 tile size, mandatory power line... Hey, pirate merchant, how much for a slave with mining passion again?
You are right, it still needs some balancing and tweaks. Thanks for your feedback! :D
Well, this is what one improved turret can do in one ingame year of non-stop digging:
http://i.imgur.com/YD4oglG.jpg
Title: Re: [A17] Rikiki's MiningCo. (12-07-2017)
Post by: Canute on July 20, 2017, 04:16:46 AM
Btw. can you add tracks to the mining turret, so it can slowly move/follow ore veins ?
Title: Re: [A17] Rikiki's MiningCo. (12-07-2017)
Post by: Rikiki on July 30, 2017, 09:56:54 AM
Drill turret has been buffed thanks to your comments:
- optional power,
- can be manned,
- increased range,
- increased drill efficiency
- changed cost.

Quote from: Canute on July 20, 2017, 04:16:46 AM
Btw. can you add tracks to the mining turret, so it can slowly move/follow ore veins ?
It would be really hard to do I think. :-\ I will pass on this. I have other fun projects underway.
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Rikiki on August 02, 2017, 05:08:34 PM
Improved spotlight turret performances.
It can now blind hostile target if it is facing the turret.

Note: hostiles with bionic eye/power helmet are also blinded. I am wondering if they should be immune to it. What do you think?
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Oblitus on August 02, 2017, 05:17:22 PM
Quote from: Rikiki on August 02, 2017, 05:08:34 PM
Improved spotlight turret performances.
It can now blind hostile target if it is facing the turret.

Note: hostiles with bionic eye/power helmet are also blinded. I am wondering if they should be immune to it. What do you think?
Maybe they should recover instantly when turned from turret. But probably not immune - dynamic range is a thing...
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Oblitus on August 05, 2017, 01:17:11 AM
Tried new mining turret. Much better now, but turn speed is now a bottleneck. It spends more than half of time turning around, and manning/powering doesn't seem to have any effect on turn rate.
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Rikiki on August 05, 2017, 10:22:16 AM
Quote from: Oblitus on August 05, 2017, 01:17:11 AM
Tried new mining turret. Much better now, but turn speed is now a bottleneck. It spends more than half of time turning around, and manning/powering doesn't seem to have any effect on turn rate.
Thanks for the feedback! :)
Well it is an heavy mining turret, not a battle asset with targetting speed requirements. ;)
So I think I will leave it as it is for now.
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Oblitus on August 05, 2017, 10:27:10 AM
Quote from: Rikiki on August 05, 2017, 10:22:16 AM
Quote from: Oblitus on August 05, 2017, 01:17:11 AM
Tried new mining turret. Much better now, but turn speed is now a bottleneck. It spends more than half of time turning around, and manning/powering doesn't seem to have any effect on turn rate.
Thanks for the feedback! :)
Well it is an heavy mining turret, not a battle asset with targetting speed requirements. ;)
So I think I will leave it as it is for now.
The problem is in how it chooses target. If you dig a tunnel and set it in center of a planned room, it would rotate at 90 or 180 degrees after each block it digs. Maybe change targeting then, to choose one which would require least turning around?
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Rikiki on August 13, 2017, 05:11:12 PM
@Oblitus: you are completely right about turn rate. I buffed it when turret is powered. :)
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: maculator on September 20, 2017, 07:22:45 PM
This is an more than awsome collection. As soon as I screwed up my current colony I'll go mining!
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: sirgzu on September 26, 2017, 05:39:22 PM
does the mobile scanner work with 3rd party ores like SPQRim copper and iron veins?
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: werty112 on October 01, 2017, 01:27:06 PM
*sees force field mod* 'How that tiny shield is going to protect us?'

*EDIT* Also I have problem with driller: It can't be operated by colonists
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Canute on October 02, 2017, 04:01:13 AM
Sure, the force field is much smaller then the ones from ED-Shields.
But thats the adv. too since ED-shield just got 1 shield pool for the complete surface, the force field is segmented, and even can protect you from some other direction while one segment is down.

About driller
QuoteFeatures
Adds a new turret: the drill turret.
- automatically drill nearby ores and natural rocks.
I think automatically means, they can't be manned with colonists.
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: werty112 on October 02, 2017, 12:20:55 PM
Quote from: Canute on October 02, 2017, 04:01:13 AM
About driller
QuoteFeatures
Adds a new turret: the drill turret.
- automatically drill nearby ores and natural rocks.
I think automatically means, they can't be manned with colonists.

But there also:
- factor improving efficiency:
* manned by a miner (level 20 miner using drill turret mines 2x faster).
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Rikiki on October 03, 2017, 04:06:50 PM
@sirgzu: You have to modify the XML def to add the desired ore def. Look for scannedThingDefs in Building_MobileMineralSonar.xml.

@werty112 and Canute: please be sure you grabbed the file named "A17 MiningCo. DrillTurret V17.2.zip". Sorry, I changed from MiningTurret to DrillTurret between V17.0 and 17.1. :-\
Miners should actually automatically man available drill turrets. :)
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Napple on October 08, 2017, 03:37:27 PM
I am getting errors in the tundra marsh fishing areas and only catching oysters and gold and the log is showing errors.
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Rikiki on October 14, 2017, 03:54:46 AM
Quote from: Napple on October 08, 2017, 03:37:27 PM
I am getting errors in the tundra marsh fishing areas and only catching oysters and gold and the log is showing errors.
Wrong thread! ;)
I corrected this. You can now catch mashgons in tundra marshes. Last version is here (https://github.com/Rikiki123456789/Rimworld/blob/master/Release/A17%20FishIndustry%20V17.5.zip).
Please send me your output_log.txt file if you still have errors. :)
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Mr_Man on November 20, 2017, 01:29:28 AM
Ok Rikiki, refreshing this page every 5 minutes until I see that B18 update ;)
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: SpaceDorf on November 20, 2017, 02:24:55 AM
Quote from: Mr_Man on November 20, 2017, 01:29:28 AM
Ok Rikiki, refreshing this page every 5 minutes until I see that B18 update ;)

Try refreshing rikikis github page.
This gives you early(er) access  ;D
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: asquirrel on November 30, 2017, 09:53:49 PM
Any news on B18 for the MMS?
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: SpaceDorf on December 01, 2017, 05:35:07 AM
Nope, no commits to github in the last month ..
Title: Re: [A17] Rikiki's MiningCo. (02-08-2017)
Post by: Rikiki on December 04, 2017, 03:37:48 PM
Psst! There's a new commit... a big one (https://github.com/Rikiki123456789/Rimworld/commits/master)! 8)

The other will come really soon! ;)
Title: Re: [A17-B18] Rikiki's MiningCo. (04-12-2017)
Post by: asquirrel on December 04, 2017, 03:46:37 PM
I could be wrong but from what I could see it looks like you're in the process of updating MMS and other files PLUS a mining spaceship.  Could you let us all know what that spaceship will do?  Love your mods man.
Title: Re: [A17-B18] Rikiki's MiningCo. (04-12-2017)
Post by: Rikiki on December 04, 2017, 04:15:17 PM
Get hype and see first page! 8)
.zip incoming in a minute! :)
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Jennings on December 04, 2017, 09:00:45 PM
Love your mods, Rikiki! The Spaceship is such an interesting idea and good to see implemented! Can't wait to see the other mods updated, too, though, because I REALLY enjoy myself some spotlight and mining helmet/vests!
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: asquirrel on December 04, 2017, 09:09:38 PM
Hi Rikki!

I checked the "about" field in each mod and the only one that shows the version of B18 was the mining ship mod.   Is this correct?
Title: Re: [A17-B18] Rikiki's MiningCo. (04-12-2017)
Post by: notabot on December 04, 2017, 10:00:59 PM
Quote from: Rikiki on December 04, 2017, 04:15:17 PM
Get hype and see first page! 8)
.zip incoming in a minute! :)

Pretty hype, but having trouble with the mod - I am trying to research 'miningco. partnership' in a savegame that I added the spaceship mod to, but it can't seem to be researched at any research bench or the comms console nor the comms console in a room with the other benches and multi-analyzer. Have tried moving the mod up and down in mod order, without success. Would hate to start a new game but will try that next for testing purposes.

Started a new game and the same thing is happening. Trying to disable mods to find out if there's a conflict somewhere.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Goldenpotatoes on December 04, 2017, 10:09:30 PM
Spaceship is amazing, should be noted that the vulcan turrets on a landed ship can be claimed and deconstructed by colonists. It also seems like the trade section seems to keep trying to create apparel with a null material and sends an error message to the log.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: h1tmanc on December 05, 2017, 12:22:19 AM
Quote from: asquirrel on December 04, 2017, 09:09:38 PM
Hi Rikki!

I checked the "about" field in each mod and the only one that shows the version of B18 was the mining ship mod.   Is this correct?
Would like to know the same, these all look bloody amazing but I don't wanna have to download them all and only one works.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: SpaceDorf on December 05, 2017, 03:09:13 AM
I love the trading ship. I really do.
Especially the Name A13
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Rikiki on December 05, 2017, 03:31:41 PM
Quote from: asquirrel on December 04, 2017, 09:09:38 PM
Hi Rikki!
I checked the "about" field in each mod and the only one that shows the version of B18 was the mining ship mod.   Is this correct?
You are right, I am working on updating the other ones. :)

Quote from: SpaceDorf on December 05, 2017, 03:09:13 AM
I love the trading ship. I really do.
Especially the Name A13
That's a small private joke as it was initially designed for the MiningCo. Outpost generator mod back in A13. ;D

Quote from: Goldenpotatoes on December 04, 2017, 10:09:30 PM
Spaceship is amazing, should be noted that the vulcan turrets on a landed ship can be claimed and deconstructed by colonists. It also seems like the trade section seems to keep trying to create apparel with a null material and sends an error message to the log.
Good catch buddy! Easy to correct.
Quote from: Goldenpotatoes on December 04, 2017, 10:09:30 PM
It also seems like the trade section seems to keep trying to create apparel with a null material and sends an error message to the log.
Mmh, quite strange as there is no apparel generation in the cargo stock. ??? Can you please send me your output_log.txt file when this happens?
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Goldenpotatoes on December 05, 2017, 05:11:34 PM
Here's a link to the output log when it happens. (https://gist.github.com/HugsLibRecordKeeper/dcb6a87bc5fc486871067d943b8b57ee) Starts at 1380. Also seems to throw an error about spawning a pawn without a faction. I added this mid-game, so is something like a new game or a mod that generates new factions needed for this?
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Curian on December 06, 2017, 06:04:42 AM
I have Serious Bug in Spaceship mod.
spaceship request repairs their ship. so, i did. but complete message came constantly at the same time that the request was completed. It caused an lagging.so, i was open debug windows, and found this.

Exception ticking SpaceshipDamaged2341644: System.NullReferenceException: Object reference not set to an instance of an object
  at Spaceship.Util_Faction.AffectFactionGoodwillWithOther (RimWorld.Faction faction, RimWorld.Faction other, Single goodwillChange) [0x00000] in <filename unknown>:0
  at Spaceship.Building_SpaceshipDamaged.DetermineConsequences () [0x00000] in <filename unknown>:0
  at Spaceship.Building_SpaceshipDamaged.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Spaceship.Building_Spaceship.Tick () [0x00000] in <filename unknown>:0
  at Spaceship.Building_SpaceshipDamaged.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: SpaceDorf on December 06, 2017, 12:28:43 PM
Quote from: Rikiki on December 05, 2017, 03:31:41 PM

That's a small private joke as it was initially designed for the MiningCo. Outpost generator mod back in A13. ;D


That would have been one of my first guesses  ;D
Or at least a random Rimworld Alpha reference.
Being the "lucky" Number thirteen just adds to the fun
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Rikiki on December 06, 2017, 05:00:15 PM
Quote from: Goldenpotatoes on December 05, 2017, 05:11:34 PM
Here's a link to the output log when it happens. (https://gist.github.com/HugsLibRecordKeeper/dcb6a87bc5fc486871067d943b8b57ee) Starts at 1380. Also seems to throw an error about spawning a pawn without a faction. I added this mid-game, so is something like a new game or a mod that generates new factions needed for this?
I just tested and am sorry to inform you that it need a fresh colony as it adds a new hiddenf action. :(
I will add it to the mod description.

Are you using a mod that modifies the armors? Because vanilla vest plate does not uses stuff so I do not get this error.

@Curian: same here, sorry but you need a new colony... :-[
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: frenchiveruti on December 06, 2017, 05:08:31 PM
Hello Rikki! Glad to see your mods updated to the new version!
Will you consider adding (http://i.imgur.com/UWo5XCf.png) (http://modsync.ninja/)
-ModSync Ninja- (http://modsync.ninja/)

To your mods? I think it's very simple to do and also it's a great tool for both user and modders!
Thanks a lot for your work, I love the Spaceship hah.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: GIFShinobi on December 06, 2017, 06:08:33 PM
Thanks Rikiki! Now i can do spaceship drive bys! https://www.youtube.com/watch?v=xVqWKwmdSOU
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: leeadriancatfox on December 06, 2017, 09:12:32 PM
Is the ship also can be used as a payed transport to one colony to the other? Can I used it to transport loot items from a raid? and how can I get a dispatch ship?

Also I wish I could have my own personal ship to use~ I don't care if I have to buy it from them even it is astronomically high figures.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Canute on December 07, 2017, 01:48:50 AM
QuoteIs the ship also can be used as a payed transport to one colony to the other? Can I used it to transport loot items from a raid? and how can I get a dispatch ship?
Since you need a com console to contact them, and you don't have these on temp. maps.
You might need some one use signal beacons you need to buy from the trader.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Karnej on December 10, 2017, 12:11:07 AM
I think I'm having the same problem as notabot is. I started a new game and everything when I downloaded the spaceship mod but it is researched locked for some reason. I have a comms station one block from my research table and I can't find an option on either of them to unlock the beacon and landing pad. I am probably missing something but I just am not sure.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: SpaceDorf on December 10, 2017, 12:52:50 AM
Quote from: Karnej on December 10, 2017, 12:11:07 AM
I think I'm having the same problem as notabot is. I started a new game and everything when I downloaded the spaceship mod but it is researched locked for some reason. I have a comms station one block from my research table and I can't find an option on either of them to unlock the beacon and landing pad. I am probably missing something but I just am not sure.

If you do, so do I.
I tried to install the coms console next to the full research complement but research is still flagged as logged.
And whenever I select it, nobody is researching.



Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Jimbob_ on December 10, 2017, 01:41:05 PM
I keep getting this error, i've probably done something dumb. Anyone got any clue what ive done wrong?


System.NullReferenceException: Object reference not set to an instance of an object
  at Spaceship.Util_DownedPawn.GetRandomReachableDownedPawn (Verse.Pawn carrier) [0x00000] in <filename unknown>:0
  at Spaceship.Trigger_ReachableDownedPawn.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Rikiki on December 11, 2017, 03:07:09 PM
@SpaceDorf: do you still get difficulties to get the research done with the last release (V18.2)?

@Jimbob_: do you have downed MiningCo. pawns on your map? Anything special to report?
I saw this once during dev and tried to track it down but never encountered it again then.

@Karnej: make sure you use the last version. Please report back if you still have a bug with the research or if it working as intended.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: SpaceDorf on December 11, 2017, 04:30:17 PM
Thank you,

I did not know there was an update .. everything is researched now
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Jimbob_ on December 11, 2017, 04:40:52 PM
The only thing i remember out of the norm that happened with the mod was that 2 ships tried to land at the same time with only one landing pad (after half my colony got shot to pieces so i presumed medical ships) i got a bunch of errors but after the ship left they errors subsided. Another ship tried to land shortly after and that's when i kept getting the error

No downed pawns on the map though
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Rikiki on December 11, 2017, 05:15:58 PM
MiningCo. drill turret and alert speaker are updated to B18! :)

@Jimbob_: quite a strange bug you had there. Normally, landing pads are reserved when a ship is about to land to avoid this kind of situation.
Please tell me if it happens again.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: SpaceDorf on December 11, 2017, 05:23:58 PM
Everything build.

Had my first ship visit .. there where some graphic glitches ..

the ship was really slow, when it landed another ship appeared and tried to land on top, but got smaller and smaller .. until the landed ship was on top again .

after takeoff the ship is really slow again and the whole map is filling with the dust effect ..
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: asquirrel on December 11, 2017, 06:47:10 PM
Hi Spacedorf!  Thanks for updating the mining drill turret!  With your mining spaceship, is everything working okay if I download the latest release (MiningCo. Spaceship B18.2.zip)?  Are you getting closer to release on your MMS?

My favorite mods of yours (I like all of them but these are my favorite)
MMS. 
Mining helmet (I love how the light goes on in the dark).
Force field (I love how sections get hit and it looks like they lose power on those sections.  And that the more powerful the hit the more the energy taken from the shields.  Very Star Trek!)
Outpost generator (lot going on there.  Better than the base game right now)
Power fist (If my brawler gets in close it's hilarious.  I haven't tried it on a mech though - not brave enough).
Drill turret - great when the colony is just starting out and you don't have enough people to do all the stuff).
Spaceship - haven't tried it b/c of the bug reports but it looks awesome!
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Jimbob_ on December 12, 2017, 07:33:32 AM
Quote from: SpaceDorf on December 11, 2017, 05:23:58 PM
Everything build.

Had my first ship visit .. there where some graphic glitches ..

the ship was really slow, when it landed another ship appeared and tried to land on top, but got smaller and smaller .. until the landed ship was on top again .
after takeoff the ship is really slow again and the whole map is filling with the dust effect ..


I also ran into this, i cant remember if i fixed it or it fixed itself

Thinking about it my bugs happened recently after that happened to me too
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: SpaceDorf on December 12, 2017, 04:04:11 PM
I was able to remove the fog.

After deconstructing the landing pad I found an invisible, stuck instance of the spaceship.
I deleted it in dev mode and the cloud of fog vanished.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Mosart on December 12, 2017, 09:38:30 PM
Dude. You have amazing mods. Always use your MMS mark 3.

Can I do this in b18?
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Rikiki on December 13, 2017, 08:01:43 AM
Quote from: Mosart on December 12, 2017, 09:38:30 PM
Dude. You have amazing mods. Always use your MMS mark 3.

Can I do this in b18?
It will be updated really soon. :)
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
Post by: Rikiki on December 13, 2017, 04:30:10 PM
MMS is updated to B18! :)
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: frenchiveruti on December 13, 2017, 09:33:42 PM
Quote from: Rikiki on December 13, 2017, 04:30:10 PM
MMS is updated to B18! :)
https://www.youtube.com/watch?v=jPmb0F00YPE
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: Umbreon117 on December 13, 2017, 09:38:25 PM
Are the ones that involve Explody Boom Booms able to be used with Combat Extended? I just started a colony but I'd like to be able to use the mods that involve Explody Boom Booms.

That, and I want to punch someone into a wall.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: Karnej on December 14, 2017, 12:01:28 AM
Hey all, sorry I wasn't able to replay sooner. I downloaded the .2 version of spaceships and it fixed the research issue but then like spacedorf I had an issue with duplicate ships. First a ship came by for repair before I started the contract with them so I repaired it no problem and it left. Then when I tried to call a ship in it landed, then a transparent ship landed right behind it then the original, I think, floated into the air leaving a huge dust cloud on my map and if i selected the landing pad it registered a ship but with none of the normal options like take off/repair. I saved right before this so I just reloaded but it happened a second time so I haven't tried calling any yet. TBH I am still enjoying being a pit stop repair colony tho.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: Ekarus on December 21, 2017, 09:39:55 AM
I get the distinct feeling this isn't normal

(https://i.imgur.com/CGPtYpb.jpg)

There's a ship under that fog. I have no earthy idea what's causing this but for what it's worth the ship seemed to 'land' and then just kinda... keep getting smaller. Then the fog came and consumed my entire colony.

The fog does not go away after the ship is gone, nor does it go away after loading a save.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: SpaceDorf on December 21, 2017, 09:43:14 AM
I had this as well, if you "dev mode" - kill the ship the fog goes away again ..
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: Ekarus on December 21, 2017, 09:43:51 AM
Quote from: SpaceDorf on December 21, 2017, 09:43:14 AM
I had this as well, if you "dev mode" - kill the ship the fog goes away again ..

...I am unfortunately using "don't tempt me" so that's not an option XD

Edit: If you remove the following from your save. it /seems/ to fix it. Temporarily at least.

<thing Class="Spaceship.FlyingSpaceshipLanding">
  <def>FlyingSpaceshipLanding</def>
  <id>FlyingSpaceshipLanding3457303</id>
  <map>0</map>
  <pos>(344, 0, 249)</pos>
  <rot>3</rot>
  <health>3000</health>
  <spaceshipExactPosition>(344.0, 15.8, -989.3)</spaceshipExactPosition>
  <spaceshipExactRotation>270</spaceshipExactRotation>
  <spaceshipScale>(-897.4, -81.6, -1631.7)</spaceshipScale>
  <ticksToLanding>-99102</ticksToLanding>
  <landingPadPosition>(344, 0, 249)</landingPadPosition>
  <landingPadRotation>3</landingPadRotation>
  <landingDuration>30000</landingDuration>
</thing>


Nothing's gone sour yet anyway.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: Rikiki on December 21, 2017, 05:55:37 PM
Updated MiningCo. ForceField, PowerFist and Spaceship. :)
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: Rikiki on December 21, 2017, 05:56:48 PM
@Ekarus: either start a new colony to avoid this or use Orion's Faction discovery mod. :)
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: Ekarus on December 21, 2017, 09:08:33 PM
Quote from: Rikiki on December 21, 2017, 05:56:48 PM
@Ekarus: either start a new colony to avoid this or use Orion's Faction discovery mod. :)

I had started a new colony, this wasn't an install on an ongoing game.

Out of curiosity, what causes it? Because I seem to be able to "avoid it" by not looking at the landing pad while the ship is landing.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: Rikiki on December 22, 2017, 11:50:00 AM
Quote from: Ekarus on December 21, 2017, 09:08:33 PM
Out of curiosity, what causes it? Because I seem to be able to "avoid it" by not looking at the landing pad while the ship is landing.
I think that it is caused by mods changing how factions are handled.
It should be the same if you watch or not the landing ship. ???
You can test it with the "damaged spaceship" incident in dev mod.
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: Harry_Dicks on December 23, 2017, 10:21:55 AM
Thank you for all of the great mods and hard work!
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: s44yuritch on December 23, 2017, 03:30:04 PM
I've got a 'damaged ship' event. The ship description says it needs 128 steel and 13 components. Ok, I have ~400 steel and about 100 components combined (in different stockpiles). But when I click on the 'start repairs' button, it says there isn't enough materials.

So the question is, how do I get the materials to it?
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: Rikiki on December 24, 2017, 02:22:04 AM
Quote from: s44yuritch on December 23, 2017, 03:30:04 PM
I've got a 'damaged ship' event. The ship description says it needs 128 steel and 13 components. Ok, I have ~400 steel and about 100 components combined (in different stockpiles). But when I click on the 'start repairs' button, it says there isn't enough materials.

So the question is, how do I get the materials to it?
The materials must be near the spaceship (in the radius displayed when you select it).
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: TryB4Buy on December 24, 2017, 12:16:46 PM
Nice work! I had to go pull the 2MB Mining Helmet B18 out of the 75MB master download because the releases doesn't have the mod itself (just the source), and I couldn't download just a subfolder...
Title: Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
Post by: Rikiki on December 26, 2017, 07:09:16 AM
Quote from: TryB4Buy on December 24, 2017, 12:16:46 PM
Nice work! I had to go pull the 2MB Mining Helmet B18 out of the 75MB master download because the releases doesn't have the mod itself (just the source), and I couldn't download just a subfolder...
Oups, forgot it! I will upload it soon. :)
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: tiger33116 on December 31, 2017, 12:48:33 PM
Will the outpost generator ever be returning?
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on January 05, 2018, 03:09:18 PM
Has anyone tried Drill Turret with Quarry? I don't suppose they work together... but if I can get around to it today, I will give it a shot! I've just got, SO... MANY... MODS to make sure everything works properly. The horror!
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on January 05, 2018, 03:14:20 PM
Quote from: tiger33116 on December 31, 2017, 12:48:33 PM
Will the outpost generator ever be returning?
This mod was designed when there was only 1 map (no world) and no random faction base generation.
So IF it ever comes back, it will be in a long time, very long time... :-\

Quote from: Harry_Dicks on January 05, 2018, 03:09:18 PM
Has anyone tried Drill Turret with Quarry? I don't suppose they work together... but if I can get around to it today, I will give it a shot! I've just got, SO... MANY... MODS to make sure everything works properly. The horror!
Not checked but post back once you have tested it! :)
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on January 05, 2018, 03:51:38 PM
Quote from: Rikiki on January 05, 2018, 03:14:20 PM
Quote from: tiger33116 on December 31, 2017, 12:48:33 PM
Will the outpost generator ever be returning?
This mod was designed when there was only 1 map (no world) and no random faction base generation.
So IF it ever comes back, it will be in a long time, very long time... :-\

Quote from: Harry_Dicks on January 05, 2018, 03:09:18 PM
Has anyone tried Drill Turret with Quarry? I don't suppose they work together... but if I can get around to it today, I will give it a shot! I've just got, SO... MANY... MODS to make sure everything works properly. The horror!
Not checked but post back once you have tested it! :)

I have to test that, and my Prison Labor (chain gang style) mod, going to have a warden with a shotgun (I wish the non-lethal shotgun mod was posted here and not just Steam) watching over them while they slave away! >:)

EDIT: Also, what is the distance on the light that spotlight turrets can shine, and the diameter of the light? I've yet to get around to them. But my plan is to use those, with RealFoW, Darkness, ED-Enhanced Options (to turn off raid alerts), and your alert speaker. That way, when a sentry or camera manages to spot an enemy in the dark, or the spotlights manage to catch them, they sirens will start wailing, and the whole base will go on alert. Oh, I've also got one other I can't remember the name of, that is like the standing lamp but changes the light color based if enemies are present.
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on January 06, 2018, 04:29:30 PM
Quote from: Harry_Dicks on January 05, 2018, 03:51:38 PM
EDIT: Also, what is the distance on the light that spotlight turrets can shine, and the diameter of the light? I've yet to get around to them. But my plan is to use those, with RealFoW, Darkness, ED-Enhanced Options (to turn off raid alerts), and your alert speaker. That way, when a sentry or camera manages to spot an enemy in the dark, or the spotlights manage to catch them, they sirens will start wailing, and the whole base will go on alert. Oh, I've also got one other I can't remember the name of, that is like the standing lamp but changes the light color based if enemies are present.
This sounds fun to play but quite stressful when a raid appears!
Max distance of spotlight turrets is 30 cells. Radius is quite small (3.5).
You are looking for [T] MiscStuff (https://ludeon.com/forums/index.php?topic=4373.0). :)
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on January 11, 2018, 04:44:53 PM
Mister Rikiki, is this where I can change how bright the spotlight is, along with the diameter of the light area (from BuildingsSpotlight_Light.xml)? Also, what's overlightRadius do? Thanks! Oh btw, the drill turret doesn't work with Quarry :P
    <comps>
      <li Class="CompProperties_Glower">
        <glowRadius>3.5</glowRadius>
        <overlightRadius>3</overlightRadius>
        <glowColor>(255,255,255,0)</glowColor>
      </li>
    </comps>
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on January 12, 2018, 10:45:49 PM
Rikiki, is there anyway that I can modify the laser fence to open/close with a button I press, and not require a pawn flick, and also make it so that it can only go in one direction per gate? Or would that take a lot of work? I was thinking I can make my own armor gate mod with this :) Also, anyway to make them longer?
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: rokko32 on January 14, 2018, 05:27:57 AM
owesome!
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on January 14, 2018, 08:20:26 AM
@Harry_Dicks: yes, you can modify the light radius there.
Overlight means 100% light like sun lamp. Normal light only provides 50% light.

For the laser fence, if you know C# coding you can modify it. Otherwise, I am affraid it is not possible with XML only.
The length is short so it is not overpowered for ennemy raids.
You can select the active direction with the command buttons.
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Alexander_Lem on January 19, 2018, 09:47:36 AM
Your landing pads and spaceships are just amazing!
I've seen this tread before, but skipped it since I was playing tribals, but I'm definitely adding it this time! :)
I hope they will eventually replace vanilla trade beacons, landing actual ships is so much cooler.

I'm sorry to hear that outposts were discontinued, the screenshot looks very nice. Maybe you can reintroduce them as a faction mod with custom base generation?
P.S. Can you post/pm a few more screenshots of small and big outposts for inspiration?
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: mahorych00 on February 03, 2018, 05:44:50 AM
It seems that the fog from glitching ships might have reached Old Earth from where the World of the Rim stands now. I have no idea what is happening, since EVERY landing ship fills the map with fog. After destroying it with devmode, it disappears, as well as the landing pad, and after I replace the landing pad in GodMode and plug it back in - the next ship glitches out again and fills the ENTIRE map with fog.

Is there a way to end this nonsense without deleting the mod/smashing the PC to bits?

Update: moving a mod which adds custom floor tiles and Bridgello mod upwards (above the Mining & Co. stuff) seems to fix the problem. Hilarious.

Update #2: everything seems to glitch again, maybe it's due to cyrillic characters in the save name?
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: SzQ on February 03, 2018, 08:13:11 AM
Quote from: Alexander_Lem on January 19, 2018, 09:47:36 AM
I hope they will eventually replace vanilla trade beacons, landing actual ships is so much cooler.
It would be the ultimate Serenity experience.
Edit:
Maybe even build several landing pads to create small trade HUB and get small % from transactions between traders.
Edit^2:
And crew of ship could use some beds and stuff thanks to Hospitality. (https://ludeon.com/forums/index.php?topic=11444.0)
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on February 03, 2018, 08:34:42 AM
Quote from: SzQ on February 03, 2018, 08:13:11 AM
Quote from: Alexander_Lem on January 19, 2018, 09:47:36 AM
I hope they will eventually replace vanilla trade beacons, landing actual ships is so much cooler.
It would be the ultimate Serenity experience.
Edit:
Maybe even build several landing pads to create small trade HUB and get small % from transactions between traders.
Edit^2:
And crew of ship could use some beds and stuff thanks to Hospitality. (https://ludeon.com/forums/index.php?topic=11444.0)

Man, that would be totally off the walls fucking awesome, and a huge boost to immersion. You could really have TONS of different ways of expanding upon this idea. Think about all this awesome shit you could build in your base, an entire new system of awesome stuff:

Different size landing pads will allow different sized trader ships to visit you
A framework could be developed to make it easy for modders to import their own ship models. Spaceships from Star Wars, Star Trek, hell the damn penis ship from 2001: A Space Odyssey!
You could build all sorts of new maintenance facilities to accommodate whatever new visitors might stop by and their vessels, maybe even collaborate with Hospitality bringing in visitors! Stuff like an engine service centers, ship repair shops, xeno hospitals, xeno livestock/animal hospitals, stuff any sort of supplies and/or services space traveler/truckers might need.
Defenses against pirate/raider spaceships. This could give a whole new meaning to needing to have AA dedicated defenses, having to build bases under mountains, and using mods that let you build thick stone roofs (same thing as mountain overhead, you can also build solar panels on the roofs I think, mod is Expanded Roofing https://github.com/AaronCRobinson/ExpandedRoofing/releases or https://steamcommunity.com/sharedfiles/filedetails/?id=1108968677 )

Also if I could see a ship come down, open it's cargo door/ramp, and see my actual livestock that I just purchased come walking out of it, would be really awesome.

I fully understand that this might go against the idea of "Hey we crashlanded on this planet and are trying to get off." I don't ever play to "win" in this game, and I know I am definitely not alone in playing this way in the slightest. I haven't ever even built the dang spaceship! ;) My own roleplay reasoning is that I have built a damn paradise for my colonists, why would they want to leave?!

But guys, what if it could be expanded, just, one, more, step... And we could actually load up our colonists on this spaceship, and fly them to different cells on the planet? Man, one more step, when your colonists are ready to fly away... port them over to something like FTL. You have some of your ship modifications already picked out from within RimWorld. Maybe that could be a fun roleplay idea, or a reason to use the option I have in the Scenario Editor, which is something like Planetkiller? Make it so you have to get off the planet in X amount of time. The reasoning could be because the Rebels from FTL are coming, aaaahhhhh!

Hah, in my dreams! :P
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: SzQ on February 03, 2018, 08:53:40 AM
Yea that is like dream. That would probably need couple of modders.
The best part is that it can easily be done partially.
Like:
@Harry_Dicks
This idea probably should have it's own thread. We(everyone) could think what could be done in what order and by who.
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Canute on February 05, 2018, 11:46:34 AM
Hi rikki,
i think for the next update you should add jade to the tradegood from the periodic and cargo ship.
Jade is a mineable mineral, and gold is allready sold by them.
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on February 12, 2018, 02:29:56 AM
Rikiki, do you think you will ever expand upon the laser fences? Maybe have some sort of "gate" that you can allow only certain pawns/prisoners/animals to go through? I was thinking about how Clutter's lock system works, and it is really fantastic. I guess what I'm thinking of could just have a door between two pylons, but I know it could be so much cooler than that..

Maybe we could have a "laser drawbridge" in addition to the laser fence? ;D If we could ever have drawbridges, I guess I would allow deep water to be passable, but at maybe 10% movespeed, so that you can't have an impossible to get to base.
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on February 12, 2018, 09:28:12 AM
[@Alexander_Lem: I think the download link is still available for the last up-to-date version. I did not kept other screenshots. :-\

@Harry_Dicks and SzQ: A lot of good ideas. Everything is possible with the right amount of work but... I feel the scope of Spaceship mod is quite large enough.
Plus, modding Rimworls already consumes a lot of my free time and you have no idea of the amount of work it would be to code all your nice ideas! ::)

@Canute: thanks, that's noted! :)

@Harry_Dicks: about laser fences. I tinkered about a laser gate but it was too easy to cheat the AI with it.
That's the same idea for the drawbridge. It is is very appealing but getting the AI (and even your own pawns) to use it would be quite difficult with a lot of hidden corner cases.
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on February 12, 2018, 10:14:49 AM
Thanks for replying about the spaceships, really I was just fantasizing, and I understand that would be an insane amount of work.

About the laser fence/drawbridge: I fully appreciate how easy it would be to cheat the AI. However, understand that coming from my point of view, that will never stop me from wanting to create something like this. Because I know I will have to balance my game around it, hence why I said I would have to let deep water be passable, otherwise I will ruin the fun for myself. Hell, I've already got dev mode cheats as one click away, but I can already restrain myself from that, so I think I will be able to use a drawbridge in the game to where it is still fun for myself ;)

Anyway, I promise this will be the last time I bring it up! ;D But if you have ever checked out the mod Mechanical Defense 2, it had a wall that you could raise/lower. It had 3 levels. Solid wall, embrasure, and then fully lowered. The mod is currently being maintained by not the original author, but some parts, including the walls, are updated to B18. I'm guessing these can just somehow create and remove a building at the flick of a pawn, and remember it's health. I was thinking if we could just have something like this, but have it extended out to a 3x5 drawbridge, or maybe have a few various dimensions.

There is also the armor gate from HardcoreSK mod pack. I looked at it in ILSpy, and actually found the parts I was looking for! However, I still can't figure out how to really get a project "started" in Microsoft Visual Studio ::) But I was trying to have something like your laser fence, but have it just as one big building, instead of having to make two pylons. I wanted to be able to just set down a 4x1 or 3x1 "armor gate" that I can raise/lower. I think I would probably prefer being able to press the button and it goes up or down from my control, but I suppose required a pawn to come over and flick it would work as well, too.

Anyway, I appreciate you taking the time to listen to my silly ideas. Unfortunately, I can only do things in xml right now. So until some point in the future that may never come, I'm stuck with only my suggestions, hoping that maybe a couple of them might be worthy. Good enough for one of you C# wizards to want to take the time to try some of them out :P
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: SzQ on February 14, 2018, 06:56:10 AM
I'm surprised people didn't loose their shit jumping around while thinking of landing trade ships.  :-\
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Ruisuki on February 14, 2018, 07:15:17 AM
does the airship require a new save? Or can I just settle a new colony as the text states and add it mid game? It sounds SO sweet
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on February 14, 2018, 08:32:39 AM
Quote from: SzQ on February 14, 2018, 06:56:10 AM
I'm surprised people didn't loose their shit jumping around while thinking of landing trade ships.  :-\

I think enough people really would if we were only talking about it in the proper place. Not saying this is or isn't, but we're just unlucky with other people who would agree with us stopping by. I refuse to believe that having an actual cargo ship with it's own landing bay/facilities and all the stuff mentioned isn't totally freaking awesome! ;D
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Canute on February 14, 2018, 09:10:05 AM
Quote from: Ruisuki on February 14, 2018, 07:15:17 AM
does the airship require a new save? Or can I just settle a new colony as the text states and add it mid game? It sounds SO sweet
Should work midgame.
You need to research it before you can build these 2 nessesary buildings.
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on February 14, 2018, 10:19:07 AM
There is a hidden faction for the airship, I'm not sure if it's required. You might be able to get some of the features without having discovered this faction.

So if you want to add this mid game, I would recommend using the mod Faction Discovery as well.
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Drglord on February 18, 2018, 02:53:39 PM
Amazing mod very thanks but sadly in my permadeath run it got ruined by the dust bug... I destroyed the ship with dev mode removing the fog but i still get the message

System.NullReferenceException: Object reference not set to an instance of an object
  at Spaceship.Util_DownedPawn.GetRandomReachableDownedPawn (Verse.Pawn carrier) [0x00000] in <filename unknown>:0
  at Spaceship.Trigger_ReachableDownedPawn.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I can't find a pawn even rimsearch and there is not one in the save file....

Help would be appreciated
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Ruisuki on February 18, 2018, 07:21:26 PM
Getting same reference as guy above me reference not set to an instance of an object except its mining helmet unknown. I think this is also interfering with my caravans ability to travel...safe to uninstall?
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on February 18, 2018, 07:54:26 PM
Quote from: Ruisuki on February 18, 2018, 07:21:26 PM
Getting same reference as guy above me reference not set to an instance of an object except its mining helmet unknown. I think this is also interfering with my caravans ability to travel...safe to uninstall?

Give more details. Why and/or when is this happening?
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Ruisuki on February 18, 2018, 08:12:46 PM
Quote from: Harry_Dicks on February 18, 2018, 07:54:26 PM
Quote from: Ruisuki on February 18, 2018, 07:21:26 PM
Getting same reference as guy above me reference not set to an instance of an object except its mining helmet unknown. I think this is also interfering with my caravans ability to travel...safe to uninstall?

Give more details. Why and/or when is this happening?
its pretty much what i detailed in here https://ludeon.com/forums/index.php?topic=29054.90
heres the mining helmet reference
https://ibb.co/bxhxJ7
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on February 20, 2018, 12:20:11 PM
Quote from: Ruisuki
its pretty much what i detailed in here https://ludeon.com/forums/index.php?topic=29054.90
heres the mining helmet reference
https://ibb.co/bxhxJ7
I am unable to reproduce it myself. Caravaning with a Mining helmet is working fine even with corner cases like downed or dead pawn. ???
When exactly did the error appeared in the console?
Were you exiting a temporary camp? Did a pawn got killed, downed?

Quote from: Drglord on February 18, 2018, 02:53:39 PM
Amazing mod very thanks but sadly in my permadeath run it got ruined by the dust bug... I destroyed the ship with dev mode removing the fog but i still get the message
The infinite dust storm is often reported when the mod is added mid-game.
Mods like "I can fix it!" or the one modifying races have also been reported as incompatible.
I will try to add robustness given your error message but I never ran into this during my tests.
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Ruisuki on February 20, 2018, 01:42:31 PM
yeah ive left a lot of temporary camps from set up camp mod, sometimes this happens. Sometimes im lucky it doesnt. Due to starvation and sleep pawns get downed sometimes yeah. Id also like to note that since deleting the mining helmet(from my base, not deleting the mod) ive had no issues with set up camp not deleting and have yet to get an error again.
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on February 21, 2018, 09:20:00 AM
Do you mean you tried to leave a mining helmet dropped on the floor of a temporary camp and all your pawns then left the area?
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on February 21, 2018, 09:21:11 AM
Updated MingCo. Spaceship mod: robustness for "null pointer in reachable down pawn" bug.
Corrected issues in orbital healing.
Added mod setting to disable landing pad beacon lights.
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on February 21, 2018, 10:58:42 AM
Thank you mister Rikiki :) Any plans to add more onto the spaceships in the future?
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Ruisuki on February 21, 2018, 05:29:37 PM
Quote from: Rikiki on February 21, 2018, 09:20:00 AM
Do you mean you tried to leave a mining helmet dropped on the floor of a temporary camp and all your pawns then left the area?
No i was using my colonist thats equipped with the helmet to travel/use setup camp mod and it through that verse bug at me. I used the destroy button from devmode and so far it hasnt shown up again. This was the error
https://ibb.co/bxhxJ7
Title: Re: [B18] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Saint Lucifer on February 21, 2018, 06:22:20 PM
I was really interested on using your Spaceship mod but i heard that "I can fix it" is incompatible with the ship mod and i was curious if there is any possible workaround for it please?
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Drglord on February 25, 2018, 03:22:46 PM
Sad to say but the "fix" is just removing the red alert message since there still is a message generated every second or so

MiningCo. Spaceship: no pawn in lord.
Verse.Log:Message(String)
Spaceship.Trigger_ReachableDownedPawn:ActivateOn(Lord, TriggerSignal)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:LordTick()
Verse.AI.Group.LordManager:LordManagerTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

So in simple terms you just hide the problem under the rug where no one can see it as red errors are not generated but CPU is still drained...
Hope you can figure out how to fix the falling through the earth ships that cause this. It's a cool mod after all...
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on February 25, 2018, 03:36:37 PM
Hey mate, you must take into account the gigantic (:o!) number of possible mods configuration.
There are a lot of mods that do simple things (like "I can fix it!") but modify vanilla base functions by the way.
There are simply things I cannot bypass with fixes. I added a test for robustness but that's visibly  a bug I cannot correct on my own.

Please remember it is working fine for most people so please try and identify the culprit mod that is causing incompatibility in your case. :)
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Drglord on February 25, 2018, 05:32:54 PM
I understand completely what you are saying and i don't really want to antagonize you in any way since this is an amazing mod and you seem to have put big amounts of time into it. I am just saying that no one will even notice the "error" since it is a white message now ticking all the time unless he opens himself the admin console...
Again good work i am in no way expert in modding i am just saying i found it weird. Did you stopped ships from crashing? Cause as i understand that was the problem?
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Drglord on February 27, 2018, 09:40:13 AM
Last run no ships crashed no errors or dust generated. Either i was really lucky or you did it you rascal.... Well done
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Ruisuki on March 01, 2018, 12:58:53 AM
Just another question about the ship...do I want this Ship to land inside my mountain base (using up one of the few open air spots) or just outside of it?
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Canute on March 01, 2018, 03:32:26 AM
I don't think Mining Co got Phase shield's yet, which would allow them to fly through solid materia.
You need an unroofed area to build the landing pad, and only on landing pad's these ship's will land.
Ofcouse if you use other mod's to create unroofed area deep inside the mountain area, their pilot's are good enough to follow these tunnel down to your base.
But don't forget this will open a spot for pirates/mechanoid to land there will droppods too.
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Ruisuki on March 01, 2018, 04:13:28 AM
Quote from: Canute on March 01, 2018, 03:32:26 AM
I don't think Mining Co got Phase shield's yet, which would allow them to fly through solid materia.
You need an unroofed area to build the landing pad, and only on landing pad's these ship's will land.
Ofcouse if you use other mod's to create unroofed area deep inside the mountain area, their pilot's are good enough to follow these tunnel down to your base.
But don't forget this will open a spot for pirates/mechanoid to land there will droppods too.
Its an open air spot. As in, I randomly found a spot with no overhead mt. At first i cursed it for screwing my designs but now i embraced it for trade beacons, centralized climate, power generation, transport pods, orbital hubs, and now the dropship. I hadnt considered the raiders drop pods though damn.

The thing Im wondering if I want this dropship to be inside the open space of my mountain base, or outside of it in the open. Pretty much: Do i need to get my negotiator to the dropship landing area/relay or do they come to my base like guests from hospitality or traders just wandering the map? The company stands in their position for a time waiting?
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Canute on March 01, 2018, 04:56:33 AM
You have 2 building.
First a console you can call the various ships.
And the landing pad, the ship land there and you need to trade with the ship.
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: s44yuritch on March 01, 2018, 09:11:51 AM
Quote from: Ruisuki on March 01, 2018, 04:13:28 AM
Pretty much: Do i need to get my negotiator to the dropship landing area/relay or do they come to my base like guests from hospitality or traders just wandering the map?

First you will need to contact them via the new comms builing (with large rotating antenna) and pay 1k silver. Then the ships will start coming. When a ship lands, you will need your negotiator to walk to the ship and 'trade' with it as if the ship was the caravan trader pawn. The goods you buy will be spawned under the landed ship.
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on March 01, 2018, 10:42:50 AM
The cargo spaceship can land inside without restriction.
The dispatcher spaceships will not land if there is no way for the troops to reach a map exit point.

Be warned though that an event with pirates attacking from a stolen spaceship is planned... ;D
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Ruisuki on March 01, 2018, 11:41:30 AM
Thanks guys now that I know my people have to go to the place Ill make sure its somewhat close to my base

Quote from: Rikiki on March 01, 2018, 10:42:50 AM
The cargo spaceship can land inside without restriction.
The dispatcher spaceships will not land if there is no way for the troops to reach a map exit point.

Be warned though that an event with pirates attacking from a stolen spaceship is planned... ;D
So cooooool....

Ok now im definitely not putting the pad at the heart of my base,
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: rambo on March 08, 2018, 02:26:30 AM
is their gonna be a combat extended patch for this?
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on March 08, 2018, 12:01:38 PM
Quote from: rambo on March 08, 2018, 02:26:30 AM
is their gonna be a combat extended patch for this?
What do you need a patch for? ???
Spaceships don't care about land guns I think?
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: KiotheCloud on March 09, 2018, 09:35:55 AM
i know this is not the usual questions you get but why not use the actual riki picture (Dota2) rather than timber saw it would fit better with your name and all :D
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on March 09, 2018, 10:41:06 AM
Quote from: KiotheCloud on March 09, 2018, 09:35:55 AM
i know this is not the usual questions you get but why not use the actual riki picture (Dota2) rather than timber saw it would fit better with your name and all :D
I actually used to play a lot Riki (hence the pseudo given by some friends) but I prefer the 'engineer' look of timbersaw. It better fits all my tinkering with Rimworld. :D
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Harry_Dicks on March 09, 2018, 12:19:35 PM
Wasn't there a goblin tinkerer in DotA?
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: rambo on March 10, 2018, 08:21:13 AM
Quote from: Rikiki on March 08, 2018, 12:01:38 PM
Quote from: rambo on March 08, 2018, 02:26:30 AM
is their gonna be a combat extended patch for this?
What do you need a patch for? ???
Spaceships don't care about land guns I think?
like for the air strikes are is it ok?
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Mehni on March 29, 2018, 11:12:57 AM
I can confirm having the infinite duststorm bug and as a result of that, the "no pawn in lord" bug in the spaceship mod. Spawning a pawn bugs out, pawn gen gives up, lord remains spawned without a pawn to give its duty.

It's not a bug with the Alienraces framework, or with I Can Fix It. It's a bug with apparel. The offending item, in my case, was the Custom Hood from the Star Wars The Force mod (https://github.com/jecrell/Star-Wars---The-Force/blob/master/Defs/ThingDefs_Misc/Apparel_JHoods.xml#L91). I suspect there are more conflicting mods, and it's more likely to happen with Alien races as they often add their own apparel. That said, I can find nothing wrong with the xml in the mod that causes the problem and no vanilla pawns suffer from any issues.

Let's talk shop. The Mining Co. mod makes a custom PawnGenerationRequest in MiningCoPawnGenerator.cs, which sets certain parameters. RimWorld then spawns those pawns as naked, and tries to dress them. That, as far as I can tell, is where it goes wrong. Have a stacktrace:

Object reference not set to an instance of an object
at RimWorld.ApparelProperties.GetInterferingBodyPartGroups (Verse.BodyDef) <0x0003b>
at RimWorld.ApparelUtility.CanWearTogether_Patch (Verse.ThingDef,Verse.ThingDef,Verse.BodyDef) <0x000e9>
at RimWorld.PawnApparelGenerator/PossibleApparelSet/<AddFreeWarmthAsNeeded>c__AnonStorey2.<>m__2 (RimWorld.ThingStuffPair) <0x00023>
at System.Collections.Generic.List`1<RimWorld.ThingStuffPair>.RemoveAll (System.Predicate`1<RimWorld.ThingStuffPair>) <0x0006c>
at RimWorld.PawnApparelGenerator/PossibleApparelSet.AddFreeWarmthAsNeeded (RimWorld.NeededWarmth) <0x00b8f>
at RimWorld.PawnApparelGenerator.GenerateStartingApparelFor (Verse.Pawn,Verse.PawnGenerationRequest) <0x00832>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateGearFor_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x0004a>
at Verse.PawnGenerator.GeneratePawnInternal (Verse.PawnGenerationRequest) <0x005b9>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x00024>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef,RimWorld.Faction) <0x00127>
at Verse.Dialog_DebugActionsMenu/<DoListingItems_MapTools>c__AnonStorey34.<>m__0 () <0x00049>
at Verse.DebugTool.DebugToolOnGUI () <0x00072>
at Verse.DebugTools.DebugToolsOnGUI () <0x00020>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x00178>
at Verse.Root.OnGUI () <0x000c6>


I patched the CanWearTogether method to see where it went wrong, and every time I spawned a Mining Co and managed to trigger an error, they were trying to wear a tuque and a Custom Hood together. The issue therefor, is somewhere there. Specifically, trying to get the bodydef there failed. Not when they were trying to put on a jacket or parka, but when they were trying to wear headgear. They, somehow, for reasons completely unclear to me, seem to be missing their head.

Anyway. Since Mining Co. employees get dressed by their generous employer, we can do something to ensure they spawn naked and don't go through the rigmarole of checking every apparel combination and finding out they're missing a head.

In <PawnKindDef Name="MiningCoPawnKindBase" Abstract="True">, add <apparelIgnoreSeasons>true</apparelIgnoreSeasons>. That's it. That solved the problem for me. Downside: they spawn naked when spawned with the dev console. Upside: it works.

Oh, and instead of continuously logging MiningCo. Spaceship: no pawn in lord. wouldn't it be better to throw an error once and disband the lord with lord.lordManager.RemoveLord(lord);? A lord without pawns isn't much of a lord. At the very least, it makes debugging other issues a lot easier.
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Ruisuki on April 01, 2018, 07:10:44 PM
alert speaker doesnt seem to be able to be placed next to smooth stone walls
https://ludeon.com/forums/index.php?topic=36687.0

it doesnt register them as walls it seems
Title: Re: [B18][MODLIST] Rikiki's MiningCo (30-05-2018)
Post by: Kittamaru on June 15, 2018, 08:15:21 AM
Just wanted to check and see if this was still in active development? It looks awesome - I can't wait to try it with Release 1.0!
Title: Re: [B18][MODLIST] Rikiki's MiningCo.: Spaceships incoming! (28-12-2017)
Post by: Rikiki on June 16, 2018, 03:53:30 AM
Quote from: Ruisuki on April 01, 2018, 07:10:44 PM
alert speaker doesnt seem to be able to be placed next to smooth stone walls
https://ludeon.com/forums/index.php?topic=36687.0

it doesnt register them as walls it seems
Mmh, I suppose you use a mod to smooth walls?
Check its XML def. It should have fillPercent >= 80 percent.

@Kittamaru: most mods are B18-ready. :) All should be updated for V1.0.
Title: Bug- ship takeoff covers the map in fog
Post by: ChuckleMan on July 22, 2018, 04:32:26 PM
Basically, after dropping off a team(for 0 silver- guess its the start to the bug), the ship did not zoom off. Instead, it slowly grew in size, and moved to the bottom left of the map. This meant that whenever im looking at the launch pad, the takeoff fog has expanded in size to the whole map, which is pretty awkward. The screenshot shows the fog effect. No idea what caused it, its been stable the month or so I've used the mods.

Other than this though, the mods are great, thank you for the hard work you've put into them!

[attachment deleted due to age]
Title: Re: [B18][MODLIST] Rikiki's MiningCo (30-05-2018)
Post by: AnotherFireFox on July 23, 2018, 12:23:14 AM
Want to use this spotlight turret with CE. No turret needed, just spotlight. How?
Title: Re: [B18][MODLIST] Rikiki's MiningCo (30-05-2018)
Post by: Ruisuki on July 31, 2018, 05:28:16 PM
hello is there any reason why we should have more than one mining co. ship in our base? I notice there is a 'primary' landing pad but not sure why one would want more than one, does it increase the frequency of drops?
Title: Re: [B18][MODLIST] Rikiki's MiningCo (30-05-2018)
Post by: Ruisuki on August 02, 2018, 12:46:08 AM
I get this pink texture whenever I load the game up. it didnt happen at all for months of play until i updated my game from dubs bad hygiene 2.0.1 to 2.2.4 (B18). It happens whenever i construct a spotlight turret....i dont know if it happens with other mining co objects...but it goes away if i downgrade dubs mod or deconstruct the turret so im not sure what the issue is.

https://image.ibb.co/eFuLr8/dubs_pink_textures_AFTER_2_2_4_no_planning.png
Title: Re: Bug- ship takeoff covers the map in fog
Post by: Rikiki on August 14, 2018, 02:21:28 AM
Quote from: ChuckleMan on July 22, 2018, 04:32:26 PM
Basically, after dropping off a team(for 0 silver- guess its the start to the bug), the ship did not zoom off. Instead, it slowly grew in size, and moved to the bottom left of the map. This meant that whenever im looking at the launch pad, the takeoff fog has expanded in size to the whole map, which is pretty awkward. The screenshot shows the fog effect. No idea what caused it, its been stable the month or so I've used the mods.

Other than this though, the mods are great, thank you for the hard work you've put into them!
Please make sure you are using the last version of the mod. There was a correction fo pawns sometimes not being wcorrectly generated with mods adding hats.
Have you added new mods since last month?

Quote from: Ruisuki on July 31, 2018, 05:28:16 PM
hello is there any reason why we should have more than one mining co. ship in our base? I notice there is a 'primary' landing pad but not sure why one would want more than one, does it increase the frequency of drops?
In some cases, you could need several landing pads: damaged ship is under reparation and you need some medical assistance for example.
Otherwise, there is no real enefit excepted the look of it.

Quote from: Ruisuki on August 02, 2018, 12:46:08 AM
I get this pink texture whenever I load the game up. it didnt happen at all for months of play until i updated my game from dubs bad hygiene 2.0.1 to 2.2.4 (B18). It happens whenever i construct a spotlight turret....i dont know if it happens with other mining co objects...but it goes away if i downgrade dubs mod or deconstruct the turret so im not sure what the issue is.
https://image.ibb.co/eFuLr8/dubs_pink_textures_AFTER_2_2_4_no_planning.png
Have you tried to start the game until main menu, quit and start again then load your savegame?
I do not see any reason excepted a not well loaded texture. Maybe you have a ton of mods and the game cannot handle any more textures in memory? ???

Quote from: AnotherFireFox on July 23, 2018, 12:23:14 AM
Want to use this spotlight turret with CE. No turret needed, just spotlight. How?
Sorry but I do not understand your question. Can you add some details?
Title: Re: [B18][MODLIST] Rikiki's MiningCo (30-05-2018)
Post by: jmababa on August 29, 2018, 07:56:05 PM
Plz update to B19 I miss My sonar even just the MMS so I can find my minerals on the mountainus maps
Title: Re: [B18][MODLIST] Rikiki's MiningCo (30-05-2018)
Post by: JustifiableChaos on September 07, 2018, 09:52:16 PM
Hey hey, just wanted to report a bug that's come out of nowhere but wants to stick around now. Like someone else reported a while ago, it appears someone has stolen my MiningCo. MMS and Drill equipment in b19 and replaced them with large purple boxes.

One day they were fine, the next day when I load in, they're gone! The error log spits an excuse about attempting to load resources like the "Effects/ScanRange"s and building textures from different threads than the main thread, but I'm suspecting secret environmental terrorist gremlins trying to thwart my automated strip mining operations! They didn't do a great job, though, because the machines work the same, just with pink boxes instead of visible equipment.

Is there anything I can do on my end to steal my normal equipment back from those gremlins, or do I have to use the pink-box miners for now?

On a serious bug-smashing note, I can try to get the error log messages if you like, when selecting the MMS, the log spams like crazy. The failure to load the textures only occurs on loading the save file, and I have tried to avoid the issue by repeatedly reloading the game in various ways. Those darn gremlins are persistent. (Using B19 MMS and Drill Building available on Steam)

[attachment deleted due to age]
Title: Re: [B18][MODLIST] Rikiki's MiningCo (30-05-2018)
Post by: Ruisuki on September 07, 2018, 11:16:24 PM
hm maybe too many mods is the issue. 1.0 64 bit should help in that regard?
Title: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Rikiki on September 12, 2018, 10:17:18 AM
MiningCo. Projector, Drill turret and MMS are now updated to V1.0. :)
Any help with the fixed projector texture would be appreciated (located in MiningCo. Projector\Textures\Things\Building\Furniture)! :D

@JustifiableChaos: as said Ruisuki, it might be due to a lack of memory. I never experienced this on my own. ???
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Kittamaru on September 12, 2018, 10:52:16 AM
Are the steam versions being updated as well? Just curious :D So far, I only see B18 versions in your workshop :D
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: TrippyTheO on September 12, 2018, 04:06:18 PM
Is "1.0" compatible with .19? Using .19 the modlist shows the 1.0 mods as being the wrong version. Can this safely be ignored?
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Goldenpotatoes on September 12, 2018, 04:12:39 PM
Quote from: TrippyTheO on September 12, 2018, 04:06:18 PM
Is "1.0" compatible with .19? Using .19 the modlist shows the 1.0 mods as being the wrong version. Can this safely be ignored?

1.0 and .19 are functionally the same build, the only difference being the change to .19 was Tynan deciding the game needed an extra build before going into a full release.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Madman666 on September 18, 2018, 12:07:05 PM
Man, i wish spaceships were updated... other stuff thats updated to 1.0 more or less works with b19, so only spaceship mod left... :(
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Ruisuki on October 15, 2018, 06:52:10 AM
Are only mms, projector and drill turret updated for 19/1.0? githubs seems to only show those as updated as of a month ago, the rest are much older
Title: Re: [B18] MiningCo.: Mining helmet V18.0 (21-12-2017)
Post by: crazyone on October 19, 2018, 01:14:46 PM
Quote from: Rikiki on July 26, 2015, 08:15:01 AM
MiningCo.: Mining helmet

    Will this be updated for 1.0?
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Operative85 on November 02, 2018, 03:45:14 AM
Hello! Do you have plans to synchronize your GitHub repository with your Steam Workshop updates? I'm this close to creating my perfect military colony, and what I lack is your 1.0 Alert System. :D

Thank you very much!
Title: Rikiki's MiningCo (12-09-2018) for noob
Post by: Reyghel on November 03, 2018, 04:10:12 PM
Good afternoon from Uruguay. I have to congratulate you and your collaborators for the mod they created with the theme of mining. I am a rookie in the game, but this mod gives me the impression that mining would facilitate for my small colony. I do not understand how to download the complete mod for version 1.0 of the game. I downloaded everything from a link you provided from github.

  :'(  :'( Unfortunately I have 3 dollars to buy the game, now I have a version that I could find online. I hope and wish you can help me. Greetings from Uruguay.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Rikiki on November 07, 2018, 05:03:26 AM
@Operative85: mods archives are released. I will soon push my work on GitHub (once Laser Fence is updated). :)

@Reyghel: "that I could find online"... ;)
1) Choose the mod you want, for exemple MiningCo. MiningHelmet V1.0.zip (https://github.com/Rikiki123456789/Rimworld/blob/master/Release/MiningCo.%20MiningHelmet%20V1.0.zip).
2) Download the archive with the "Download" button.
3) Go into your Rimworld\Mods directory and unzip the archive there. It should appear along the Core mod.
4) Activate the mod in-game.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Serkith on November 07, 2018, 05:08:00 AM
Yes ! I was hoping for a 1.0 version of the laser fence !
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: moonra on November 07, 2018, 01:34:59 PM
How can I make the laser drill not work without power? I like it quite a lot but having something mine basically for free is a bit too much for me. I looked around the defs but couldn't find anything.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Rikiki on November 09, 2018, 01:35:19 PM
Quote from: moonra on November 07, 2018, 01:34:59 PM
How can I make the laser drill not work without power? I like it quite a lot but having something mine basically for free is a bit too much for me. I looked around the defs but couldn't find anything.
This is hardcoded I am affraid. But the mining speed is really low when unpowered.
Is the construction cost not high enough? I felt that the research requirements were limiting enough and laying cables a bit too boring just for it to work.
I may add a modOption to disable it.

Would a turret only working when either manned or powered be better? I am open for suggestions. :)
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Jan2607 on November 09, 2018, 02:16:02 PM
Can we expect the Spaceship Update soon? Because I believe, we have to start a new colony then and I have to plan :D
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Ruisuki on November 10, 2018, 04:02:55 AM
Love spaceship but i am also partial to alert mod
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Kamerow on November 14, 2018, 09:33:22 PM
Please update Spaceship to 1.0! It's one of my favorite mods! Hit me up if you need help!
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Rikiki on November 16, 2018, 02:15:14 AM
Spaceship update is ongoing but it will take a lot of time as it is my biggest mode.  :)

Any advice on the laser drill working without power?
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Madman666 on November 16, 2018, 03:09:48 AM
I quite like mining turret's efficiency depending on being manned or not. You could make it also mine much slower without a stable power grid connection, using small built-in solar generator instead, which doesn't provide quite enough power for 100% speed. So for full profit it should be both operated and powered, but otherwise it d still do its job, albeit at a much slower rate.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Canute on November 16, 2018, 04:07:26 AM
Or a buildin RTG or other power source ?
Hell no.
Basicly i don't see a reason why the Laser drill should work without power.
It is a Energy drilling system, you can't operate with raw pawn power.

And i even think, since it is a very useful/special thing to create/fill geysire holes, the drilling progress should be lost if the device run out of power.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Madman666 on November 16, 2018, 04:26:03 AM
Are we talking about same thing here? I am talking about a Mining Turret. So please specify whats it got to do with geysers? Drilling new geysers is the thing you should go "hell no!" about.

FYI i was posting opinion on this post:
Quote from: Rikiki on November 09, 2018, 01:35:19 PM
This is hardcoded I am affraid. But the mining speed is really low when unpowered.
Is the construction cost not high enough? I felt that the research requirements were limiting enough and laying cables a bit too boring just for it to work.
I may add a modOption to disable it.

Would a turret only working when either manned or powered be better? I am open for suggestions. :)
Not the last one.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Canute on November 16, 2018, 05:29:02 AM
My mistake i read Laser drill before, and though about another mod with a "Laser Drill" to create geothermical holes.
Didn't notice he refer about the mining turret.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Madman666 on November 16, 2018, 07:07:54 AM
Creating new geysers is kinda too powerful imo, which is something coming from a madman, who uses Rimatomics, to flood his grid (greed) with limitless powah. I do agree though, that if i ever used such a building, that makes geysers, making it work without any power would feel even more ridiculous.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Sparkie on November 22, 2018, 12:37:09 PM
I cant build the alert speaker on a smoothed wall
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Rikiki on November 24, 2018, 08:11:27 AM
Quote from: Sparkie on November 22, 2018, 12:37:09 PM
I cant build the alert speaker on a smoothed wall
That is corrected, thanks for the report. :) Updated mod (https://github.com/Rikiki123456789/Rimworld/blob/master/Release/MiningCo.%20AlertSpeaker%20V1.1.zip).
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Rikiki on November 24, 2018, 08:15:13 AM
@Madman666 and @Canute: Thanks for your comments. Manning is already taken into account to compute drill efficiency. ;)
I think that I will restore the "full power requirement".
Internal batteries is not intuitive for such big industrial equipment. ::)
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: vandal on December 05, 2018, 05:49:32 AM
oh alert speaker is back? nice
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Jan2607 on December 07, 2018, 11:31:38 AM
@ Rikiki: Any news about the spaceship mod?
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Rikiki on December 07, 2018, 04:26:03 PM
Quote from: Jan2607 on December 07, 2018, 11:31:38 AM
@ Rikiki: Any news about the spaceship mod?
I am currently working on it. It may be ready in about a week or two.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: vovik on January 02, 2019, 03:44:30 PM
So, i patched powerfist a bit
- now it crushes large targets on place. (look at The Surge game)
- added fast piston attack (credit to avenger`s iron man-hulk beatdown:P )
- updated description to match its power to throw stuff around without recoil
- added equip delay and slowdown to match its heaviness and fact it has to be equipped on arm, leg and torso to effectively neutralize recoil
- requires gas operation to research now before it, trivial components, chemfuel and less stuff to craft(i will incorporate its functional into exoskeleton from EPOE, an advanced powerfist :P )
- now it can be crafted from different materials
- its quite a weapon now and i would actually say its worth every unit of silver paid for it

link to download and source (https://drive.google.com/open?id=1r4XwWZBb8iFuTa7Yb_jHeZiNIAH9NTFG)

i will modify other mods when  i will lay my hands on them
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Operative85 on January 29, 2019, 07:55:30 AM
First off, thank you for updating the Spaceship mod!

Second, have you considered using those amazing ships as a much better and safer troop assault carrier?
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Ruisuki on April 23, 2019, 10:47:44 PM
miss spotlight turret
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: account13123 on May 19, 2019, 12:39:33 PM
Quote from: Ruisuki on April 23, 2019, 10:47:44 PM
miss spotlight turret

Spotlight Turret 1.0 is under the name Projector on the github(the changelog mentions the rename, but the thread hasn't been updated to reflect it.) Thought it wasn't updated for a minute until I read the thread again.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Ruisuki on May 28, 2019, 11:19:23 PM
Quote from: account13123 on May 19, 2019, 12:39:33 PM
Quote from: Ruisuki on April 23, 2019, 10:47:44 PM
miss spotlight turret

Spotlight Turret 1.0 is under the name Projector on the github(the changelog mentions the rename, but the thread hasn't been updated to reflect it.) Thought it wasn't updated for a minute until I read the thread again.
thanks man
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: the_Sac99s on June 06, 2019, 10:54:31 AM
Issue with Spaceship Mod:

I have a stockpile of silver right beside the beacon and the landing pad, 2000 of them but it still says not enough silver to pay for the partnership fee?
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Ruisuki on August 27, 2019, 08:13:55 PM
how do you turn off the lights for the mining vest and for the mining helmet? I click the button for the vest but as soon as I put on the hat it goes back on, even if i click off again.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Ruisuki on September 13, 2019, 04:55:08 AM
oh wow i dont remember the relay dish being 5x5. I miss the old dimensions, did not plan for this
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Dessloch on September 27, 2019, 11:12:17 AM
I have a graphical problem with the spaceship. One spaceship was launched and started to ascend very slowly upward for eternity. If I zoom out completely it's looks like this.


If I zoom in completely there is no problem but this does not solve my problem. I tried to reload the save, but it didn't helped me. What should I do?

Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Rikiki on October 04, 2019, 04:17:27 AM
@Ruisuki: mining light can be a bit tricky to configure if helmet and vest are not set to the same mode BEFORE wearing it. I am improving the code to handle this case.

The orbital relay dimensions did not changed. It always was a big 5x5 building.

@the_Sac99s: make sure your silvers are placed near a vanilla orbital trade beacon, not near the orbital relay.

@Dessloch: could you please share the output_log.txt file content? You most probably have a mod conflict with alien factions or something like that.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: RicRider on October 11, 2019, 09:03:02 PM
I don't know where the output_log.txt file (on a Mac so if you know let me know) but I have the same problem as Dessloch and here is the bit I copied out from the player.log file:

Exception ticking FlyingSpaceshipLanding671227 (at (176, 0, 197)). Suppressing further errors. Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>,System.Linq.Enumerable/Fallback) <0x0015f>
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>) <0x00051>
at MoreFactionInteraction.HarmonyPatches.TraderStocker_OverStockerPostFix (System.Collections.Generic.List`1<Verse.Thing>&,RimWorld.ThingSetMakerParams) <0x00318>
at (wrapper dynamic-method) RimWorld.ThingSetMaker.Generate_Patch1 (object,RimWorld.ThingSetMakerParams) <0x004fe>
at Spaceship.Building_Spaceship.GenerateThings () <0x001b9>
at Spaceship.Building_Spaceship.SpawnSetup (Verse.Map,bool) <0x00095>
at Spaceship.Building_SpaceshipDispatcher.SpawnSetup (Verse.Map,bool) <0x00035>
at (wrapper dynamic-method) Verse.GenSpawn.Spawn_Patch4 (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool) <0x00afb>
at Spaceship.FlyingSpaceshipLanding.Tick () <0x008eb>
at (wrapper dynamic-method) Verse.TickList.Tick_Patch2 (object) <0x003f3>


I'm gonna go back to a previous save and dev mode out the landing pad and relay because I'd like to keep playing this colony but I'll rebuild the stuff if you let me know how to fix this because damn your mod is so good and fits my base so well.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Rikiki on October 12, 2019, 09:09:48 AM
@RicRider: according to the log, you are facing a mod incompatibility. There are many patches applied from another mod (HugsLib or MoreFactionInteraction) and this is leading to errors.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: RicRider on October 12, 2019, 10:11:16 AM
Thanks. Neither of those is something I'll be disabling so I'll go without your mod for now! Appreciate it.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Canute on October 12, 2019, 10:28:13 AM
I think it's belong more to MFI since
"MoreFactionInteraction.HarmonyPatches.TraderStocker_OverStockerPostFix"
RicRider,
just a question do you use the steam version or you be sure you got the latest version of MoreFactionInteraction?

QuoteI don't know where the output_log.txt file (on a Mac so if you know let me know)
Since you use hugslib, did you ever wonder what these green button "Share log" do ? :-)

Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: Ruisuki on October 12, 2019, 11:36:11 PM
ooof that would suck if its incompatible with MFI. I have yet to build a ship but ill report back if i experience the same problem when I do
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: RicRider on October 13, 2019, 01:11:30 AM
Quote from: Canute on October 12, 2019, 10:28:13 AM
I think it's belong more to MFI since
"MoreFactionInteraction.HarmonyPatches.TraderStocker_OverStockerPostFix"
RicRider,
just a question do you use the steam version or you be sure you got the latest version of MoreFactionInteraction?

QuoteI don't know where the output_log.txt file (on a Mac so if you know let me know)
Since you use hugslib, did you ever wonder what these green button "Share log" do ? :-)

Canute.

I probably need to update MFI. I'm using the non Steam version from last October apparently.

Also, no. I have never even bothered to look at HugsLib options; it's just a library I got because every mod depends on it. Thanks for pointing that out.
Title: Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
Post by: frenchiveruti on March 31, 2020, 12:05:46 PM
Hello rikiki, I've seen that you updated your mods, but your main post remains kinda outdated. 
You have worked on "weapons" again, but I don't know what that mod does, do you have a description for it somewhere? The about.xml in the mod links to the powerfist mod, although that mod already has it's own mod. 
Thanks
Title: Re: [1.1][MODLIST] Rikiki's MiningCo (05-04-2020)
Post by: Rikiki on April 05, 2020, 04:45:05 PM
@frenchiveruti: I just updated the post. Sorry for the delay.
About the weapons mod, it is an old one that I am slowly rebooting. For now, it only contains 1 weapon: the laser rifle.
The originality of this mod compared to other "laser" weapons is that the laser ray is continuous (like in Homeworld :) and NOT like in Star Wars >:().
Be aware that the balance may be off for now. :)