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RimWorld => Mods => Releases => Topic started by: Hiztaar on August 19, 2015, 09:58:33 AM

Title: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Hiztaar on August 19, 2015, 09:58:33 AM
(http://syphoon.info/stock/Rimworld/USCM_compilation.png)
Version 1.0 friendly

Welcome colonists ! The United States Colonial Marines are glad to know that you will soon enlist in our ranks ! Or at least buy our surplus equipments to help us fighting pirates and every evil creatures threatening our precious colonies !

This mod introduces Xenomorphs and Colonial Marines factions, weapons and armors of the alien franchise, plus a new USCM trader selling Surplus USCM armors and weapons.

- Current Weapons :

M4A3 Pistol : Standard pistol. it could save your life... Sometimes.
(http://syphoon.info/stock/Rimworld/M4A3.png)


88 MOD 4 Pistol : Low power but more rapid fire than M4A3 pistol.
(http://syphoon.info/stock/Rimworld/88MOD4.png)


M4A4 Pistol : Newer version of the M4A3 pistol. A bit more hurtful.
(http://syphoon.info/stock/Rimworld/M4A4.png)


M37A2 Pump Shotgun : Close combat deadly weapon. It can stop a charging muffalo. That's what the advertiser says !
(http://syphoon.info/stock/Rimworld/M37A2.png)


M41A Pulse Rifle : The best friend of the marines. 10x24mm caseless ammunitions with rapid fire. Make them bleed !
(http://syphoon.info/stock/Rimworld/M41A.png)


M42A Sniper Rifle : Deadly sniper. Ideal for openfield operations.
(http://syphoon.info/stock/Rimworld/M42A.png)


M56 Smartgun : Heavy auto-targeting machinegun able to deliver a rain of steel on any incoming foe. Nothing should survive a front assault against that. Almost... Just, don't even think to run or work with that thing on your shoulders.
(http://syphoon.info/stock/Rimworld/M56.png)


M240 Flamethrower : Maybe the deadliest weapon of the USCM. Make them burn ! [Thanks to Skullywag for the .dll and projectile]
(http://syphoon.info/stock/Rimworld/M240.png)


M5 Rocket Propelled Grenade : Four rockets packed inside an RPG. Originaly made against armored targets, the M5 has been mostly used as an anti-infantry weapon, with great success.
(http://syphoon.info/stock/Rimworld/M5.png)


(OPTIONNAL) UA 571-C Automated Sentry Gun : Movable Sentry Gun with their integrated power generator. If you want to keep a corridor safe, this is what you need. It hurts a lot and can annihilate entire waves of grouped enemies. But beware, it's a very fragile (and expensive) defensive option !

(http://syphoon.info/stock/Rimworld/UA571C.png)



- (OPTIONNAL) Current Factions :

- United States Colonial Marines Corps :
The elite of the elite. The guys you call to save any virgin in distress across the 300 United States colonized worlds. They got nukes, they got knives, they got sharp sticks and a hell of a stuff and weapons. They will spawn as an independent faction and will behave like any other faction except they will never send trade caravans. You don't buy military stuff from soldiers right ?



(http://syphoon.info/stock/Rimworld/screen.jpg)


IF YOU USE STEAM, PLEASE DOWNLOAD THIS MOD FROM THE WORKSHOP TO KEEP IT UP TO DATE AT ANY TIME
Steam Workshop Collection Link : Click Here (http://steamcommunity.com/sharedfiles/filedetails/?id=726859028)

MANDATORY : Core Mod with weapons and equipments (https://www.dropbox.com/s/klp7vbn6ldrjtxu/USCM%20-%20Core.zip?dl=0)

UA 571-C Automated Sentry Gun (Require Core) (https://www.dropbox.com/s/ofq3p2yiuhs3wxy/USCM%20-%20Turret.zip?dl=0)

Colonial Marines Corps Faction (Require Core) (https://www.dropbox.com/s/m11sm8ucgchoufk/USCM%20-%20Faction%20Colonial%20Marines.zip?dl=0)

Xenomorphs Faction (https://www.dropbox.com/s/tbw8w7o0sl0mexb/USCM%20-%20Xenomorphs.zip?dl=0)

Optional download :
Textures redux 64x64 by Stinkycat752 (https://ludeon.com/forums/index.php?action=dlattach;topic=15117.0;attach=9768)

Translation(s) :
- Russian by Ra30R3 (https://mega.nz/#!FQZhRa5Y!jaj22BBEmfEgZHYioAVIsTvy6TSIiDpJJ0wOS6MhYmY)


Greatly recommended mods :
- Expanded Prosthetics and Organ Engineering : Because you need to be fixed... A lot ! (https://ludeon.com/forums/index.php?topic=10571.0)



Coming next :
- Combat Realism version [STAND BY]
- Wayland Yutani Faction and equipments [WIP]
- 341-B Synthetic technician (Bishop)
- Other guns
- Special M56 Armor



Changelog :
v2.1 :
- Fixed Xenomorphs replacing other factions visiting or raiding

v2.0 :
- A17 Compatibility for Core, Turret, Colonial Marines
- Added Xenomorphs

v1.40 :
- A16 Compatibility for Core, Turret, Colonial Marines
- Fixed Colonial Marines, Com Console bug

v1.30 :
- Added USCM Marines Faction
- Rebalanced Core mod
- Rebalanced other stuffs
- Fixed bugs

v1.20 :
- Fixed for A14 Compatibility
- Increased Sentry Guns and Smartgun bullet damages from 12 to 15
- Steam workshop released !

v1.19 :
- Fixed crafting bug

v1.18 :
- Added changes for Turrets in the core mod
- Renamed Core mod
- Added Turret Mod as an optionnal mod
- CCL no longer needed

v1.17 :
- Fixed orbital trader not coming
- Changed M56 texture

v1.16 :
- Fixed DLL corrupted but failed...
- CCL is now needed to play the mod

v1.15 :
- Added A13 compatibility
- Armors and helmets are now crafted at the machining table
- Removed turret until MarvinKosh fix the minified turret system

v1.14 :
- Added the ability to use any kind of textile to make USCM clothes and armors, inheriting their colors and properties !
- Fixed some rates of fires
- Fixed a bug on the rocket launcher
- Fixed the shotgun (now it spreads bullets !)

v1.13 :
- Fixed loudness of all "loud" weapons ( Up to -9dB)
- Increased M56 rate of fire

v1.12 :
- Fixed sound of the M56 (too loud)
- Fixed USCM Trader to sell shotgun and Rocket Launcher
- Adjusted damages of some weapons to be more efficient than Vanilla and Rimfire ones
- Improved protection of Armors and Helmets

v1.10 :
- Added M5 weapon
- Added UA 571-C Automated Sentry Gun
- USCM Surplus Seller sells M5 an UA 571-C
- Corrected some graphics
- Various weapons rebalancing
- Various text changes



Licence :
- You may contact the creator of the mod before using/editing/modifying this content.

USCM special promotions :
- Walking Problem
- SkyArkhangel
- Skullywag
Title: Re: [A12] USCM weapons and equipments
Post by: Iwillbenicetou on August 19, 2015, 01:01:18 PM
Nice mod, and amazing textures. I will definitely have this. Also, another project is starship troopers stuff?
Title: Re: [A12] USCM weapons and equipments
Post by: skullywag on August 19, 2015, 01:36:55 PM
Nice job. Wassat green pistol in the screenshot?
Title: Re: [A12] USCM weapons and equipments
Post by: Hiztaar on August 19, 2015, 01:47:26 PM
Thanks !

It's a gun from Rimsenal mod : https://ludeon.com/forums/index.php?topic=11160.msg157148#msg157148

I try to balance the weapons with other mods :)

For Starship Troopers, it would be easy, there are barely 3 weapons and a hand of armors too.
Title: Re: [A12] USCM weapons and equipments
Post by: skyarkhangel on August 19, 2015, 03:26:26 PM
Good job. You can make factions which can wear weapons and armors.
Title: Re: [A12] USCM weapons and equipments
Post by: Hiztaar on August 19, 2015, 04:07:09 PM
What would be nice is that we could buy a USCM relay beacon. During raids, they would have a chance to jump in and help the colony. If one day I turn good at C#, I'll see if it's possible ^^.
Title: Re: [A12] USCM weapons and equipments
Post by: skullywag on August 20, 2015, 03:36:44 AM
Sure its possible. Technically all the code youd need is in my meteorite event mod. A thing (building) that spawns droppods which spawn pawns of faction marine. Simples.
Title: Re: [A12] USCM weapons and equipments v1.1
Post by: Hiztaar on August 20, 2015, 01:12:52 PM
Just updated. I'll take a look at the meteorite mod, thanks Skully :)
Title: Re: [A12] USCM weapons and equipments v1.1
Post by: Hiztaar on August 22, 2015, 10:15:54 AM
Guys, I could use some help fighting with the Bishop cyborg. Graphics and xml should be ok but it does not work at all. If someone could give me a hand it would be very much appreciated :)
Title: Re: [A12] USCM weapons and equipments v1.1
Post by: Pandora on August 22, 2015, 11:13:53 AM
Like it, glad it's A12. Will be a great addition to my colony.
Title: Re: [A12] USCM weapons and equipments v1.1
Post by: The_Shaikan23 on August 31, 2015, 07:00:25 AM
It's very fun, I love the movie, but I have two small problems.

The Automated Sentry Gun is a weapon, not a buildable thing, how do I use it?

And the sounds of the guns are way out of synch with the rest of the game, especially the smart gun and the M41A are so loud and screechy that they start to hurt my ears in any firefight.
Title: Re: [A12] USCM weapons and equipments v1.1
Post by: Hiztaar on August 31, 2015, 07:33:41 AM
Hi Shaikan.

So for the centry gun, it's a movable turret. When you buy it you can place it like you place any sculpture. Just make sure there is an energy source or power conduit nearby. If you need to move the turret, you can pack it. It does not need to be maned.

I know for the M56 I reduced the sound level, but are you sure M41A is that loud ?
Title: Re: [A12] USCM weapons and equipments v1.1
Post by: Hiztaar on August 31, 2015, 07:51:05 AM
I published the update, if it's still too loud, I'll try decreasing more.
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: The_Shaikan23 on August 31, 2015, 10:16:18 AM
Hi, thanks for the reply.
The Pulse Rifle is loud, but not gamebreakingly so. The M37 though, that shotgun sounds like the Hammer of Thor attacking my speakers. I am not even wearing a headset and it's just way too boomy.
The M56 now sounds just fine, thank you for that update.
I figured out the automated sentry, during testing it shows up in the debug menu for weapons, but I need the minified version which traders do sell, thanks for the info.
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Hiztaar on August 31, 2015, 04:22:35 PM
I uploaded a new version with M37A2 sound decreased. You can download :)
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: lance789 on August 31, 2015, 10:30:21 PM
BRUH, will you make xenomorphs as enemies?
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Hiztaar on September 01, 2015, 04:23:44 PM
Mr Cross is working on it already. So yeah it's on the pipe :)
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Riamu on September 03, 2015, 01:14:57 AM
Quote from: lance789 on August 31, 2015, 10:30:21 PM
BRUH, will you make xenomorphs as enemies?

I was about to ask the same question when I came across this mod, Would be amazingly awesome to shoot up Xeno's!

I need to ask how in depth is the xenomorph mod going to be? Is it going to be just a simple raid feature like an event or is it going to be a faction where they come and try to take your colonists back to the hive?
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Stinkycat752 on September 03, 2015, 04:53:44 PM
I LOVE Colonial Marines stuff, but I'd like to ask if you'd be alright with tinkering with some of the images for this? I don't quite like the way 128x128 pixel weapons turn out in game.

(http://i.imgur.com/uQeLznF.jpg)

I didn't really plan to release them anywhere else, just wanted to ask if I could upload them here maybe in the event someone else wants lower resolution weapons?
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Hiztaar on September 03, 2015, 05:59:52 PM
Quote from: Riamu on September 03, 2015, 01:14:57 AM
Quote from: lance789 on August 31, 2015, 10:30:21 PM
BRUH, will you make xenomorphs as enemies?

I was about to ask the same question when I came across this mod, Would be amazingly awesome to shoot up Xeno's!

I need to ask how in depth is the xenomorph mod going to be? Is it going to be just a simple raid feature like an event or is it going to be a faction where they come and try to take your colonists back to the hive?

I dunno yet. I think it'll be a complete new faction with its own behavior. But it's in the long term. Right now Mr Cross is on its way to learn how to make it :)


Quote from: Stinkycat752 on September 03, 2015, 04:53:44 PM
I LOVE Colonial Marines stuff, but I'd like to ask if you'd be alright with tinkering with some of the images for this? I don't quite like the way 128x128 pixel weapons turn out in game.

(http://i.imgur.com/uQeLznF.jpg)

I didn't really plan to release them anywhere else, just wanted to ask if I could upload them here maybe in the event someone else wants lower resolution weapons?

Well, if you want to make an override texture in 64x64, no problem, I can add it as an optional download.
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Stinkycat752 on September 03, 2015, 09:02:20 PM
Thanks!

Leaving them all attached below, hope everyone else like's them. :)


P.S. I included the turret top in there too, not because I reduced its size to 64x64, just because I fluffed it up a bit. Looked too jagged for my own taste and I was too lazy to take it out

[attachment deleted due to age]
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Hiztaar on September 04, 2015, 08:19:39 AM
I added the link to the main page. Thanks for the good work ;)
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Hiztaar on September 22, 2015, 03:13:09 PM
Added Russian translation thanks to Ra30R3 !
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: gillotte on September 24, 2015, 07:12:30 AM
The UA 571-C Automated Sentry Gun is very loud. Any chance can get a separate file for those who think it's too loud by about half the sound? Great mod though by the way. Haven't gotten the other guns as of yet so can't say about the volume.
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Smexy_Vampire on October 08, 2015, 02:20:12 PM
sniper is super loud and tosses like 99 errors when used
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: BajtMe on October 15, 2015, 01:36:50 PM
This is brilliant! Glad to see some of my old textures got some new life, and in much improved form i might add.
I was just sitting here thinking maybe i should update the CM mod but now there's no need. :)
I will be using this one for sure. Keep up the good work!
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Hiztaar on November 22, 2015, 05:14:53 PM
Quote from: Smexy_Vampire on October 08, 2015, 02:20:12 PM
sniper is super loud and tosses like 99 errors when used

Never seen an error with that gun. Do you have a log ?


Quote from: BajtMe on October 15, 2015, 01:36:50 PM
This is brilliant! Glad to see some of my old textures got some new life, and in much improved form i might add.
I was just sitting here thinking maybe i should update the CM mod but now there's no need. :)
I will be using this one for sure. Keep up the good work!

Haha. In fact my textures are quite bad compared to yours. But thanks for the compliment. If you want to give a hand to add content, don't hesitate !
Title: Re: [A12] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Austupaio on November 22, 2015, 10:53:01 PM
Quote from: gillotte on September 24, 2015, 07:12:30 AM
The UA 571-C Automated Sentry Gun is very loud. Any chance can get a separate file for those who think it's too loud by about half the sound? Great mod though by the way. Haven't gotten the other guns as of yet so can't say about the volume.
While you wait for the author to handle that, you can go into the mod's folder, find the sound defs file, open it and find the sound for the turret. Just reduce the main number by about half. Rimworld's sound system is pretty convenient for mods and little stuff like that.
Title: Re: [A12d] USCM weapons and equipments v1.12 (31/08/2015)
Post by: Hiztaar on November 23, 2015, 09:13:59 AM
I'll push an update with lower sound level when I'll be back home :)
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: Hiztaar on November 23, 2015, 12:47:55 PM
Update done. All sounds should be good. M56 got a big up in DPS, the last nerf was too violent.
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: Grimandevil on December 16, 2015, 12:16:26 PM
20k for sentry and 5k for smartgun .. srsly?
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: Hiztaar on December 17, 2015, 05:11:09 PM
Yes. It's too powerful to be less than that.
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: Grimandevil on December 18, 2015, 01:34:14 PM
playing with Combat Realism u can set a whole line of manned guns of varied caliber for that price.
not to mention that each trader only have ~10k with em.
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: Hiztaar on December 18, 2015, 07:59:05 PM
Yeah, but it's not Combat Realism friendly ;)
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: Riamu on December 22, 2015, 10:59:43 AM
Any update on those Xeno's? :D
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: Hiztaar on December 22, 2015, 12:12:08 PM
I'll need someone to make the arts as my skills are limited in that domain ;)
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: cjayr369 | KagoMakoto on January 04, 2016, 01:59:11 AM
I'm having difficulties with the mod. No sounds were detected when pawns fire the weapons, even I only had this and other ui mods.. Please need help
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: Riamu on January 05, 2016, 02:17:24 PM
Quote from: Hiztaar on December 22, 2015, 12:12:08 PM
I'll need someone to make the arts as my skills are limited in that domain ;)

awww dude if I had the art skills I would totally help out! Xeno's would make an awesome addition to this game, I don't know where to start when it comes to modding let alone modding for Rimworld lol I hope someone answers the call to help make the Xeno/Faction!
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: Hiztaar on January 05, 2016, 03:19:54 PM
Quote from: cjayr369 | KagoMakoto on January 04, 2016, 01:59:11 AM
I'm having difficulties with the mod. No sounds were detected when pawns fire the weapons, even I only had this and other ui mods.. Please need help

Hi ! Do you have a log ? What are the mods you are using ? That's weird.

Quote from: Riamu on January 05, 2016, 02:17:24 PM
Quote from: Hiztaar on December 22, 2015, 12:12:08 PM
I'll need someone to make the arts as my skills are limited in that domain ;)

awww dude if I had the art skills I would totally help out! Xeno's would make an awesome addition to this game, I don't know where to start when it comes to modding let alone modding for Rimworld lol I hope someone answers the call to help make the Xeno/Faction!

Haww, thanks. If someone come to say hello, then it'll happen ;)
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: LunchboxKilla on April 21, 2016, 11:48:56 AM
Update when?  :D
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: Hiztaar on April 21, 2016, 12:31:49 PM
Everything is ready... Except the turret system. I need an other mod updated to A13 so I can have the turret working again... :(
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: BlackflagNarwhal on April 21, 2016, 01:04:50 PM
Id say take a peek at Rimsenal. They  have a turret system, also the ED defense mod has some updated turrets. Honestly i dont use many automated turrets, just gun emplacements.
Title: Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
Post by: Hiztaar on April 21, 2016, 01:44:36 PM
The fact is that I need the "packing" system to be able to move a turret. This system is not yet ready for A13. but i'll release the new version without the turret. I got some new functionalities ;)
Title: Re: [A13] USCM weapons and equipments v1.15 (21/04/2016)
Post by: Hiztaar on April 21, 2016, 03:16:23 PM
A13 version released without turrets :)
Title: Re: [A13] USCM weapons and equipments v1.15 (21/04/2016)
Post by: LunchboxKilla on April 21, 2016, 08:54:39 PM
Sorta broken on my end I have tested it as is and with each other mods.. For some reason no one wants to cook or butcher animals at the start and when I force them the game might lock up and crash or the pawns just stand there like they forgot something
Title: Re: [A13] USCM weapons and equipments v1.15 (21/04/2016)
Post by: Hiztaar on April 21, 2016, 09:18:51 PM
That's strange because I don't modify thinktrees nor cooking tables or any action related... do you have a log ? What mods do you use ?
Title: Re: [A13] USCM weapons and equipments v1.15 (21/04/2016)
Post by: LunchboxKilla on April 21, 2016, 10:52:59 PM
https://i.gyazo.com/048123ff70a49f391f62c56649e7c100.png

Addional joy

Vegitable garden

USCM 

Tilled soil
Title: Re: [A13] USCM weapons and equipments v1.15 (21/04/2016)
Post by: LunchboxKilla on April 21, 2016, 11:00:17 PM
I tested every thing and they seems to work with your mod off.... :(
Title: Re: [A13] USCM weapons and equipments v1.15 (21/04/2016)
Post by: BlackflagNarwhal on April 21, 2016, 11:38:42 PM
Same here. With your mod active, i get a bunch of errors in the window about a pawn unable to complete an action. Stonecutting is a no go for it aswell. Old saves work just fine without the mod enabled.
Title: Re: [A13] USCM weapons and equipments v1.15 (21/04/2016)
Post by: Hiztaar on April 22, 2016, 05:03:16 AM
Hmm looks like a DLL is messing around. I'll try to fix it ASAP
Title: Re: [A13] USCM weapons and equipments v1.15 (21/04/2016)
Post by: LunchboxKilla on April 22, 2016, 01:20:46 PM
Thank you! love this mod
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: Hiztaar on April 22, 2016, 02:46:11 PM
Updated. CCL is now a requirement. I updated v1.15 and v1.16 changelog.

Please report any bug and kill xenos everywhere (you can kill raiders too).
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: LunchboxKilla on April 22, 2016, 03:07:23 PM
what is CCL?
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: Hiztaar on April 22, 2016, 03:12:05 PM
Quote from: LunchboxKilla on April 22, 2016, 03:07:23 PM
what is CCL?

A mod that adds a lot of options for modders. Used by many mods. Players see nothing but modders need it ;)
The link is on the main post.
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: Nathan2000 on April 30, 2016, 06:28:23 PM
Hate to ask, but is there any chance you could add in the turret again as an optional download? Even if you can't move it? (Assuming that it works like that)
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: DFC on May 01, 2016, 02:23:30 AM
I got the crafting completion error despite having v1.16 of the mod with CCL 0.13.1.1 installed. The error occurs on a machining bench.

https://i.gyazo.com/bc671c878ee40a4c8dd6aff650819317.png
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: Hiztaar on May 01, 2016, 07:23:50 AM
Quote from: Nathan2000 on April 30, 2016, 06:28:23 PM
Hate to ask, but is there any chance you could add in the turret again as an optional download? Even if you can't move it? (Assuming that it works like that)

Minified version will arrive very soon. I have a patch incoming.

Quote from: DFC on May 01, 2016, 02:23:30 AM
I got the crafting completion error despite having v1.16 of the mod with CCL 0.13.1.1 installed. The error occurs on a machining bench.

https://i.gyazo.com/bc671c878ee40a4c8dd6aff650819317.png

That's weird. I've never got this error. Are you sure there is no mod modifying the machining table behavior ?
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: DFC on May 01, 2016, 09:46:42 AM
How can I output a list of mod into text. I used my own way to output the mod list but if theres any way to do it with load order thats less troublesome please say so.
c:\Win\Mods\American Civil War Weapons\
c:\Win\Mods\BatteriesStuffed-BatteriesStuffed-1.3\
c:\Win\Mods\Community Core Library\
c:\Win\Mods\Core\
c:\Win\Mods\DermalRegenerator-DermalRegenerator1.5\
c:\Win\Mods\DESurgeries\
c:\Win\Mods\EdBModOrder\
c:\Win\Mods\EdBPrepareCarefully\
c:\Win\Mods\Embrasures-Embrasures1.4\
c:\Win\Mods\ExtendedStorage-ExtendedStorage1.4\
c:\Win\Mods\FloorLights\
c:\Win\Mods\GlitterTech\
c:\Win\Mods\Grindstone\
c:\Win\Mods\HaulPriorityLiteNoUnforbid\
c:\Win\Mods\High Caliber\
c:\Win\Mods\kNumbers-0.4.1-A13\
c:\Win\Mods\LT_ADogSaid\
c:\Win\Mods\Mad Skills\
c:\Win\Mods\MapReroll\
c:\Win\Mods\Mending\
c:\Win\Mods\More Factions Spawn\
c:\Win\Mods\MoreSunLamps\
c:\Win\Mods\NaturalFloors-NaturalFloors1.1\
c:\Win\Mods\PowerCell-PowerCell1.3\
c:\Win\Mods\PowerSwitch\
c:\Win\Mods\ReclaimFabric-ReclaimFabric1.1\
c:\Win\Mods\Recycle\
c:\Win\Mods\Rimfire 2.0\
c:\Win\Mods\RoofSupportGuide_Tool\
c:\Win\Mods\RTFTJ\
c:\Win\Mods\RW_EnhancedTabs-0.13.0.1\
c:\Win\Mods\RW_Manager-0.13.0.3\
c:\Win\Mods\RWAutoSell\
c:\Win\Mods\SmallSolarsStuffed-SmallSolarsStuffed-1.4\
c:\Win\Mods\ThermalsStuffed-ThermalsStuffed-1.3\
c:\Win\Mods\TilledSoil\
c:\Win\Mods\Vegetable Garden v3.6\
c:\Win\Mods\VeinMiner\
c:\Win\Mods\World Wars Weapons\
c:\Win\Mods\USCM\
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: Hiztaar on May 01, 2016, 12:03:07 PM
Quote from: DFC on May 01, 2016, 09:46:42 AM
How can I output a list of mod into text. I used my own way to output the mod list but if theres any way to do it with load order thats less troublesome please say so.
c:\Win\Mods\American Civil War Weapons\
c:\Win\Mods\BatteriesStuffed-BatteriesStuffed-1.3\
c:\Win\Mods\Community Core Library\
c:\Win\Mods\Core\
c:\Win\Mods\DermalRegenerator-DermalRegenerator1.5\
c:\Win\Mods\DESurgeries\
c:\Win\Mods\EdBModOrder\
c:\Win\Mods\EdBPrepareCarefully\
c:\Win\Mods\Embrasures-Embrasures1.4\
c:\Win\Mods\ExtendedStorage-ExtendedStorage1.4\
c:\Win\Mods\FloorLights\
c:\Win\Mods\GlitterTech\
c:\Win\Mods\Grindstone\
c:\Win\Mods\HaulPriorityLiteNoUnforbid\
c:\Win\Mods\High Caliber\
c:\Win\Mods\kNumbers-0.4.1-A13\
c:\Win\Mods\LT_ADogSaid\
c:\Win\Mods\Mad Skills\
c:\Win\Mods\MapReroll\
c:\Win\Mods\Mending\
c:\Win\Mods\More Factions Spawn\
c:\Win\Mods\MoreSunLamps\
c:\Win\Mods\NaturalFloors-NaturalFloors1.1\
c:\Win\Mods\PowerCell-PowerCell1.3\
c:\Win\Mods\PowerSwitch\
c:\Win\Mods\ReclaimFabric-ReclaimFabric1.1\
c:\Win\Mods\Recycle\
c:\Win\Mods\Rimfire 2.0\
c:\Win\Mods\RoofSupportGuide_Tool\
c:\Win\Mods\RTFTJ\
c:\Win\Mods\RW_EnhancedTabs-0.13.0.1\
c:\Win\Mods\RW_Manager-0.13.0.3\
c:\Win\Mods\RWAutoSell\
c:\Win\Mods\SmallSolarsStuffed-SmallSolarsStuffed-1.4\
c:\Win\Mods\ThermalsStuffed-ThermalsStuffed-1.3\
c:\Win\Mods\TilledSoil\
c:\Win\Mods\Vegetable Garden v3.6\
c:\Win\Mods\VeinMiner\
c:\Win\Mods\World Wars Weapons\
c:\Win\Mods\USCM\

What did you try to craft ?
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: Commander Blackwatch on May 01, 2016, 12:20:21 PM
Texture is Great 10/10 , Sound is better 8/10 , Turret is Great 10/10

Rate
9/10

Great job  :)

Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: Nathan2000 on May 01, 2016, 05:37:12 PM
Quote from: Hiztaar on May 01, 2016, 07:23:50 AM
Quote from: Nathan2000 on April 30, 2016, 06:28:23 PM
Hate to ask, but is there any chance you could add in the turret again as an optional download? Even if you can't move it? (Assuming that it works like that)

Minified version will arrive very soon. I have a patch incoming.


Awesome! Because that turret looks amazing, both texture and performance wise. Thanks for the reply!
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: Nathan2000 on May 02, 2016, 06:26:54 PM
Quote from: Hiztaar on May 01, 2016, 12:03:07 PM
Quote from: DFC on May 01, 2016, 09:46:42 AM
How can I output a list of mod into text. I used my own way to output the mod list but if theres any way to do it with load order thats less troublesome please say so.
c:\Win\Mods\American Civil War Weapons\
c:\Win\Mods\BatteriesStuffed-BatteriesStuffed-1.3\
c:\Win\Mods\Community Core Library\
c:\Win\Mods\Core\
c:\Win\Mods\DermalRegenerator-DermalRegenerator1.5\
c:\Win\Mods\DESurgeries\
c:\Win\Mods\EdBModOrder\
c:\Win\Mods\EdBPrepareCarefully\
c:\Win\Mods\Embrasures-Embrasures1.4\
c:\Win\Mods\ExtendedStorage-ExtendedStorage1.4\
c:\Win\Mods\FloorLights\
c:\Win\Mods\GlitterTech\
c:\Win\Mods\Grindstone\
c:\Win\Mods\HaulPriorityLiteNoUnforbid\
c:\Win\Mods\High Caliber\
c:\Win\Mods\kNumbers-0.4.1-A13\
c:\Win\Mods\LT_ADogSaid\
c:\Win\Mods\Mad Skills\
c:\Win\Mods\MapReroll\
c:\Win\Mods\Mending\
c:\Win\Mods\More Factions Spawn\
c:\Win\Mods\MoreSunLamps\
c:\Win\Mods\NaturalFloors-NaturalFloors1.1\
c:\Win\Mods\PowerCell-PowerCell1.3\
c:\Win\Mods\PowerSwitch\
c:\Win\Mods\ReclaimFabric-ReclaimFabric1.1\
c:\Win\Mods\Recycle\
c:\Win\Mods\Rimfire 2.0\
c:\Win\Mods\RoofSupportGuide_Tool\
c:\Win\Mods\RTFTJ\
c:\Win\Mods\RW_EnhancedTabs-0.13.0.1\
c:\Win\Mods\RW_Manager-0.13.0.3\
c:\Win\Mods\RWAutoSell\
c:\Win\Mods\SmallSolarsStuffed-SmallSolarsStuffed-1.4\
c:\Win\Mods\ThermalsStuffed-ThermalsStuffed-1.3\
c:\Win\Mods\TilledSoil\
c:\Win\Mods\Vegetable Garden v3.6\
c:\Win\Mods\VeinMiner\
c:\Win\Mods\World Wars Weapons\
c:\Win\Mods\USCM\

What did you try to craft ?

Also, just wanted to say that I had the exact same problem this guy had. None of the guns in the Machining table will be made. Work gets down to zero then it says in the console operation is invalid. So whatever I'm trying to craft just ends up sitting there on the Machining table (unfinished) until I cancel it and get some of the resources back. The outfits were able to be built fine though. The error also says something like "steel=steel; things not made of stuff". Something like that.
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: Hiztaar on May 02, 2016, 06:49:40 PM
Yeah it's a bug in my DLL but I don't know where it is from. I'm investigating.
Title: Re: [A13] USCM weapons and equipments v1.16 (22/04/2016)
Post by: Hiztaar on May 04, 2016, 01:16:00 PM
Just to keep you up to date.

The script must be completely rewritten. It's far beyond my skills and once again I depend on @wivex as I use its own code.

For the time being, if you want to use the mod you cannot do it if you craft mono-material stuff like survival rifle. But with USCM weaponry, who needs survival rifle anyway ? ;)

I'm deploying a patch fixing traders not coming and I've changed the texture of the M56. I'm looking for the turret now and making USCM faction as well as Wayland Yutani faction :)
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Nathan2000 on May 04, 2016, 04:34:13 PM
Awesome! Thanks for the update, as I dearly love this mod. :D
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: silentlord on May 08, 2016, 12:58:42 PM
Just come back to Rimworld after leaving around A9. and oh boy have things improved, but this mod is without a doubt the best mod ever for me.... like many im a complete Aliens nut and had to have this.

@Hiztaar; thank you greatly for your work and bringing this rimworld, i can't play without it now. :-P

just a few questions;
are the USCM weapons craftable or is it disabled for now?
Are we gonna see Xenomorph's? has to be asked.

also sound level wise, appears spot on, on my end. not too loud and not too low either. the pulse rifle firing is off though, the sound not the sync.... the fire seems sped up to fast.

lastly, we really need a Predators faction and Engineer faction. plus love your android/synthetic plans.


p.s. oh almost forgot, are you considering doing a patch or version thats Combat Realism friendly, works now but seriously unbalanced, out ranged and out-damaged by all other weapons.
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Hiztaar on May 08, 2016, 07:28:23 PM
Quote from: Nathan2000 on May 04, 2016, 04:34:13 PM
Awesome! Thanks for the update, as I dearly love this mod. :D

Thanks, I'm happy to know people like this mod ^^.

Quote from: silentlord on May 08, 2016, 12:58:42 PM
Just come back to Rimworld after leaving around A9. and oh boy have things improved, but this mod is without a doubt the best mod ever for me.... like many im a complete Aliens nut and had to have this.

@Hiztaar; thank you greatly for your work and bringing this rimworld, i can't play without it now. :-P

just a few questions;
are the USCM weapons craftable or is it disabled for now?
Are we gonna see Xenomorph's? has to be asked.

also sound level wise, appears spot on, on my end. not too loud and not too low either. the pulse rifle firing is off though, the sound not the sync.... the fire seems sped up to fast.

lastly, we really need a Predators faction and Engineer faction. plus love your android/synthetic plans.


p.s. oh almost forgot, are you considering doing a patch or version thats Combat Realism friendly, works now but seriously unbalanced, out ranged and out-damaged by all other weapons.

Guns ain't craftable right now but it might change in the future. Armors and clothes can be crafted anyway. Xenos will definitely come in. As for CR I begun to make a conversion. It will be long as there are some ammunitions specific to USCM weapons and I'll have to work a lot to make sure I have the correct XML in the right place :)
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: silentlord on May 08, 2016, 11:23:20 PM
true... don't wanna be making them use 5.56 nato or 7.62mm rounds.

hehe.... we want USCM standard munitions, M309 10mm x 24 rounds 210 grain round imbedded in caseless propellant block of nitramine (Armat M41a Pulse Rifle, M42a Sniper rifle), M250 10mm x 28 caseless rounds, (M56 Smartgun, M42 sniper rifle)

shame no grenade launchers on the Armat rifle, lots of various nade rounds for it.... M38, M51a, M108, M230, M60 and M72A1.

oh forgot to ask... will you be adding the other Alien franchise weapons... i.e. the PIG! hehe the M78 and the M83A2 SADAR, M112 HIMAT.
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Hiztaar on May 09, 2016, 08:46:43 AM
I will add new weapons while introducing wayland yutani faction and its private military forces (with new armors). I dunno yet which weapons will be added but it will certainly add a gameplay value. Most certainly CQB weapons, shotguns... Certainly those from Colonial Marines. I'll add the game musics too as it was released by the composer and free to use for non commercial purpose.
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: silentlord on May 09, 2016, 01:59:10 PM
sounds amazing, will gladly wait for this one.
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Hiztaar on May 09, 2016, 04:32:37 PM
If a C# adept is passing by. I could use some help.
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: silentlord on May 10, 2016, 09:04:40 PM
why whats wrong?
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Hiztaar on May 11, 2016, 03:51:50 PM
I am bad at coding. So I'm unable to code the .DLL and I depend on external sources that won't be enough for the evolutions of the mod.
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Uziel on May 31, 2016, 03:28:59 PM
The crafting bug is truly game breaking.
I love your armor (thanks skyarkangel) but I have to disable the mod because of the crafting errors it throws. Any chance you could just remove the crafting bit altogether while we wait?
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Hiztaar on May 31, 2016, 05:33:52 PM
Hi Uziel !

I just heard from Wivex its team started working so the bug may be fixed quite soon :)
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Fregrant on May 31, 2016, 11:08:02 PM
Try this for craft fixing.

[attachment deleted by admin - too old]
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Hiztaar on June 01, 2016, 07:41:31 AM
This fix the bug but creates a new one as the DLL does not work anymore and crafted armors or clothes does not inherit properties (unless randomly) from the textile used
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: AlwaysBugged on June 02, 2016, 10:09:30 AM
I don't know if this is a feature or a bug.

When i try to craft devilstrand USCM armor i often end up with both steel and devilstrand varieties.

Turns out steel is the better one even tho there's no direct option to craft it: how comes?

BTW, i love this mod, only gripe i have is that the surplus sellers tend to bring almost only awful and shoody quality guns and when they by some fluke bring excellent or above they only got 1 or 2 at most. Am i just really unlucky or did you code it that way? I'd love to be able to spend my silver on a bunch of masterwork or legendary USCM weapons.
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Hiztaar on June 02, 2016, 12:31:56 PM
Hmm. The DLL is not working anymore. Usually you should inherit the devilstrand properties and not steel. Devilstrand is far better making USCM armors a real tanky stuff. I am waiting for Wivex and its team to fix the DLL problem.

For the traders, I think you are really unlucky... I let vanilla decide quality, there is no special code for that. Maybe if you use some mods you could have a device to call traders at will. It could ease your life ;)
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: AlwaysBugged on June 02, 2016, 01:17:30 PM
Just asking, any chance you could maybe add options to make better armor with plasteel maybe?

And i think i'll just start using dev mode to call in traders, i got enough mod conflicts as is.
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Hiztaar on June 02, 2016, 04:10:21 PM
There are other armor models on the way which will use plasteel ;)

But right now I'm still on the xenomorphs :)
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: RagingLoony on June 02, 2016, 04:22:49 PM
Any chance of getting a Combat Realism patch?
Title: Re: [A13] USCM weapons and equipments v1.17 (04/05/2016)
Post by: Hiztaar on June 02, 2016, 05:08:15 PM
There will be. My todo list has become a very long text ^^
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Hiztaar on June 02, 2016, 09:09:38 PM
Here is a patch. The mod was renamed and turrets are back as an independent mod. They do not need power cells anymore and trust me, with xenos coming, you'll need it !
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Fregrant on June 04, 2016, 03:50:42 PM
File USCM_Turret buildings, line 54 - wrong </li>, because previous line ends />
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Hiztaar on June 04, 2016, 07:30:46 PM
Can you redownload it now ? Maybe you downloaded a wrong version I uploaded for a few hours :s
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Fregrant on June 05, 2016, 02:39:17 AM
Files deleted? Links not working
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Hiztaar on June 05, 2016, 08:19:00 AM
Now it should be good :)
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Dspendragon on June 05, 2016, 09:56:42 PM
Xenos? Am I going have nuke my colony from orbit? :-\
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: AlwaysBugged on June 06, 2016, 05:56:25 PM
Quote from: Dspendragon on June 05, 2016, 09:56:42 PM
Xenos? Am I going have nuke my colony from orbit? :-\

GlitterTech should be compatible with USCM, so while not exactly nuking.....you could always launch a huge salvo of cruise missiles.
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Hiztaar on June 06, 2016, 07:51:00 PM
A little preview ;)

(http://syphoon.info/stock/Rimworld/1465256033-facehugger-arriere.png)
(http://syphoon.info/stock/Rimworld/1465256033-facehugger-avant.png)
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Shirimoto on June 07, 2016, 12:45:56 AM
Looks just as creepy as in the movie, noice.
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: ShadeX on June 20, 2016, 11:26:09 PM
Is there a safe way to remove this mod? Besides creating a new world?  I've deleted all objects created by it from my game that I could find.  So nothing exists in my "world" from this mod but it still wont let me unselect it without crashing.
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Shirimoto on June 21, 2016, 06:08:26 AM
If you cant un-select it in the mods menu you can either go to ur mods folder and delete it there or delete your modsconfig.xml file, you'll have to re-enable all your other mods if you do it that way though
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Hiztaar on June 21, 2016, 07:45:16 AM
Thanks for the answer ;)

Plus that's weird I just tried to do it and the game does not crash.
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: Hiztaar on June 21, 2016, 11:01:11 AM
Patch released for the crafting bug. I'm on the CR patch right now. 50% of weapons are working with it. Xenos will arrive later as they demand lot of work.
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: ShadeX on June 21, 2016, 11:12:40 AM
Ok thanks! I tried un-selecting it in the mod menu and when I launch game it cannot load the world... Will try this method you just said now and see how that goes! Much appreciated! Great mod, I'm only troubleshooting right now, I added about 10 mods and one of them is causing the whole game to severely lag right now so I'm trying to find which to get rid of the lag.
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: Hiztaar on June 21, 2016, 03:07:37 PM
What are the mods you added ?
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: ShadeX on June 21, 2016, 05:50:01 PM
Ok just got home from work, and tried it.. Still getting same error.  All mods I had added are now removed except for this one, and one called LessLethals and Rimsenal.  If I remove any of those 3 the game will not load.

Thanks! What can I do to help you with this?
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: Hiztaar on June 21, 2016, 06:14:49 PM
Well actually USCM changes the way Toils_Recipe works, so you may have some problems removing it and playing an existing game. But it would still work. There may be a problem with other mods, but that's weird. Do you have a crafting order in progress ? Like crafting clothes or weapons ?
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: ShadeX on June 21, 2016, 06:49:09 PM
Yeah actually I do have some stuff set to craft but nothing from this mod, I removed all those..
Ill in and remove ALL crafting bills from tables and try it after.... 

Heres part of the log if it helps:

Duplicate code-linked translation key: CR_ReloadLabel in language English

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Duplicate code-linked translation key: CR_ReloadDesc in language English

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Duplicate code-linked translation key: CR_ReloadingMote in language English

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Duplicate code-linked translation key: CR_ReloadedMote in language English

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Duplicate code-linked translation key: CR_ReloadLabel in language English

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Duplicate code-linked translation key: CR_ReloadDesc in language English

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Duplicate code-linked translation key: CR_ReloadingMote in language English

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Duplicate code-linked translation key: CR_ReloadedMote in language English

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named Apparel_PowerArmorMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named Apparel_PowerArmorHelmetMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named PersonalShieldMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named Apparel_PowerArmorMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named Apparel_PowerArmorHelmetMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named PersonalShieldMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named Apparel_PowerArmorMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named Apparel_PowerArmorHelmetMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named PersonalShieldMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not load UnityEngine.Texture2D at Minepick in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not load UnityEngine.Texture2D at CircleTex in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not load UnityEngine.Texture2D at MineBrush in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not load UnityEngine.Texture2D at StripMine in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named Apparel_PowerArmorMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named Apparel_PowerArmorHelmetMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not resolve cross-reference to Verse.ThingDef named PersonalShieldMKII

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

I AM NOW HERE:
   at System.Environment.get_StackTrace()

   at FollowMe.Bootstrap+<>c.<.ctor>b__0_0()

   at Verse.LongEventHandler.ExecuteToExecuteWhenFinished()

   at Verse.LongEventHandler.UpdateCurrentAsynchronousEvent()

   at Verse.LongEventHandler.LongEventsUpdate()

   at Verse.Root.RootUpdate()

   at Verse.RootEntry.RootUpdate()

   at Verse.RootGameObject.Update()

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: v0.13.3

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Validations :: Validated
Community Core Library :: ModHelperDef :: Passed validation, requesting v0.13.3
Community Core Library - Vanilla Tweaks :: ModHelperDef :: Passed validation, requesting v0.13.3
Fluffy_Breakdowns-13.0.1.1 :: ModHelperDef :: Passed validation, requesting v0.13.1.1
GaussWeapons-GaussWeapons1.6 :: ModHelperDef :: Passed validation, requesting v0.13.0
LaserWeapons-LaserWeapons1.6 :: ModHelperDef :: Passed validation, requesting v0.13.0
PlasmaWeapons-PlasmaWeapons1.6 :: ModHelperDef :: Passed validation, requesting v0.13.0
ReclaimFabric-ReclaimFabric1.1 :: ModHelperDef :: Passed validation, requesting v0.13.0


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Validations :: Validated


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Minimap Controller :: Validations :: Validated


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Injection Controller :: Initialization :: Initialized


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Initialization :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Help System :: Completed in 00:00:00.7886687


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Help Generator :: Initialization :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Initialization :: Mod Configuration Menus initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Minimap Controller :: Initialization :: Initialized


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 0.724751 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 6440.
Total: 29.384321 ms (FindLiveObjects: 0.178316 ms CreateObjectMapping: 0.413414 ms MarkObjects: 28.240414 ms  DeleteObjects: 0.046572 ms)

FollowMe :: Enabled

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Command line arguments: -savedatafolder=D:\Dropbox\RimWorld\SaveGames

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: C:\Games\RimWorld1135Win\RimWorld1135Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Initializing map from file Desolation048 1933 with mods Core, Community Core Library, Community Core Library - Vanilla Tweaks, AdditionalLighting-AdditionalLighting1.6, AllowTool, BatteriesStuffed-BatteriesStuffed-1.3, ConduitsStuffed-ConduitsStuffed1.2, DermalRegenerator-DermalRegenerator1.5, EdBColonistBar, EdBPrepareCarefully, Embrasures-Embrasures1.4, ExtendedFabrics-ExtendedFabrics1.2, ExtendedMedicine-ExtendedMedicine1.2, ExtendedStorage-ExtendedStorage1.5, Fluffy_Breakdowns-13.0.1.1, GaussWeapons-GaussWeapons1.6, kNumbers-0.4.1-A13, LaserWeapons-LaserWeapons1.6, LED Lights 1.4, Mad Skills, PlasmaWeapons-PlasmaWeapons1.6, PowerCell-PowerCell1.3, ReclaimFabric-ReclaimFabric1.1, RoofBomb-RoofBomb1.3, RT_Fuse-A13-1.0.0, RT_PowerSwitch-A13-1.0.0, RT_SolarFlareShield-A13-1.0.2, RW_Blueprints-0.13.0.1, RW_FollowMe--0.13.0.1, RW_MedicalInfo-0.13.0.1, SolarsStuffed-SolarsStuffed-1.3, Stonecutting Tweak, ThermalsStuffed-ThermalsStuffed-1.3, Turrets Pack, VeinMiner, ExpandedProsthetics&OrganEngineering, LessLethals-LessLethals1.1, and Rimsenal

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not load reference to Verse.ThingDef named Marine_TShirt

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception from asynchronous event: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object

Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: Hiztaar on June 21, 2016, 09:01:38 PM
CR_ReloadLabel > You used Combat Realism ?
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: ShadeX on June 22, 2016, 01:16:55 AM
No, I have never installed or used it.
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: Hiztaar on June 22, 2016, 07:07:17 AM
There is a Marine Tshirt in your world. Maybe one of your colonists wears it or a visitor looted it while dying somewhere.

Plus PersonalShieldMKII > Lot of references from one of your mods who add mkII things are missing. If you find the Tshirt you'll can see if it works. But it looks like the mod that adds MKII things will force you to create a new colony. Try finding the shirt then remove USCM mod. Tell us what happens then.
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: ShadeX on June 22, 2016, 01:15:51 PM
ok will try that thanks!!!
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Ribas on June 28, 2016, 06:41:43 AM
Quote from: Hiztaar on June 06, 2016, 07:51:00 PM
A little preview ;)


How do you make the Xeno's cycle?

Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: Hiztaar on June 28, 2016, 07:17:33 AM
Right now, I don't because I would need skills in C# that I am unfortunately deprived. As I found nobody to help me, it will be simple attacks with a melting pot of xenos at first.
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: Mechanoid Hivemind on June 28, 2016, 11:20:15 PM
I just want  the sentry gun can i add it to an existing save? Im on perma mode so i dont wanna risk it lol
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: Hiztaar on June 29, 2016, 12:28:49 PM
You could but it does not work as a stand alone if you don't have the traderkind from the core mod. You can take it and merge, removing all entries for other materials then it would work on existing save games :)
Title: Re: [A13] USCM weapons and equipments v1.18 (03/06/2016)
Post by: Ribas on June 30, 2016, 03:15:41 PM
Quote from: Hiztaar on June 06, 2016, 07:51:00 PM
A little preview ;)

(http://syphoon.info/stock/Rimworld/1465256033-facehugger-arriere.png)
(http://syphoon.info/stock/Rimworld/1465256033-facehugger-avant.png)

I like it.



[attachment deleted by admin - too old]
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: Dspendragon on July 01, 2016, 02:45:33 PM
Would it be possible, to make it where Aliens can go through vents (You know, the ones that you put between rooms to make the temperature even). That would give them the, "there coming out of the walls" Feel to them.  :P   
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: Hiztaar on July 01, 2016, 02:56:27 PM
i thought about it. But it would need coding and I still have no coder to work with me on the mod :S
Title: Re: [A13] USCM weapons and equipments v1.19 > Craft Fix (21/06/2016)
Post by: Dspendragon on July 05, 2016, 12:56:51 PM
Someone get this man a coder and maybe a beer while your at it!
Title: Re: [A14] USCM weapons and equipments v1.20 Steam Released ! (18/07/2016)
Post by: Hiztaar on July 18, 2016, 07:47:34 AM
Mod updated for A14 and Steam workshop released. Please if you use steam, download it directly from the workshop !
Title: Re: [A14] USCM weapons and equipments v1.20 Steam Released ! (18/07/2016)
Post by: ruzackovich on August 10, 2016, 06:33:20 PM
how to craft the weapons , i don't see in machining menu bill?
Title: Re: [A14] USCM weapons and equipments v1.20 Steam Released ! (18/07/2016)
Post by: MaxP on August 11, 2016, 07:59:23 PM
Any plans to make CR compatibility patch?
Title: Re: [A14] USCM weapons and equipments v1.20 Steam Released ! (18/07/2016)
Post by: Etherdreamer on August 13, 2016, 01:51:36 PM
Holy man, the flamethrower it´s overkill.
Title: Re: [A14] USCM weapons and equipments v1.20 Steam Released ! (18/07/2016)
Post by: Silas_ on August 13, 2016, 08:54:46 PM
Is there a way I could remove the weapons and just leave the apparel?  Thanks for the mod!
Title: Re: [A14] USCM weapons and equipments v1.20 Steam Released ! (18/07/2016)
Post by: Deimos Rast on September 13, 2016, 09:12:16 PM
I just got done with a fairly extensive look through of your three USCM mods (Core, Turret, Faction) and I have some feed back if you're open to it. If not, that's cool too, and feel free to skip to the part where I talk about Acid Blood experiments.

Feedback
Overall, the mod is excellent. The artwork especially shines, but you really did a good job with the iconic sounds as well. My only complain with the sounds is that the Sniper Rifle sounds weak, while the Shotgun sounds like a thunder clap - I would switch the two personally, or at least increase the volume on the Sniper Rifle.

Honestly, the biggest issue is one of balance, with your weapons and armor coming in above stock, often by a fair bit. I understand these are supposed to be futuristic items and thus superior, but your body armor is better than stock power armor, but cheaper than a stock armor vest.

In general, your items have a very high MarketValue, generally x3-4 times their stock equivalent. I was going to write crafting recipes for these items, and MarketValue is one of the inputs I use, but with numbers this high, that becomes difficult.

- The pilot helmet costs more to make than your body armor.
- Shotgun has a bullet speed of 220; by comparison the stock sniper rifle has a speed of 100.
- Flamethrower is missing "ai_IsIncendiary" true.

Sentry gun doesn't require power? I know it's intentional for it not to be broken down, and only obtainable via trader, but no power?
It currently has a "specialDisplayRadius" of 25.9 (same as stock) even though the range is 34.

Also, I'm sure you already know this, but the OP and title are out of date and don't list all three mods, only USCM - Core A14.

Cheers!

========================
Acid Blood
I spent a few hours trying to see if I could figure out your acid blood problem with pure XML. Sadly, at least so far, I failed. As you already guessed, you'll probably need a plugin.
Here's what I tried or at least my thought process:
- Blood is classified as 'Flith' which has cling-to-Pawn mechanics already built into the game. However, it can't do damage directly (that I know of)
- Fuel is a 'Filth' which can feed Fire which can do damage and apply Hediffs. The Hediffs I was interested in were 'ToxicBuildup' and 'Burn'.
- I successfully created an Acid damage that applies ToxicBuildup and a Burn, which is easy. Getting Filth to do that damage, I did not succeed at.
- Boomalopes explode in fire on death - might be useful.
- Firefoam Popper has some unique "spawn filth on damage taken" mechanics that might also be useful.
- It was a couple hours going around in a circle with this, but always coming back to the 'no damage from filth' business.
Title: Re: [A14] USCM weapons and equipments v1.20 Steam Released ! (18/07/2016)
Post by: Hiztaar on September 14, 2016, 06:36:50 AM
Hi Deimos,

Thanks for the feedback :)

I'll try to fix the sounds of the sniper and the shotgun.

For the Armor, it's very tanky (the cloth version offers less protection than vanilla power armor [Edit : I decrease the Blunt resistance to 30, it was ideed OP] ) but protect only torso and shoulders (and arms for the time being but I'm going to remove that at the next update), making it a very good choice to protect vital parts but keeping the rest of your body vulnerable. I'll take a look at prices but the base prices should be the following (I set a base price for "generic" stuff from the US Colonial Marines Faction and I will copy/paste this to the core mod stuff :
- M10 Ballistic Helmet : 1000c
- Pilot Helmet : 1100c
- (Comparison) Power armor helmet : 2000c
- USCM M3 Armor : 3000c

I decreased the speed of shotgun bullets (120) but it's fast on purpose (very low range), as I changed the way shotgun works compared to vanilla. The bullet speed of the USCM sniper rifle is 150. I increased shotgun damages by 1 per bullet so it can deal up to 48 damages per shot if all bullets reach the target.

I did not create recipes for weapons on purpose. It would be almost game breaking to be able to craft them by getting the good bench and good resources early. The high amount of money to buy them allows a better scaling of the game. With the USCM faction, it's possible to loot Marines Corpses to get weapons now. I'll work on a base prices for USCM weapons by introducing Wayland Yutani faction and it's new weapons and armors.

Thanks for the ai_incendiary by the way, I totally forgot that :]

I fixed the display value of USCM turrets. They indeed require no power as they are "self powered". Then can be deployed anywhere on a battlefield. But as you can see, they are very low HP and cost a lot of bucks. But I see what you mean. During Solar Flares they are still on. I'll make them consume and generate power at same time :).

I never updated the mod in here. I think I should take the time to do so but I'm not sure anyone download from this place.

For the Acid Blood, I don't think there is a way to make it work without C#. It should be a function that spawn a random direction invisible "shot" with 0-2m radius that leaves a filth on the ground (filth on impact exists with the flamethrower) and deals acid damage, same as burn but without the flame. Plus the mechanic behind is a bit different. You can stop a fire, you cannot neutralise molecular acid until it stops dissolving by itself. So it should be a lasting effect that could spread on organs or limbs.
It needs introducing a new damage type so armors should have a special parameter to resist such damages same as <ArmorRating_Heat>.
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: dragonregure on September 14, 2016, 10:47:27 AM
Is this mod compitable with other weapon mod? like High Caliber
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: JournalSnail on September 14, 2016, 11:31:50 AM
Quote from: dragonregure on September 14, 2016, 10:47:27 AM
Is this mod compitable with other weapon mod? like High Caliber
I'm currently running it with High Caliber.
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: dragonregure on September 14, 2016, 01:34:04 PM
Quote from: JournalSnail on September 14, 2016, 11:31:50 AM
Quote from: dragonregure on September 14, 2016, 10:47:27 AM
Is this mod compitable with other weapon mod? like High Caliber
I'm currently running it with High Caliber.

Cool! Oh yeah, about the weapons, can we craft it or we ge it only from traders?
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: Deimos Rast on September 14, 2016, 02:42:27 PM
Quote from: dragonregure on September 14, 2016, 01:34:04 PM
Cool! Oh yeah, about the weapons, can we craft it or we ge it only from traders?
The mod adds an orbital trader that always has a full stock of gear, and that's the only way to get the guns. I suppose I could make some recipes, but Hiztaar feels it would imbalance the game, and so I probably won't. ;)
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: Hiztaar on September 14, 2016, 02:55:42 PM
You can kill Colonial Marines and loot their corpses. Or you can wait for them to die. They carry USCM weapons.
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: dragonregure on September 14, 2016, 08:16:29 PM
Quote from: Deimos Rast on September 14, 2016, 02:42:27 PM
Quote from: dragonregure on September 14, 2016, 01:34:04 PM
Cool! Oh yeah, about the weapons, can we craft it or we ge it only from traders?
The mod adds an orbital trader that always has a full stock of gear, and that's the only way to get the guns. I suppose I could make some recipes, but Hiztaar feels it would imbalance the game, and so I probably won't. ;)
Well.. Thats cool too!  ;D
idc, i just love guns  8)
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: Medelsvensson on November 29, 2016, 05:35:45 PM
Hi what a great mod. Everything seems to work fine except the flamethrower (m240) is giving out constant errors for me and causing massive lag for me. It seems like each bullet that it fires gives out this error:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Exception ticking Bullet_M240_USCM55021: System.TypeLoadException: Could not load type 'RimWorld.MoteThrower' from assembly 'RimWorldExampleProjectDLL'.
  at Verse.Projectile.ImpactSomething () [0x00000] in <filename unknown>:0

Thx for any assistance with this! Would really love to be able to use this mod. I'm on A15 btw.
  at Verse.Projectile.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: Hiztaar on November 29, 2016, 08:01:14 PM
I may fix the issue on DL version. The steam version is fixed already :)
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: mraadx on November 29, 2016, 10:20:42 PM
please add marine deserters faction. Faction that you can call for caravans, so you can buy stuff like weapons from them. black market style.
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: Medelsvensson on November 30, 2016, 11:47:12 AM
Quote from: Hiztaar on November 29, 2016, 08:01:14 PM
I may fix the issue on DL version. The steam version is fixed already :)
Well if you do, let me know. I would really like to use this! Awesome work btw
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: Killaim on December 01, 2016, 09:01:29 AM
now we just need a alien infestation with life cycle event

many ways to start it.

new colonist arrives (whoops he was infested) spawns a chestburster *see below*
drop pod drops in (whoops it has a face hugger egg - better hope no animals get near it !)
raid (alien warriors charging base to kidnap people)


Life cycle:

- colonist gets facehugger. (gets the sickness infested) - very hard to cure - requires best medikits
- colonist dies from chestburster, which immidiately tries constantly to flee and hide (hide mechanics)
(ability to pass through normal doors and vents)
if not found and killed within some hours it turns into a alien warrior (or very rare a alien queen)
- alien warriors left alone for too long with no queen on the map will turn into a queen (max 1)
alien warriors will allways prefer to drag a unconcious colonist to a nearby egg if possible (or the queen) if no queen or no egg the alien warrior will continuesly attack and kill people

Queen should have a effect around her that spawns in floor covering that slows down colonists but does nothing to aliens (perhaps speed up movement) (stationary invisible?)

and ofc acid damage when a alien is killed. the bigger the alien the bigger the splash area of effect. monsterous damage.

LET THE ALIEN HORROR BEGIN!!! :D

oh yeah and a mode where you get to play a singular alien on a saved map where you dont control the colonists!! :D bwhahahahhahahaahah

this would be my dream mod (game even)
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: ChaosChronicler on December 01, 2016, 01:37:14 PM
Trying to think of how you could add the power loader in this mod. Would it be a pawn itself or would you have to do something else to represent it (clothing/armor?)
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: Smexy_Vampire on December 12, 2016, 11:12:45 PM
work with hospitality ? and prininer ransom
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: Hiztaar on December 13, 2016, 12:00:45 PM
It works with hospitality yes. Not tested with other mods :)
Title: Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
Post by: KevinHann on December 13, 2016, 01:34:30 PM
In terms of compatibility I haven't had any issues while using all of the following:

CK - Animal and Plant Pack
Hospitality
EdB Prepare Carefully
EPOE
Call of Cthulhu (Cosmic Horrors and Factions)
Faction Discovery
The Mad Rabbits of Caerbannog
Orassans
Alpha Animals

However I must admit I have stayed away from the content as I find the weapons and the turret unbalanced, they just inflict massive damage. The turret was able to defend my entire base for over a year on its own; and even a Pulse Rifle shoots so rapidly I eventually gave up on it to have some challenge. I'd gladly use all the weapons if I was able to increase their cooldown time a bit. God I love those sounds!

Despite this criticism I'd like to lodge massive appreciation for the work that went in this, the content is brilliant. If xenomorphs are intended as a future upgrade to the mod, be it as an entire event or just stand alone animals, it would definitely be something I'd be checking out. Keep up the good work!
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Hiztaar on December 23, 2016, 07:27:28 AM
I updated the 3 mods. So please keep me aware of any bug :)
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: ChaosChronicler on December 23, 2016, 06:08:16 PM
Quote from: Hiztaar on December 23, 2016, 07:27:28 AM
I updated the 3 mods. So please keep me aware of any bug :)
Thank you for updating this. One of my go too mods for sure  ;D
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Deon on January 10, 2017, 04:14:18 PM
Hello. I am working on Aliens vs Predator mod myself. It's in unfinished section because the only thing I did so far is an event which spawns manhunter aliens, and I want to make my own AI.

I always used your mod. One thing I noticed is that the guns are a bit dark and have many nice details. Which makes them look great, but they become dark and barely recognizable when downscaled in the game.

I tried to make guns to be more cartoonish yet with better contrast, and it does seem to look better in the game.

(http://syphoon.info/stock/Rimworld/M41A.png)

VVVVV

(http://i.imgur.com/qjM1WXK.png)

Do you think that you would be interested in me reworking gun sprites, or is it something you don't want to focus on/like as it is at the moment?
P.S. The gun is brighter for a reason. It makes details stand out and be visible better when in the game, in contrast to the dark outlines and darker elements.
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Hiztaar on January 11, 2017, 10:31:07 AM
Nice job for the weapon style. But Rimworld is not that cartoon style (weapons have simple drawings but realistic ones nonetheless). You should maybe keep the form an scale of size and details with your drawing style. :)
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Deon on January 11, 2017, 10:48:03 AM
But it definitely does not look bad when scaled down.
Remember that it ALWAYS appears in 64x64 or smaller.

Here I made 64x64 for comparison. You can definitely see that it looks more clear and seems to fit the style better:
(http://image.prntscr.com/image/654cdf876f9840cfbcd36dad6c1e56f8.png)
The one you have looks really good when posted as a full picture, but in the game you barely see any details unfortunately :'(.

If you think I am wrong, I accept any kind of criticizm.
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Hiztaar on January 11, 2017, 11:40:54 AM
I mean. The drawing is good, but proportions are not ;)

The ammo rack is not that long, and the sub-barrel part is supposed to be a bit longer than the cannon, for example. But the drawing style is rendering very well, I like it :)
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Deon on January 11, 2017, 12:09:40 PM
Quote from: Hiztaar on January 11, 2017, 11:40:54 AM
I mean. The drawing is good, but proportions are not ;)

The ammo rack is not that long, and the sub-barrel part is supposed to be a bit longer than the cannon, for example. But the drawing style is rendering very well, I like it :)
I got what you mean. I just started learning to sprite for Rimworld, I will try to make it better. Thank you for the feedback.
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Deon on January 11, 2017, 12:28:00 PM
Another attempt closer to your proportions/color scheme, but my style:

(http://image.prntscr.com/image/21159bc6da7f4014a55a9e619706638d.png)

BTW I am in Discord, and I found you. If you want my help, you can always respond ;). I will be happy to contribute to the mod in any way possible, I really like it.
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Tgr on January 11, 2017, 05:24:49 PM
I like those sprites Deon.
Title: Re: [A14] USCM weapons and equipments v1.20 Steam Released ! (18/07/2016)
Post by: sirgzu on January 13, 2017, 11:37:24 AM
Quote from: MaxP on August 11, 2016, 07:59:23 PM
Any plans to make CR compatibility patch?
I remember using this mod with CR in previous updates, which was great. I hope a CR patch will come along at some stage :)
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Kolljak on May 11, 2017, 11:41:41 AM
Is this mod still alive? its A16 but i want to know if its still got activity on it.
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: viperwasp on May 27, 2017, 01:02:39 AM
I'm curious to I absolutely love this mod. I hope it does get A17. Thanks for all the hard work great mod.
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Cabdono on May 27, 2017, 02:23:42 AM
Quote from: viperwasp on May 27, 2017, 01:02:39 AM
I'm curious to I absolutely love this mod. I hope it does get A17. Thanks for all the hard work great mod.

The a16 version has worked fine for me so far, core + turret,  no idea about the faction one as I didn't get it
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: daman2501 on May 27, 2017, 02:01:31 PM
so you can play the A16 version in the A17 version without mod conflicts?
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: rambo on June 12, 2017, 01:58:13 PM
So have you retired from mod making or is the a17 update coming
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: ChaosChronicler on June 12, 2017, 03:48:24 PM
Quote from: rambo on June 12, 2017, 01:58:13 PM
So have you retired from mod making or is the a17 update coming
On steam it says it's A17 and works fine. Been using it for a while now with no problems
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Hiztaar on June 12, 2017, 10:35:30 PM
Hi guys. A16 is not compatible with A17. But on Steam I updated the mod for A17 and it works fine. Some people still use A16 that's why I did not move the forum version to A17 yet but I may do it by end of June, with the addition of a new secret mod for USCM :)
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: Fregrant on June 13, 2017, 12:45:47 AM
Not all using the steam.
Maybe just share the dropbox folder and dump all in there. Maybe few subfolders. A16, A17, whatever)
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: ChaosChronicler on June 13, 2017, 01:09:10 AM
Quote from: Hiztaar on June 12, 2017, 10:35:30 PM
Hi guys. A16 is not compatible with A17. But on Steam I updated the mod for A17 and it works fine. Some people still use A16 that's why I did not move the forum version to A17 yet but I may do it by end of June, with the addition of a new secret mod for USCM :)
I could think of one of two things: xenomorphs or you got together with Cpt.Ohu to make the dropship for one of his mods
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: BladeOfSharpness on June 13, 2017, 03:05:11 AM
can't wait for xenomorphs!
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: rambo on June 13, 2017, 05:09:40 AM
Will you make the xeons insta kill and invincible
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: ChaosChronicler on June 13, 2017, 12:57:45 PM
Quote from: rambo on June 13, 2017, 05:09:40 AM
Will you make the xeons insta kill and invincible
That would be too much. Also...
(https://thebloguin.files.wordpress.com/2017/01/gallery-1457975176-ifitbleedswecankillit.gif?w=640&h=341)
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: rambo on June 13, 2017, 02:33:01 PM
Quote from: ChaosChronicler on June 13, 2017, 12:57:45 PM
Quote from: rambo on June 13, 2017, 05:09:40 AM
Will you make the xeons insta kill and invincible
That would be too much. Also...
(https://thebloguin.files.wordpress.com/2017/01/gallery-1457975176-ifitbleedswecankillit.gif?w=640&h=341)
I remember when playing alien isolation they cant be killed and they will instantly kill you
Title: Re: [A16] United States Colonial Marines (Aliens) - All mods (23/12/2016)
Post by: ChaosChronicler on June 13, 2017, 04:08:32 PM
Honestly never played Isolation, but did play the AVP games and Colonial Marines (hate the story but like it as part of my mindless shooter collection) where they do die. Xenomorphs themselves are only a problem in both numbers and if one is poorly equipped/prepared. All and all making them unkillable wouldn't be fair to the player if there is no way to circumvent the situation. But that's just my thoughts on the matter and we don't know if Hiztaar will be adding in Xeno's
Title: Re: [A17] United States Colonial Marines (Aliens) - All mods (22/06/2017)
Post by: Hiztaar on June 22, 2017, 07:49:46 AM
Patched for A17 already. More to come soon :)
Title: Re: [A17] United States Colonial Marines (Aliens) - All mods (22/06/2017)
Post by: Rocket_Raccoon on July 09, 2017, 05:21:30 PM
Is there maybe a chance for yautja/predator equiptment and/or race? :p
Not exactly aliens but at least more or less the same universe :D
That would be amazing! Even without advanced predator weapons or visors, the gear and look alone would be awesome :3
Title: Re: [A17] United States Colonial Marines (Aliens) - All mods (22/06/2017)
Post by: viperwasp on July 14, 2017, 06:19:59 AM
Anyone else having this bug? The the (OPTIONNAL) UA 571-C Automated Sentry Gun is visible from the security menu. You can build it instantly and free from any cost. I tried to figure out why? It has <menuHidden>true</menuHidden> under the basehumangun def?  I think it's conflicting with a mod called Remote Explosives? I will check things out.

Edit-
Resolved it was the Remote Explosives Mod. Which is an amazing mod by the way. This mod (USCM) is equally as amazing maybe a tiny bit more? Nah they are equal! However the SOLUTION is to load this mod BEFORE Remote Explosives mod. Because for some reason if this mod is loaded AFTER then the basehumangun is shown in explosives menu. Not sure if this can be re-coded to avoid this conflict in the future? Or if that is coding word the mod creator of the remote explosives mod would have to do? I'm not a modder so for now the simple solution is just to make sure the mod order is correct. 

Suggestion: If this cannot be re-coded then a conflict should perhaps be posted on the main page warning users who use mod Remote Explosives to place this mod USCM first in the mod order and defiantly place Remote Explosives further after in mod order. Thanks!

Here is a link to the mod I am talking about. https://ludeon.com/forums/index.php?topic=17285.0
Title: Re: [A17] United States Colonial Marines (Aliens) - All mods (22/06/2017)
Post by: Hiztaar on July 14, 2017, 08:59:33 AM
I think Remote Explosives Mod may conflict with any Security related mod. UA 571-C is normally compatible with any Vanilla friendly security mod. I add it to the incompatibility list. Thanks :)
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Hiztaar on July 15, 2017, 04:45:13 PM
Guess what has just been released...

(https://media.giphy.com/media/10Sa8k39ZFtufu/giphy.gif)

You can download the Xenomorphs Faction now or subscribe on Steam directly !


Xenomorphs Faction :
(http://media.moddb.com/images/articles/1/197/196934/auto/button_dl_steam.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=974867140)
(https://www.dropbox.com/s/tbw8w7o0sl0mexb/USCM%20-%20Xenomorphs.zip?dl=0)
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: PixelBitZombie on July 15, 2017, 05:07:23 PM
Now all we need is a lifeless planet and this collection would be complete! Awesome job guys.
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Hiztaar on July 16, 2017, 05:14:29 AM
All mods have been updated with price balance and a bugfix for the US Colonial Marines faction.
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Exoray on July 19, 2017, 06:08:54 AM
Really cool mod

How do the xeno's work? I have been playing my colony for 3 years now and not seen a single one.

Do they show up under the factions tab?
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Hiztaar on July 19, 2017, 06:44:05 AM
That's pretty weird. What storyteller and difficulty do you play with ?

Xenomorphs have pretty low chance of appearing but they should appear anyway. Is anyone else having the same issue ? Did other people saw some xenos coming to ravage their nice and cute colony ?
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Exoray on July 19, 2017, 07:59:52 AM
Quote from: Hiztaar on July 19, 2017, 06:44:05 AM
That's pretty weird. What storyteller and difficulty do you play with ?

Difficulty is on "Some Challenge" was using Cassandra for about 2 years then changed to Randy to see if that had more chance to spawn them.

The only reference to xeno's being around is in the stockpile sorting list, They don't show in the faction tab, not sure if they were meant to or not.
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Hiztaar on July 19, 2017, 08:33:49 AM
They are a hidden faction but maybe 5% of spawn is too low. I changed to 10% you can redownload and try :)
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Exoray on July 19, 2017, 08:46:14 AM
Quote from: Hiztaar on July 19, 2017, 08:33:49 AM
They are a hidden faction but maybe 5% of spawn is too low. I changed to 10% you can redownload and try :)

Ok, Thank you appreciate it, will try it now
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Exoray on July 19, 2017, 09:43:46 AM
It didn't take long and I now have the company of some man-hunting runner xenomorphs  ;D

Thanks for the Mod/Updates.
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Exoray on July 19, 2017, 04:39:02 PM
Any idea what might cause this bug with USCM faction? most are fine but a couple do that black box and shows no apparel if I click the gear tab, it doesn't show any error in the log  ???


EDIT: I think I found the problem, they seem to think its the 100 layers challenge and will wear as many pants as possible. I honestly see 1 guy put on about 25 - 30 pairs of USCM standard pants and USCM Generic standard pants. Everything else seems to be ok its just the pants lol





(http://i.imgur.com/v5nrrIZ.jpg)
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Hiztaar on July 20, 2017, 02:32:10 AM
I know this bug. Please redownload core mod and uscm faction mod as it has been fixed in the latest version.
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: InfinityKage on August 07, 2017, 04:54:37 PM
Started my colony with a pet Xeno for the hell of it and when I try to train it I get this:

JobDriver threw exception in initAction. Pawn=Tabitha, Job=Train A=Thing_USCM_Drone_Xenomorph23700, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.JobDriver_InteractAnimal.RequiredNutritionPerFeed (Verse.Pawn animal) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_InteractAnimal+<FeedToils>c__Iterator6.<>m__15 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=Train, curDriver=RimWorld.JobDriver_Train
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Could be you just aren't supposed to have Xenos as pets.
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: InfinityKage on August 07, 2017, 07:46:59 PM
Ok. So further testing has found that Xenos can't be kept as pets. For one thing they don't eat or sleep. Also they can't use pet bed so when they get injured they try to lay down so you can heal them but it just pops an error log because it can't lay down. Unfortunate it looks like Peaches is gonna have to be put down for me to continue my game.
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Hiztaar on August 08, 2017, 06:49:48 AM
They are indeed untamable as Xenomorphs who would be isolated would turn into queen and then start a new killing spree to just build their colony of xenos. Even in the extended universe I've never seen a single occurence of tamed Xeno. "It's a perfect organism. It's structural perfection is matched only by it's hostility." - Ash

;)
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: SpaceDorf on August 08, 2017, 06:55:03 AM
Quote from: Hiztaar on August 08, 2017, 06:49:48 AM
They are indeed untamable as Xenomorphs who would be isolated would turn into queen and then start a new killing spree to just build their colony of xenos. Even in the extended universe I've never seen a single occurence of tamed Xeno. "It's a perfect organism. It's structural perfection is matched only by it's hostility." - Ash

;)

Do the Xenomorphs need the Core Mod or Not ?
The About file says they do, the first post says nothing about that.

I would prefer if I could add the Xenomorphs to my game without the whole Marine Weapons and Stuff.
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Hiztaar on August 08, 2017, 10:47:42 AM
Actually they should be independent from the Core mod :)
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: SpaceDorf on August 08, 2017, 10:49:48 AM
Thank you :)

Then you should update the about file to avoid further confusion.
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: sirgzu on August 21, 2017, 05:31:39 AM
Quote from: Hiztaar on July 16, 2017, 05:14:29 AM
All mods have been updated with price balance and a bugfix for the US Colonial Marines faction.
disclaimer: my current setup is fairly buggy so this could be isolated to me but here:

all uscm items seem to have a $800 market price which is fairly imba for small, easy to craft items like caps n stuff.
i wanted to try re downloading but all non-steam download links are gone from OP. I installed this month anyway so shouldn't make a difference...

edit my bad, after closer inspection it turns out these are items from chickenForcer's Marine corps mod. I'll let him know.
https://ludeon.com/forums/index.php?topic=34710.0
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Lady Wolf on August 24, 2017, 02:28:36 AM
Loving this mod so far,  8) is there any plans to make a Combat Extended compatible version?
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: AlwaysBugged on October 16, 2017, 09:01:13 AM
I've encountered a quite amusing bug with the turret add-on.

I received a weapon stash event and saw it included the automated sentry gun and rushed to grab it (because a 20k silver turret is worth it).

Turns out that it was NOT the turret, it actually gave me the bloody turret's weapon in portable form for a pawn to use.


Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: blabla bot on December 15, 2017, 11:55:05 AM
B18 update ?

also what's github link for this mod
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: asquirrel on December 15, 2017, 12:23:05 PM
Hoping for a B18 update for this mod! :)
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: ColtSub on December 17, 2017, 05:12:14 AM
Non-Steam B18 Link - http://lttlword.ru/rimworld-mod-uscm-weapons
Enjoy.
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Harry_Dicks on December 17, 2017, 11:34:37 AM
Hoping for a proper B18 release with all the mods, xenos included!
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: Jimbob_ on December 17, 2017, 11:39:30 AM
Harry_Dicks

Look above you mate
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: asquirrel on December 17, 2017, 12:19:53 PM
Quote from: Jimbob_ on December 17, 2017, 11:39:30 AM
Harry_Dicks

Look above you mate

Hey dude, it looks like the file is in Russian.  Will this work with the English version of Rimworld?
Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: ColtSub on December 17, 2017, 02:50:04 PM
Quote from: asquirrel on December 17, 2017, 12:19:53 PM
Quote from: Jimbob_ on December 17, 2017, 11:39:30 AM
Harry_Dicks

Look above you mate

Hey dude, it looks like the file is in Russian.  Will this work with the English version of Rimworld?

The site's interface is in russian while the mod files are in english so dont worry , also you can translate the site easily.

Title: Re: [A17] USCM - Aliens VS Marines - All mods (16/07/2017)
Post by: asquirrel on December 17, 2017, 06:11:27 PM
Quote from: ColtSub on December 17, 2017, 02:50:04 PM
Quote from: asquirrel on December 17, 2017, 12:19:53 PM
Quote from: Jimbob_ on December 17, 2017, 11:39:30 AM
Harry_Dicks

Look above you mate

Hey dude, it looks like the file is in Russian.  Will this work with the English version of Rimworld?

The site's interface is in russian while the mod files are in english so dont worry , also you can translate the site easily.

Thanks dude.  I installed it but all is well.  Well, except that the freaking USCM tried to attack me.  I though they were the good guys.  They downed one of my guys but I had the Stargate SG 1 mod installed and I had obtained some Jaffa stun weapons.  Needless to say the USCM ran in terror.  No aliens attacking me   . . . yet.   
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Hiztaar on January 15, 2018, 05:46:45 AM
Version updated for A18.

Many rebalancing for weapons and armors (especially armors).
Xenos will attack much more often.

Xenos bring no loot (there is nothing to loot from an bag of mankilling acid), only challenge !
Vanilla Weapons will certainly not be enough to fight them back.
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Harry_Dicks on January 15, 2018, 05:58:42 AM
Game over, man! Game over!  :'(

Can you use just the Xeno faction without the Core and weapons and stuff?
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Hiztaar on January 15, 2018, 06:02:19 AM
Yes, Xenos are standalone :)
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: asquirrel on January 15, 2018, 01:59:24 PM
Thanks for the update on the Xenos! Is there a way you could make the Xenos down players and bring them back to their hive?  Then you could have them die and spawn more aliens. :)
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Harry_Dicks on January 15, 2018, 02:13:17 PM
Why not have Xeno pawns?! I want a xeno dressed up in a chef's hat, working the grill dammit! ;D
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: asquirrel on January 15, 2018, 02:17:12 PM
Quote from: Harry_Dicks on January 15, 2018, 02:13:17 PM
Why not have Xeno pawns?! I want a xeno dressed up in a chef's hat, working the grill dammit! ;D

That would be actually pretty funny.  Thinking of the end scene of Spaceballs where the xeno goes dancing across the table in the diner.

https://www.youtube.com/watch?v=RrxlbLVcpqI
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Kurai_Rasen on February 01, 2018, 11:48:52 AM
Awesome mode:)
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Drglord on March 05, 2018, 06:28:32 PM
What happened to the no Steam links?
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: asquirrel on March 06, 2018, 06:20:07 PM
I can build the sentry gun for like 25 steel and 1 component.  But if I buy it, it costs 25,000 credits.  Why is it so cheap to build?
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Drglord on March 06, 2018, 07:01:40 PM
You really should not build it... Some other mod you have gives you the ability to make it cause it seems it creates the group it is hidden in.
I am guessing explosives or something?
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Harry_Dicks on March 06, 2018, 07:09:20 PM
Wouldn't the sentry have to add wherever it can be crafted at into it's own recipeUsers? If the mod author didn't want the sentry to be crafted, then they could leave this category blank, correct?
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: asquirrel on March 06, 2018, 07:10:18 PM
Could be.  I'm running a ton of mods.  I don't build it though because the sentry gun kicks some serious ass and it would be a major cheat to spam a ton of these.
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Drglord on March 06, 2018, 09:07:35 PM
I had the same thing happen to me with the explosives mod i could built it for free... It is some weird interaction... I have never even seen what it does as it costs 30.000 cause i am guessing it's a death machine.
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: gretalian on May 14, 2018, 02:22:26 PM
Can we please attach/link the direct download?
I prefer not using steam.
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Hiztaar on May 14, 2018, 02:34:44 PM
Quote from: gretalian on May 14, 2018, 02:22:26 PM
Can we please attach/link the direct download?
I prefer not using steam.

They are linked ! Click on the yellow links bellow the Steam link ;)
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Nousy on May 14, 2018, 04:03:15 PM
Am i the only one that has only Xeno raids?
Is there a way to reduce their number? (of raids not pawns)
Great md btw! :)
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Hiztaar on May 14, 2018, 04:15:55 PM
Oh yeah I fixed that bug. You should redownload the Xeno mod ;)
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/01/2018)
Post by: Nousy on May 14, 2018, 04:19:41 PM
ok thanks
Also if i want to uninstall the xeno mod can i still play on the map or is it a no use now?
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/05/2018)
Post by: Hiztaar on May 14, 2018, 04:25:49 PM
Normally it should work unless you had xenos spawned. If you install it on an existing game you might need faction discovery mod.
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/05/2018)
Post by: Nousy on May 14, 2018, 04:41:38 PM
ok and something else (last thing i promise)
i am having trouble opening the map with other mods (Giddy-up) is there a particular order i should put the USCM mods ?
like first the Giddy up core then the USCM-core ......
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/05/2018)
Post by: Hiztaar on May 14, 2018, 04:45:03 PM
I don't really know how this mod works. Normally there should be no conflict at all, but if it tries to use Xenos as mounts it will probably bug :S
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/05/2018)
Post by: Hiztaar on May 14, 2018, 04:49:15 PM
Actually, try loading the Xenomorph mod before Gliddy up and check. May it's an initialization order issue.
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/05/2018)
Post by: Nousy on May 14, 2018, 04:54:34 PM
Nope didn't work
Ok fixed it had to install hugslib
Title: Re: [B18] USCM - Aliens VS Marines - All mods (15/05/2018)
Post by: Rettsu on August 06, 2018, 11:27:17 AM
Any further updates on this amazing mod?
I have some suggestions:

1) Add a complete alien cycle reproduction (egg - facehugger - chestbuster - drone)
2) Add acid blood to all alien lifeforms (alien blood can deal big damage to any structure or lifeform)
3) Remove pain feeling from aliens (aliens can fight even when they dont have 2 legs)
4) Add facehugger infection on animals
5) Add some big hives on planet (like enemy bases)
Title: Re: [B19] USCM - Aliens VS Marines - All mods (28/08/2018)
Post by: Hiztaar on August 28, 2018, 09:24:48 AM
B19 Updated ;)
Title: Re: [B19] USCM - Aliens VS Marines - All mods (29/08/2018) HOTFIX
Post by: Hiztaar on August 28, 2018, 06:42:14 PM
Please redownload USCM Core, USCM Colonial Marines Faction and USCM Xenomorphs as they have been hotfixed.
Title: Re: [B19] USCM - Aliens VS Marines - All mods (29/08/2018) HOTFIX
Post by: Nousy on September 12, 2018, 02:39:24 PM
will there be any more updates to these mods?
Title: Re: [B19] USCM - Aliens VS Marines - All mods (29/08/2018) HOTFIX
Post by: Hiztaar on September 13, 2018, 02:47:37 AM
What do you mean by "updates" ?
Title: Re: [B19] USCM - Aliens VS Marines - All mods (29/08/2018) HOTFIX
Post by: Nousy on September 13, 2018, 10:18:56 AM
Like more stuff and/or mechanics added and such
Title: Re: [B19] USCM - Aliens VS Marines - All mods (29/08/2018) HOTFIX
Post by: viperwasp on October 18, 2018, 05:38:51 PM
This is my favorite gun mode for Rimworld. And that is saying a lot as I like quite a few. Thanks and I can't wait for 1.0.
Title: Re: [B19] USCM - Aliens VS Marines - All mods (29/08/2018) HOTFIX
Post by: crossomen on October 20, 2018, 01:32:05 AM
M56 are quite over power, it fire too fast, too accurate and too much damage.
Just 3 fire are enough to direct kill pawn.
If use with run and gun mod, one man army would show up!!!

I just try spawn one enemy with this gun for fun then, my colony fall.
Simulate few enemy with random gun and one with M56 and run and gun mod vs ton of alien, almost all other fall then, the one with M56 run like rambo until it quit map, none of alien can reach it and almost all of alien chase it died.

Should i delete run and gun mod?  :P
Title: Re: [B19] USCM - Aliens VS Marines - All mods (29/08/2018) HOTFIX
Post by: viperwasp on October 20, 2018, 01:36:58 AM
Quote from: crossomen on October 20, 2018, 01:32:05 AM
Should i delete run and gun mod?  :P

That is up to you. If you want it a little more balanced then delete run and gun. Or find some other way to up the difficulty. I love this mod because it is IMBA. I don't want the mod maker to make any crazy changes. It's my main goal to get late game and have tons of colonists with these guns and I love the turret! lol But yeah I can see how Run and Gun breaks the game even more.

By the way I downloaded this as is. Changed the Version to 1.0.2059 in the about. And I test most aspects of the mod and it's working. KEEP IN MIND I'M ONLY TALKING ABOUT CORE AND TURRET. I have not tested the races or other stuff. And still chance something could be wrong. But so far. Core and Turret is working for me. I equipped some guns. Bought the turret. Placed and moved it around. The orbital trader arrives fine.

Title: Re: [1.0] USCM - Aliens VS Marines - All mods (21/10/2018)
Post by: Hiztaar on October 21, 2018, 04:35:47 AM
All Mods updated !
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (21/10/2018)
Post by: crossomen on October 21, 2018, 06:26:58 AM
Quote from: Hiztaar on October 21, 2018, 04:35:47 AM
All Mods updated !

That what i'm waiting for!!!
Thank you.

Oh, just asking, is there any plan to make predator faction?
really need to see completed three side, though.  :P
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (21/10/2018)
Post by: Sirsim on December 09, 2018, 12:19:22 PM
Marines faction can't visit my colony (other faction visit properly). I am getting the error:
Faction United States Colonial Marines of def USCM has no usable PawnGroupMakers for parms groupKind=Peaceful, tile=79972, inhabitants=False, points=138.7269, faction=United States Colonial Marines, traderKind=, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneIncap=False, seed=
Verse.Log:Error(String, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch1(PawnGroupMakerParms, Boolean)
Hospitality.IncidentWorker_VisitorGroup:SpawnPawns(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:SpawnGroup(IncidentParms, Map)
Hospitality.IncidentWorker_VisitorGroup:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoIncidentDebugAction>c__AnonStorey54:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Thanks in advance
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Hiztaar on December 09, 2018, 01:30:35 PM
Hmm I have updated the 4 mods. Please re-download them all if required. They have all been patched on Steam but I often forget to patch de DL version, sorry.
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Sirsim on December 09, 2018, 01:51:06 PM
Thanks a  lot for the quick reply, i downloaded the mods from your dropbox but getting the same error. I don't know if i must start a new game cause i used a save i day before the visit and got the error again.
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Hiztaar on December 09, 2018, 02:20:55 PM
Very strange did you put the CORE mod before the Colonial Marines faction ?
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Sirsim on December 09, 2018, 02:34:16 PM
Yes i just checked. Is it possible that other mod can cause this?
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Hiztaar on December 10, 2018, 01:52:22 AM
Yes any mod modifying the way factions work may cause a bug in this one.
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Sirsim on December 16, 2018, 04:05:39 PM
Sorry to bother again, i did a test with just Hugslib, Jecstools, USCM core and USCM marines (in that order) and got the same error. I even checked Hospitality to be the last version as your mods too. Is by any case your mods not updated in your Dropbox?
Thanks again in advance for your time.
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Hiztaar on December 16, 2018, 04:17:07 PM
It's very strange, can you try with the steam version ?
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Sirsim on December 16, 2018, 04:44:34 PM
No, i am not on steam.
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (21/10/2018)
Post by: Fregrant on December 18, 2018, 11:59:53 AM
Quote from: Sirsim on December 09, 2018, 12:19:22 PM
Marines faction can't visit my colony (other faction visit properly). I am getting the error:
Faction United States Colonial Marines of def USCM has no usable PawnGroupMakers for parms groupKind=Peaceful...
Hitzaar, I think due missing "Peaceful" type in PawnGroupMakers for neutral faction, compare to Core's Factions_Misc file for reference.
Pirates are missing that type too, but they are hostile.
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (21/10/2018)
Post by: Sirsim on December 20, 2018, 06:11:24 AM
...due missing "Peaceful" type in PawnGroupMakers for neutral faction, compare to Core's Factions_Misc file for reference.
Pirates are missing that type too, but they are hostile.

Can i do something myself to correct this?
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Hiztaar on December 20, 2018, 02:53:07 PM
I've updated the mod here, not on steam, please can you test and give me a feedback ? Thanks Fregrant BTW !
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Sirsim on December 20, 2018, 03:24:48 PM
Everything works fine! Thank you both Fregrant and Hiztaar for this.
Title: Re: [1.0] USCM - Aliens VS Marines - All mods (10/12/2018)
Post by: Nousy on January 18, 2020, 03:34:33 PM
does this work with the current version, and if so can i use it on existing saves with faction control or any other faction fixing mod?
Also will you keep working on it (WU faction and bishop)?
Thanks