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RimWorld => Releases => Mods => Outdated => Topic started by: Jaxxa on April 16, 2016, 02:44:51 AM

Poll
Question: Should Steam Workshop Mods have a separate entries for each Alpha Release or a single entry that gets updated?
Option 1: After the Official Release update the existing Entry of mods to the new release votes: 47
Option 2: Create a new Mod Entry for each Alpha votes: 32
Title: [A17] Enhanced Development - Poll About Steam A18
Post by: Jaxxa on April 16, 2016, 02:44:51 AM
Poll Question

How would people prefer I handle the New Alphas on Steam?

After the Official Release update the existing Entry of mods to the new release as I have been doing previously.
Or Create a new Mod Entry for each Alpha.

I thought about it and I dont have a strong preference right now, so I figured I would put up the poll and see what everyone prefers.
So feel free to comment and vote in the Poll.



Enhanced Development

This is a continuation of my previous mod from A12. Rather than a single mod with multiple parts I have split them up into separate mods as much as possible.Please let me know if you think something could be changed or is unbalanced.

A17 Mods:
  • ED-CheatReactor (https://ludeon.com/forums/index.php?topic=18995.msg207283#msg207283)
  • ED-Embrasures (https://ludeon.com/forums/index.php?topic=18995.msg207266#msg207266)
  • ED-LaserDrill (https://ludeon.com/forums/index.php?topic=18995.msg207267#msg207267)
  • ED-Shields (https://ludeon.com/forums/index.php?topic=18995.msg207264#msg207264)
  • ED-ReverseCycleCooler (https://ludeon.com/forums/index.php?topic=18995.msg207273#msg207273)
  • ED-OmniGel (https://ludeon.com/forums/index.php?topic=18995.msg207274#msg207274)
  • ED-ReinforcedStuff (https://ludeon.com/forums/index.php?topic=18995.msg207270#msg207270)

A16 Mods:

  • ED-Plant24H (https://ludeon.com/forums/index.php?topic=18995.msg207272#msg207272)
  • ED-SafeTraps (https://ludeon.com/forums/index.php?topic=18995.msg207282#msg207282)
  • ED-TurretControl (https://ludeon.com/forums/index.php?topic=18995.msg207281#msg207281)
  • ED-ClosableVent (https://ludeon.com/forums/index.php?topic=18995.msg207268#msg207268)
  • ED-PersonalNanoShields (https://ludeon.com/forums/index.php?topic=18995.msg207278#msg207278)
  • ED-PersonalAnimalShields (https://ludeon.com/forums/index.php?topic=18995.msg207279#msg207279)
  • ED-PhotoDay (https://ludeon.com/forums/index.php?topic=18995.msg207284#msg207284)

A14 Mods:

  • ED-Autoloader (https://ludeon.com/forums/index.php?topic=18995.msg207271#msg207271)
  • ED-Moat (https://ludeon.com/forums/index.php?topic=18995.msg207275#msg207275)
  • ED-MoreVanillaTurrets (https://ludeon.com/forums/index.php?topic=18995.msg207265#msg207265)
  • ED-PoweredVent (https://ludeon.com/forums/index.php?topic=18995.msg207269#msg207269)
  • ED-SubspaceTransponder (https://ludeon.com/forums/index.php?topic=18995.msg207274#msg207276)
  • ED-Stargate (https://ludeon.com/forums/index.php?topic=18995.msg207277#msg207277)

A13 Mods:

  • ED-PowerCells (https://ludeon.com/forums/index.php?topic=18995.msg207280#msg207280)

Note that mods are only listed against their most recent Alpha version, but may be available for previous version on GitHub.


Downloads:
To download go to the specific mod that you want to download, click the link to take you to the GitHub release section, download the Release file, do not get the source files, I make no guarantees that they will work.

An alternate download is available here:
https://github.com/jaxxa/JaxxaRimworldReleaseCollection

This is a github repository that should contain the latest and previous downloads. Press the green button and then download .zip if you dont know what to do.

Mods are also be available on the steam workshop.

ReleaseLog:
A log of the most recent updates is avalable at: https://github.com/jaxxa/JaxxaRimworldReleaseCollection/blob/master/README.md
Title: Re: [A13] Enhanced Development - Legal and Credits
Post by: Jaxxa on April 16, 2016, 02:45:14 AM
Legal:
All of my mods are allowed to be used in Modpacks and may be used as part of your own mod as long as you make it clear where and who the mod was originally from.

While I don't require it, I would prefer if you could send me PM and let me know when you are using it for my own interest.

Credits / Thanks:


Thanks to the Following people, without whom the mod would not exist as it does now.

Thanks to Alphathon for:
* Creating the Stargate graphic that I edited slightly
* http://commons.wikimedia.org/wiki/File:Stargate.svg

Thanks to Architect for:
* Allowing his BetterPower+ mod to be used.

Darker for:
* making the original Shield mod, and thanks for allowing anything to be done with it.
* http://ludeon.com/forums/index.php?topic=2677.msg24772#msg24772

Thanks to EdB for:
* Allowing people to look through his UI code.

Thanks to Haplo for:
* Providing a tutorial on animating images.
* Providing the MAI source code, was invaluable in figuring out how to work with Pawns for the initial personal shields and vehicles.

Thanks to Kulverstukass for:
* Awesome bug reporting and feedback.

Thanks to Latta for:
* Allowing people to use his personal shields mod.
* https://ludeon.com/forums/index.php?topic=10994.0

Thanks to Marnador for:
* Allowing me to use his Mod More Vanilla Turrets mod.

Thanks to mipen for:
* Allowing me to use his Mechanical Defence 2 mod.
   
Thanks to mrofa for:
* Providing code in "Clutter Mod" that was helpful to look at for figuring out better ways to do Fire Suppression and Command Switches
* Allowing me to use his art from the BetterPower+ Mod
* Laser Drill
* NuclearLamp used for Power Node 

Thanks to Omni for:
* Providing new textures for the OmniGel system

PunisheR007 for:
* Creating the Cannons and Turrets mod that is the basis for the Cannon Ammo and Turrets module (Unreleased)
* http://ludeon.com/forums/index.php?topic=3878.0
* Creating the Embrasures  mod that is the basis for the Embrasures module 
* http://ludeon.com/forums/index.php?topic=3961.0


Terribly sorry if I have missed anyone, if you think I have missed someone then let me know and I will correct this issue.
Title: Re: [A13] Enhanced Development - ED-Shields
Post by: Jaxxa on April 16, 2016, 02:45:22 AM
ED-Shields:

(http://i.imgur.com/cg28SYQ.png)
This mod allows you to place shield generators.
They are expensive and power hungry but can really strengthen your defences.
The shields will stop projectiles that try to enter it, but allow weapons to be fired out.

Download:
https://github.com/jaxxa/ED-Shields/releases

Note that the Current Release is called ED-ShieldsBasic. ED-Shields Is a work in progress / planned rewrite. ED-ShieldsBasic contains all the functionality from previous versions.
Title: Re: [A13] Enhanced Development - ED-MoreVanillaTurrets
Post by: Jaxxa on April 16, 2016, 02:45:30 AM
ED-MoreVanillaTurrets:

(http://i.imgur.com/jDrJb7D.png)

Based on the Origional "More Vanilla Turrets" by Marnador.
Original: https://ludeon.com/forums/index.php?topic=9521.0

A mod that adds more turret variations with the attempt to keep their vanilla art style.

Currently this is almost exactly the same as the A12 version by Marnador.

Download:
https://github.com/jaxxa/ED-MoreVanillaTurrets/releases
Title: Re: [A13] Enhanced Development - ED-Embrasures
Post by: Jaxxa on April 16, 2016, 02:45:46 AM
ED-Embrasures:

(http://i.imgur.com/oDl46LZ.png)
Adds embrasures for that can be shot through, while blocking passage.

Download:
https://github.com/jaxxa/ED-Embrasures/releases
Title: Re: [A13] Enhanced Development - ED-LaserDrill
Post by: Jaxxa on April 16, 2016, 02:45:53 AM
ED-LaserDrill:

(http://i.imgur.com/EBlsQX4.png)
Adds a Laser Drill that allows the creation of new steam vents, and a Laser laserFill that allows you to remove unwanted steam vents.

Download:
https://github.com/jaxxa/ED-LaserDrill/releases
Title: Re: [A13] Enhanced Development - ClosableVent
Post by: Jaxxa on April 16, 2016, 02:46:00 AM
ED-ClosableVent:

Modified the existing Vent System by allowing the Vents to be closed.

Download:
https://github.com/jaxxa/ED-ClosableVent/releases

Patches:
Better Vents (A13):
https://github.com/jaxxa/ED-ClosableVent-BetterVents/releases
Title: Re: [A13] Enhanced Development - PoweredVent
Post by: Jaxxa on April 16, 2016, 02:46:06 AM
ED-PoweredVent:

Adds a Vent System that allows you to Equalise the temperature between two Rooms.
Uses a modified cooler graphic, does not matter what direction it is placed. Power it on to equalise the temperature between two rooms, power it off to keep the temperature separate. Made out of Stuff, has the same health as a wall made from that stuff. Except for the power switch none of the buttons will do anything.

Download:
https://github.com/jaxxa/ED-PoweredVent/releases

Patches:
Better Vents (A13)::
https://github.com/jaxxa/ED-PoweredVents-BetterVents/releases
Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:46:12 AM
ReinforcedStuff:

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

Adds a Reinforced version of some Stuff. This allows for stronger constructions. Reinforced stuff has 10x the hitpoints but at 5x build time. Reinforced Stuff is made from 10 Normal Stuff in a Molecular Reinforcement Compressor. Currently Reinforced Stuff can be made from Steel, Plasteel, Wood and Stone.
   
While this does not Require the ED-AutoLoader mod, I find it helpful and looks better than the Molecular Reinforcement Compressor taking the resources from the ground.

Download:
https://github.com/jaxxa/ED-ReinforcedStuff/releases
Title: Re: [A13] Enhanced Development - Autoloader
Post by: Jaxxa on April 16, 2016, 02:46:18 AM
AutoLoader:

(http://i.imgur.com/SGPl5He.png)

This Mod adds a building called an Autoloader that can be used to supply things to certain buildings. If a building in a mod can use it then it should be listed in the description of that mod.
This is functionally identical to a Hopper in the base game, but accepts a wider variety of resources without cluttering the stock Hopper or causing incompatibilities with other mods.

This will not do anything by itself, but is intended as a helper for other mods.

Download:
https://github.com/jaxxa/ED-AutoLoader/releases

http://steamcommunity.com/sharedfiles/filedetails/?id=722084058
Title: Re: [A13] Enhanced Development - Plant24H
Post by: Jaxxa on April 16, 2016, 02:46:25 AM
Plant24H:

The module changes the plants to grow 24 Hours a day. In the base game plants will rest at night time and stop growing, regardless of the light levels. This removed that restriction so plants will keep growing, if all the other conditions such as light are still met, allowing your sunlamps to effectively increase the growing speed.

Required CCL

ED-Plant24H from 02.00.00 onward is a Complete Rewrite of the mod. Now requires CCL due to use of Detours.
  * Should no longer require Compatibility patches to work with modded plants.
  * Delete the old version of the mod and any existing Compatibility patches as these will now cause Errors.
  * This will not be save compatible with the 01.00.00 version of the mod.


From Version 04.00.00 onward Harmony is used, this is included in the download.

Download:
https://github.com/jaxxa/ED-Plant24H/releases
Title: Re: [A13] Enhanced Development - ReverseCycleCooler
Post by: Jaxxa on April 16, 2016, 02:46:32 AM
ReverseCycleCooler:

This module changes the cooler to have a rotate option and be able to warm a room.

Download:
https://github.com/jaxxa/ED-ReverseCycleCooler/releases

Patches:
Better Coolers (A13):
https://github.com/jaxxa/ED-ReverseCycleCooler-BetterCoolers/releases
Title: Re: [A13] Enhanced Development - OmniGel
Post by: Jaxxa on April 16, 2016, 02:46:56 AM
OmniGel:

This mod allows you to have a renewable source of various materials.

Download:
https://github.com/jaxxa/ED-OmniGel/releases
Title: Re: [A13] Enhanced Development - Moat
Post by: Jaxxa on April 16, 2016, 02:47:02 AM
Moat:

Allows you to creats a moat that can be used to slow People and Creatures.

Download:
https://github.com/jaxxa/ED-Moat/releases
Title: Re: [A13] Enhanced Development - SubspaceTransponder
Post by: Jaxxa on April 16, 2016, 02:47:09 AM
SubspaceTransponder:

Allows creation of a Device for contacting passing ships at a distance and guiding them to your colony.

Download:
https://github.com/jaxxa/ED-SubspaceTransponder/releases
Title: Re: [A13] Enhanced Development - Stargate
Post by: Jaxxa on April 16, 2016, 02:47:15 AM
Stargate:
The Stargate system allows you to transport materials over the great distances between colonies.
ED-Autoloader is supported to more easily load resources.

WARNING: This mod uses the Rimworld Base Save Functionality in ways that it was never designed to support, mainly saving specific things into a separate file instead of saving everything on the map to one file at once. Because of this there may be adverse effects. The main one that I have found is that after traveling through the Stargate Social opinions relating to that colonist will be lost, they will effectively be meeting everyone for the first time again. At this time I do not know of a practical way to resolve this issue.

Download:
https://github.com/jaxxa/ED-Stargate/releases
Title: Re: [A13] Enhanced Development - PersonalNanoShields
Post by: Jaxxa on April 16, 2016, 02:47:21 AM
PersonalNanoShields:

This module adds an alternate version of Personal Shields into the game. These shields function differently to the base game in that they require additional infrastructure, they are limited in the amount of charge that they can store and need to return to base to recharge. The advantage that these have is that they block both incoming Melee and Ranged attacks while still allowing the user to deploy ranged weapons.

Download:
https://github.com/jaxxa/ED-PersonalNanoShields/releases
Title: Re: [A13] Enhanced Development - PersonalAnimalShields
Post by: Jaxxa on April 16, 2016, 02:47:28 AM
PersonalAnimalShields:

This allows Personal Nano Shields to be added to animals.
Requires: ED-PersonalNanoShields

Download:
https://github.com/jaxxa/ED-PersonalAnimalShields/releases
Title: Re: [A13] Enhanced Development - ED-PowerCells
Post by: Jaxxa on April 16, 2016, 02:47:36 AM
ED-PowerCells:

Adds Power Cell Charging / Discharging.

Power cells are created at the PowerCell Creation Station from 2 Components.

Power Cells are then Placed Next to a PowerCellStation. This station can be switched between 2 modes, Charging or Discharging.
Charging mode will take an adjacent Discharged Power Cell and turn it into a Charged Power Cell, while consuming power.
Discharging mode will take an adjacent Charged Power Cell and turn it into a Discharged Power Cell, while producing power.

Download:
https://github.com/jaxxa/ED-PowerCells/releases
Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:47:43 AM
ED-TurretControl:

Allows Commands for Force Attack to be given to Turrets.

Download:
https://github.com/jaxxa/ED-TurretControl/releases
Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:47:51 AM
ED-SafeTraps:

This mods modifies traps so that they will no longer be triggered by colonists.

Download:
https://github.com/jaxxa/ED-SafeTraps/releases
Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:48:05 AM
ED-CheatReactor:

Adds a Reactor that produces a lot of Power, is Built Instantly and for Free.
It goes without saying that this is in no way balanced and should only be used for testing or cheating.

I know that there is a debug power option in the menu, but I find this more helpful for testing some things.

Download:
https://github.com/jaxxa/ED-CheatReactor/releases
Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:48:11 AM
ED-PhotoDay:

Allows you to set a Reminder every X Hours to take a Photo of your base, alternatively it can silently take a photo whatever you are viewing at the time.

Download:
https://github.com/jaxxa/ED-PhotoDay/releases
Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:48:20 AM
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Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:48:37 AM
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Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:48:45 AM
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Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:49:02 AM
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Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:49:09 AM
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Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:49:15 AM
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Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:49:21 AM
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Title: Re: [A13] Enhanced Development - Jaxxa's Mods (Adding more soon)
Post by: Jaxxa on April 16, 2016, 02:49:28 AM
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Title: Re: [A13] Enhanced Development - Jaxxa's Mods
Post by: Kairo on April 16, 2016, 12:27:02 PM
Thanks for the update  :)
Title: Re: [A13] Enhanced Development - Jaxxa's Mods
Post by: pktongrimworld on April 16, 2016, 12:27:35 PM
yay! :D
Title: Re: [A13] Enhanced Development - Jaxxa's Mods
Post by: Jessi on April 16, 2016, 01:17:24 PM
YES! MUH LASER DRILLS!

And more turrets back! Yes! Blessed be to you Jaxxa.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods
Post by: CasereHG on April 16, 2016, 01:58:56 PM
I'm going to give the laser drill mod a try. I really like that idea, and it fits into the RP that I'm doing with my colonists. Thank you for this idea/mod and all the hard work you have put into it.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods
Post by: Jaxxa on April 17, 2016, 04:59:25 AM
Glad to see people are interested.

Added a few more mods.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-17
Post by: Astasia on April 17, 2016, 07:14:11 AM
Nice to have these updated and working again.

Is the laser drill supposed to generate 1200 power? I thought it used to drain power instead. Would make sense either way I guess, it does eat 100 uranium.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-17
Post by: Jaxxa on April 17, 2016, 04:07:34 PM
Thanks.

Yeah the drill generating power is a bug, looks like I am missing a "-" sign somewhere.  :)
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-17
Post by: sproutprinceps on April 18, 2016, 06:48:30 AM
I've been using ED shield for the new colony. But when I built it, the shield didn't seem to appear or constructed. And when I start the game it appears something like "shield has null class"
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-17
Post by: chaotix14 on April 18, 2016, 06:50:42 AM
Quote from: Jaxxa on April 17, 2016, 04:07:34 PM
Thanks.

Yeah the drill generating power is a bug, looks like I am missing a "-" sign somewhere.  :)

Actually it is an indication of an excess "-", since power is measured in a kind of backwards fashion where consumption is positive and generation is negative.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-17
Post by: Jaxxa on April 18, 2016, 07:32:59 AM
Updated Laser drill to fix power usage.

Added plant24h
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: WHiZ on April 18, 2016, 12:35:06 PM
thank you for updating the vanilla turrets mod!
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: suivezlemir on April 18, 2016, 04:15:08 PM
Awesome !!!!!! I couldn't  play without this mod :) thank you so much for taking the time to update it. Quick question though, as written in the description its "Currently this is almost exactly the same as the A12 version by Marnador." Does that mean another update is coming up ? or is it potentially unstable ?. Anyways, THANKS ! :)
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: suivezlemir on April 18, 2016, 04:24:51 PM
Just had a look through your mod list, I'm gonna try them all ! Modders like you are enhancing the gameplay (and our fun!) in such a way, I don't even have the words to describe it. But please accept, Sir, my deepest sympathies for the great work you're doing here :) 
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: Knotts on April 18, 2016, 05:36:57 PM
Loved using the Stargate in A12, but I don't see any mention of it here. Any plans on it in the current/future versions?
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: Jaxxa on April 18, 2016, 07:06:08 PM
Quote from: Knotts on April 18, 2016, 05:36:57 PM
Loved using the Stargate in A12, but I don't see any mention of it here. Any plans on it in the current/future versions?

Now that I have split it up from having a single mod I am putting them up one by one.
Yes Stargate should be coming soon, depending on when I have time and how testing goes, I am 95% certain it will be up within the week.

Also the Stargate files should now be stored with your saves (including if you override it) and not with the game executable.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: WHiZ on April 19, 2016, 08:13:10 AM
Jaxxa, i can't seem to find the shallow moat in your a13 version of the turrets mod, was it removed?
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: Jaxxa on April 19, 2016, 07:11:16 PM
Quote from: WHiZ on April 19, 2016, 08:13:10 AM
Jaxxa, i can't seem to find the shallow moat in your a13 version of the turrets mod, was it removed?

Yes currently it is not included. I didn't use it much and it isn't a really a VanillaTurret. If you want I can look into adding it as a separate mod.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: WHiZ on April 19, 2016, 07:32:08 PM
Quote from: Jaxxa on April 19, 2016, 07:11:16 PM
Quote from: WHiZ on April 19, 2016, 08:13:10 AM
Jaxxa, i can't seem to find the shallow moat in your a13 version of the turrets mod, was it removed?

Yes currently it is not included. I didn't use it much and it isn't a really a VanillaTurret. If you want I can look into adding it as a separate mod.

yeah if you could please, it is better than rock chunks or sandbags to slow masses of people down when they are storming in.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: Jaxxa on April 19, 2016, 07:47:55 PM
Quote from: WHiZ on April 19, 2016, 07:32:08 PM
Quote from: Jaxxa on April 19, 2016, 07:11:16 PM
Quote from: WHiZ on April 19, 2016, 08:13:10 AM
Jaxxa, i can't seem to find the shallow moat in your a13 version of the turrets mod, was it removed?

Yes currently it is not included. I didn't use it much and it isn't a really a VanillaTurret. If you want I can look into adding it as a separate mod.

yeah if you could please, it is better than rock chunks or sandbags to slow masses of people down when they are storming in.

Ok, I will add that to my list and get to it hopefully soon.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: lagkill on April 20, 2016, 07:33:29 PM
Happy 4-20 Jaxxa!

I just wanted to say I love your mods. Can't wait for stargate and omnigel. Not impatient though, well-using what you've put up so far.

Keep up the good work!
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: Dakkon on April 21, 2016, 01:36:46 PM
Wooh been waiting for these mods.  :D
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: Jaxxa on April 21, 2016, 07:20:49 PM
Glad you like them :)

Good news and Bad news about the Stargate.

Good news is that it should be Released Tonight / Tomorrow. Bad news is that it looks to not play nice with the new Social Relationships system, they are lost after travelling through the Gate, and with how the saves are working I dont know that it is fixable.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: Jaxxa on April 22, 2016, 08:11:41 AM
Added new Mods.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-22
Post by: MisterVertigo on April 22, 2016, 10:30:03 AM
I just installed the Moat mod, and it works well. Thank you very much! I have been waiting for something to come out that I could use to slow down incoming raiders besides sandbags.

I have just one comment about the mod though. The texture for it is kind of weird. I used it to fill in the area inside my killbox and it looks strange because the corners where tiles come together do not touch. There is a gap between the tiles. If it looked more like the vanilla shallow water texture that would look a lot better in my opinion.

Anyway, just a bit of feedback, you can do with it what you will! I'll keep using it regardless. Thanks again!
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-22
Post by: hector212121 on April 22, 2016, 10:42:42 AM
I don't suppose you could put all of this into 1 mod that you update as you update the others? It's a bit annoying to both clutter my mod screen and download all these things. :O that said cool mods!
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-22
Post by: MisterVertigo on April 22, 2016, 11:13:59 AM
Quote from: hector212121 on April 22, 2016, 10:42:42 AM
I don't suppose you could put all of this into 1 mod that you update as you update the others? It's a bit annoying to both clutter my mod screen and download all these things. :O that said cool mods!
I see your point, but I don't use all of these mods so I like having them separated out. I'm sure I'm not the only one. I'm also sure you aren't the only one who thought they should all be together too though! It's completely up to the author, but my opinion would be to keep them separate.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-22
Post by: hector212121 on April 22, 2016, 11:17:13 AM
I'm saying to have seperate AND together, though. Update each individually, but also the pack.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-22
Post by: WHiZ on April 22, 2016, 01:13:41 PM
thanks for the moats
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-22
Post by: MisterVertigo on April 22, 2016, 01:47:04 PM
Quote from: hector212121 on April 22, 2016, 11:17:13 AM
I'm saying to have seperate AND together, though. Update each individually, but also the pack.
Ah gotcha. That is a good idea!
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-18
Post by: lagkill on April 22, 2016, 05:18:07 PM
Quote from: Jaxxa on April 21, 2016, 07:20:49 PM
Glad you like them :)

Good news and Bad news about the Stargate.

Good news is that it should be Released Tonight / Tomorrow. Bad news is that it looks to not play nice with the new Social Relationships system, they are lost after travelling through the Gate, and with how the saves are working I dont know that it is fixable.

Were you able to get it fixed?
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-22
Post by: Nanao-kun on April 22, 2016, 05:35:56 PM
I've noticed that shots at targets within the Shield hit the shield itself. Sometimes shots technically going out of the shield also hit the shield somehow.

EDIT: Taking a closer look, aiming in the general direction of the center of the shield while a sandbag is in the way or something seems to be the cause.
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Plasmatic on April 23, 2016, 12:37:11 AM
Just wanted to mention your original post links Omnigel twice, where one should be the transponder :)
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: jackarbiter on April 23, 2016, 01:04:23 AM
Quote from: Plasmatic on April 23, 2016, 12:37:11 AM
Just wanted to mention your original post links Omnigel twice, where one should be the transponder :)

I was wondering why it linked it twice, and when I found the transponder I was like "this is awesome! I don't remember this being linked anywhere!" Probably the coolest mod since everyone says space traders are so rare.
Title: Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-22
Post by: pauloman on April 23, 2016, 05:46:19 AM
Quote from: Nanao-kun on April 22, 2016, 05:35:56 PM
I've noticed that shots at targets within the Shield hit the shield itself. Sometimes shots technically going out of the shield also hit the shield somehow.

EDIT: Taking a closer look, aiming in the general direction of the center of the shield while a sandbag is in the way or something seems to be the cause.

Jep, I have the same issue!
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Cabraca on April 23, 2016, 08:52:33 AM
i would love it if your cycle cooler had the look from better cooleres mod the standart cooler are so ugly
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Serorin38 on April 23, 2016, 10:13:55 AM
The plant24h system by editing the xml Can I adapt to other mods plants?
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Delk on April 23, 2016, 10:42:22 AM
Ingame the Omnigel mod implies it needs ED-Core which is not on the list. Seems to load fine without errors though?
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Cabraca on April 23, 2016, 06:00:52 PM
i tried it so hard but i cant combine the textures from better coolers mod with this mod .-/ https://ludeon.com/forums/index.php?topic=14177.0
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Jaxxa on April 23, 2016, 09:15:25 PM
Quote from: MisterVertigo on April 22, 2016, 01:47:04 PM
Quote from: hector212121 on April 22, 2016, 11:17:13 AM
I'm saying to have seperate AND together, though. Update each individually, but also the pack.
Ah gotcha. That is a good idea!
A nice idea in theory, but adds one more thing that I have to keep updated, I may put up a download with everything in it after I am not updating the mods as often.

Quote from: lagkill on April 22, 2016, 05:18:07 PM
Quote from: Jaxxa on April 21, 2016, 07:20:49 PM
Glad you like them :)

Good news and Bad news about the Stargate.

Good news is that it should be Released Tonight / Tomorrow. Bad news is that it looks to not play nice with the new Social Relationships system, they are lost after travelling through the Gate, and with how the saves are working I dont know that it is fixable.

Were you able to get it fixed?
Unfortunately not. I had a warning in the about text that I have now added to the forum post.

Quote from: jackarbiter on April 23, 2016, 01:04:23 AM
Quote from: Plasmatic on April 23, 2016, 12:37:11 AM
Just wanted to mention your original post links Omnigel twice, where one should be the transponder :)

I was wondering why it linked it twice, and when I found the transponder I was like "this is awesome! I don't remember this being linked anywhere!" Probably the coolest mod since everyone says space traders are so rare.

Thanks for reporting, Fixed the name now. And glad you like the mod. I found a slight bug with it not going onto cooldown after calling a ship that I will fix soon.

Quote from: pauloman on April 23, 2016, 05:46:19 AM
Quote from: Nanao-kun on April 22, 2016, 05:35:56 PM
I've noticed that shots at targets within the Shield hit the shield itself. Sometimes shots technically going out of the shield also hit the shield somehow.

EDIT: Taking a closer look, aiming in the general direction of the center of the shield while a sandbag is in the way or something seems to be the cause.

Jep, I have the same issue!

I don't quite understand what is happening / have not been able to replicate this.
Can you please post screenshots of what you are doing to have this happen and what you expect to happen in that situation.

Quote from: Cabraca on April 23, 2016, 08:52:33 AM
i would love it if your cycle cooler had the look from better cooleres mod the standart cooler are so ugly

Depends on the permissions of that mod and how hard it would be to implement, but I will look into it.

Quote from: Delk on April 23, 2016, 10:42:22 AM
Ingame the Omnigel mod implies it needs ED-Core which is not on the list. Seems to load fine without errors though?
That is just an error in the description that I must have forgot to take out while removing the dependency, the mod should work fine still, I will fix it in the next release.

Quote from: Serorin38 on April 23, 2016, 10:13:55 AM
The plant24h system by editing the xml Can I adapt to other mods plants?

Yes, you will need to make certain that plant24h is loaded before the other mod in the load order and then in the XML of each plant replace     <thingClass>Plant</thingClass> with     <thingClass>Enhanced_Development.Plants24H.Plant</thingClass>

This will change plants in existing maps but should change new plants on existing maps.
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Hanarck on April 23, 2016, 10:02:04 PM
is the Autoloader able to work whit regular mortar? because i can't make it work whit it, if its not suppose, ok, if not, i have a mod conflicting or its bugged.
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Nanao-kun on April 23, 2016, 11:23:43 PM
Quote from: Jaxxa on April 23, 2016, 09:15:25 PM
Quote from: pauloman on April 23, 2016, 05:46:19 AM
Quote from: Nanao-kun on April 22, 2016, 05:35:56 PM
I've noticed that shots at targets within the Shield hit the shield itself. Sometimes shots technically going out of the shield also hit the shield somehow.

EDIT: Taking a closer look, aiming in the general direction of the center of the shield while a sandbag is in the way or something seems to be the cause.

Jep, I have the same issue!

I don't quite understand what is happening / have not been able to replicate this.
Can you please post screenshots of what you are doing to have this happen and what you expect to happen in that situation.
(http://puu.sh/otvvK/84c519f611.jpg)

Well here, I have Keuneke attacking a sandbag indicated by the white dot. The light around him is the flash from him firing the gun. The only result however, was that the shield took the hit and lost energy.

(http://puu.sh/otvFC/7d2c1d2d81.jpg)

Here's another image, this time closer to the center of the shield. The shield still took the hit.

(http://puu.sh/otvJ7/805241a61e.jpg)

And another, except no sandbag in the way. Shield took the hit again.

(http://puu.sh/otvLZ/dbd2310dc4.jpg)

Here, I have him attacking the limestone wall outside the shield, which works fine.

I also noticed that if Block Direct is disabled, it works... but that lets in shots from outside the shield too, so yeah. Toggling Block Indirect doesn't change anything either.

Admittedly, this means I don't have to worry about friendly fire when melee attackers come in. In the same way I can avoid friendly fire by not giving them weapons in the first place. :P
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: hoochy on April 23, 2016, 11:50:13 PM
Thanks for these mods Jaxxa they are truly great, most of them should be core game stuff, 24 hour plants, omnigel, to name some. Having zero way to be self sufficient on a map kills the base game.
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Loomis503 on April 24, 2016, 04:04:44 AM
i am getting an error when i try to load the Subspace Transponder in A13. The in game console spits red errors lines at me when i activate the mod.
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Eruga on April 24, 2016, 05:08:57 AM
I noticed something interesting about the subspace transponder: once its fully charged, and you still turn power toggle off, you can instaspam the call ship without waiting for the recharge. it goes transmiting 0, than a ship pops up, and the transponder remains fully charged with no downtime. Since if you have power toggle on theres a countdown and you have to recharge this didint seem intentional.

I also really like your mods btw. Very functional without normally breaking the game too much.

Also any chance of the plant-24 mod getting a vegtable garden patch?
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Jaxxa on April 24, 2016, 07:42:13 PM
Quote from: Hanarck on April 23, 2016, 10:02:04 PM
is the Autoloader able to work whit regular mortar? because i can't make it work whit it, if its not suppose, ok, if not, i have a mod conflicting or its bugged.

No it does not work with the regular mortar. I might make somthing later to make it work with it, and it used to before turret ammo was a thing in the base game.

Quote from: Nanao-kun on April 23, 2016, 11:23:43 PM
...
Thanks for the screenshots, I can replicate the bug now. The edge of the shield is a bit approximate so it can look like you are just inside the shield but it still blocks it like in the first screenshot, but the other a bugs that I will fix soon.

Quote from: hoochy on April 23, 2016, 11:50:13 PM
Thanks for these mods Jaxxa they are truly great, most of them should be core game stuff, 24 hour plants, omnigel, to name some. Having zero way to be self sufficient on a map kills the base game.

Thanks.

Quote from: Loomis503 on April 24, 2016, 04:04:44 AM
i am getting an error when i try to load the Subspace Transponder in A13. The in game console spits red errors lines at me when i activate the mod.

Can you check that it is installed correctly, and is not inside a extra folder. it should be you should have a folder "\Mods\ED-SubspaceTransponder\About". If that does not fix it what does the error say?

Quote from: Eruga on April 24, 2016, 05:08:57 AM
I noticed something interesting about the subspace transponder: once its fully charged, and you still turn power toggle off, you can instaspam the call ship without waiting for the recharge. it goes transmiting 0, than a ship pops up, and the transponder remains fully charged with no downtime. Since if you have power toggle on theres a countdown and you have to recharge this didint seem intentional.

I also really like your mods btw. Very functional without normally breaking the game too much.

Also any chance of the plant-24 mod getting a vegtable garden patch?

Thanks, glad you like the mods :)

Yes there is a bug with the Transponder. It should go Charging->Charged->Activated by Player->Transmitting->Ship Arrives->Back to Charging.

I will look at releasing a patch later.
Title: Re: [A13] Enhanced Development - 2016-04-22
Post by: Jaxxa on April 24, 2016, 08:46:50 PM
Just updated ED-Shields and ED-SubspaceTransponder
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: hoochy on April 24, 2016, 09:14:43 PM
Omnigel recipes seem to require too much omnigel to make it worth it.

If you look at what potatoes is worth, somewhere around $0.50 depending upon skill level of trader, and you get 10 per plant usually, thats 5 silver per plant. And when you look at what you get for actually using omnigel it makes no sense in this scale. Since you have to waste time building these things I think getting roughly an equal comparison to what you would trading makes more sense than a severely high penalty.

So with this in mind, this is a lot better in my playtesting.

100 omnigel = 70 steel (higher than it should be to balance the component need)
100 omnigel = 50 silver
100 omnigel = 10 gold
100 omnigel = 5 plasteel
100 omnigel = 5 uranium
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Nanao-kun on April 25, 2016, 01:37:25 AM
Just tested the updated shields. Seems to work fine now. Thanks for your hard work! :)

EDIT: Using the Rimsenal mod, some of the weapons like the Crucible Rifle fire really fast moving shots that ignore the shield. Is there any way to deal with this?
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Ghizmo on April 25, 2016, 11:31:30 AM
Jaxxa,
I am using quite a few mods, and I seem to have an issue with the shield reactors not connecting to the power grid.
And upon constructing the powerline directly underneath the generator the game crashes.

I have added the mods as an image in the attachment.
I was hoping that maybe you would be able to tell me which of the mods might be conflicting with your ED-shields mod.
Or maybe it is the order in which I have placed them..

Cos I think I was careful enough in selecting the mods to not overlap with any additions the mods give.

Edit: Same thing applies to the laserdrill and the stargate.


[attachment deleted by admin - too old]
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Ghizmo on April 26, 2016, 01:52:52 AM
Rather then cluttering up my previous post, i'll be posting this in a new one:

This morning I decided to run it through the devmode with most of the other mods disabled to prevent any conflicting issues. (added the modlist + order in attachment)
Resulting in the following error messages:

XML error: <researchPrerequisite>Research_LaserDrill</researchPrerequisite> doesn't correspond to any field in type ThingDef.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <startElectricalFires>false</startElectricalFires> doesn't correspond to any field in type CompProperties.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <basePowerConsumption>1200</basePowerConsumption> doesn't correspond to any field in type CompProperties.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <basePowerConsumption>1200</basePowerConsumption> doesn't correspond to any field in type CompProperties.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <transmitsPower>true</transmitsPower> doesn't correspond to any field in type CompProperties.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <powerToggleable>false</powerToggleable> doesn't correspond to any field in type CompProperties.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <researchPrerequisite>Research_LaserFiller</researchPrerequisite> doesn't correspond to any field in type ThingDef.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <combatTargetBuilding>true</combatTargetBuilding> doesn't correspond to any field in type ShieldBuildingThingDef.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <researchPrerequisite>Building_ShieldStandard_research</researchPrerequisite> doesn't correspond to any field in type ShieldBuildingThingDef.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <basePowerConsumption>1000</basePowerConsumption> doesn't correspond to any field in type CompProperties.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <combatTargetBuilding>true</combatTargetBuilding> doesn't correspond to any field in type ShieldBuildingThingDef.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <researchPrerequisite>Building_ShieldSmall_research</researchPrerequisite> doesn't correspond to any field in type ShieldBuildingThingDef.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <basePowerConsumption>1000</basePowerConsumption> doesn't correspond to any field in type CompProperties.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <combatTargetBuilding>true</combatTargetBuilding> doesn't correspond to any field in type ShieldBuildingThingDef.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <researchPrerequisite>Building_ShieldFortress_research</researchPrerequisite> doesn't correspond to any field in type ShieldBuildingThingDef.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <basePowerConsumption>1000</basePowerConsumption> doesn't correspond to any field in type CompProperties.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <combatTargetBuilding>true</combatTargetBuilding> doesn't correspond to any field in type ShieldBuildingThingDef.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <researchPrerequisite>Building_ShieldSIF_research</researchPrerequisite> doesn't correspond to any field in type ShieldBuildingThingDef.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <basePowerConsumption>1000</basePowerConsumption> doesn't correspond to any field in type CompProperties.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <researchPrerequisite><li>Building_Stargate_research</li></researchPrerequisite> doesn't correspond to any field in type StargateThingDef.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <startElectricalFires>false</startElectricalFires> doesn't correspond to any field in type CompProperties.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <basePowerConsumption>1000</basePowerConsumption> doesn't correspond to any field in type CompProperties.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0D08E310 (this message is harmless)
Could not resolve cross-reference: No Verse.ThingDef named OmniGel found to give to RimWorld.PlantProperties RimWorld.PlantProperties
(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: No Verse.ThingDef named OmniGel found to give to RimWorld.PlantProperties RimWorld.PlantProperties
(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: No Verse.ThingDef named OmniGel found to give to RimWorld.PlantProperties RimWorld.PlantProperties


[attachment deleted by admin - too old]
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: ORCACommander on April 26, 2016, 01:49:22 PM
So i have stumbled onto a little bit of annoying. The embrasures fail to protect power conduit like a normal wall would so entire sections of fortifications of auto turrets can go down with a few charging grenadiers
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: anonloli on April 26, 2016, 02:07:30 PM
I've encountered an issue with the laser drill/fill... I can place them, colonists bring out the materials, go through the whole building process, but as soon as it's complete, there's nothing on the map. It could be a conflict with another mod. I'll see if I can get more info.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: oreganor on April 26, 2016, 02:11:53 PM
Thanks for the very nice mods. I think I have found a glitch with shields (Standard ones are the only one I have researched ATM):

- When powered and charging they require 1500W.

- When fully charged at 4k, power requirement goes down to 1000W.

- If you power them down (Directly on them, or by using a switch on the power line they are attached to) WHILE they are not full, as expected, they slowly discharge.

- Meanwhile, if you switch power off after they have charged to full, they do not drain any power at all and retain their full 4k charge (Again, doesn't matter if you switch them off directly or by disabling the power line they are attached to).

Intended? Or glitch?

EDIT: Probably related... One of my Standard Shields fully charged has just become damaged (due to the malfunction event) and it didn't loose its charge while it was damaged nor after been repaired.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: WaYa on April 26, 2016, 02:38:34 PM
about ED-Shields:

Under ReCalibrateCells()
            Log.Message("Testing:" + current.ToString());
keeps flooding the debug screen
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Jaxxa on April 26, 2016, 10:13:05 PM
Quote from: hoochy on April 24, 2016, 09:14:43 PM
...
I will think about changing the balancing for it. Although Gell does have the advantage of not having to wait for ships to sell to / buy from.

Quote from: Nanao-kun on April 25, 2016, 01:37:25 AM
Just tested the updated shields. Seems to work fine now. Thanks for your hard work! :)

EDIT: Using the Rimsenal mod, some of the weapons like the Crucible Rifle fire really fast moving shots that ignore the shield. Is there any way to deal with this?

Dont know exactly, how did it work in the previous version, before the fix I just did? Is it that it is just passing over the cell within the one frame that it is checked?

Quote from: Ghizmo on April 26, 2016, 01:52:52 AM
...

Are you on Alpha 13 of Rimworld and did you grab the Release versions of my mods?

Quote from: ORCACommander on April 26, 2016, 01:49:22 PM
So i have stumbled onto a little bit of annoying. The embrasures fail to protect power conduit like a normal wall would so entire sections of fortifications of auto turrets can go down with a few charging grenadiers
That is a bit annoying but I dont know what I can do to fix it.

Quote from: anonloli on April 26, 2016, 02:07:30 PM
I've encountered an issue with the laser drill/fill... I can place them, colonists bring out the materials, go through the whole building process, but as soon as it's complete, there's nothing on the map. It could be a conflict with another mod. I'll see if I can get more info.

Nothing the building disappears, or nothing it sits there and does nothing? Because after you build it takes some time to work.

Quote from: oreganor on April 26, 2016, 02:11:53 PM
Thanks for the very nice mods. I think I have found a glitch with shields (Standard ones are the only one I have researched ATM):

- When powered and charging they require 1500W.

- When fully charged at 4k, power requirement goes down to 1000W.

- If you power them down (Directly on them, or by using a switch on the power line they are attached to) WHILE they are not full, as expected, they slowly discharge.

- Meanwhile, if you switch power off after they have charged to full, they do not drain any power at all and retain their full 4k charge (Again, doesn't matter if you switch them off directly or by disabling the power line they are attached to).

Intended? Or glitch?

EDIT: Probably related... One of my Standard Shields fully charged has just become damaged (due to the malfunction event) and it didn't loose its charge while it was damaged nor after been repaired.

Thanks, is bug, will look into it.

Quote from: WaYa on April 26, 2016, 02:38:34 PM
about ED-Shields:

Under ReCalibrateCells()
            Log.Message("Testing:" + current.ToString());
keeps flooding the debug screen

Thanks for reporting, will fix in next version.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: oronnoro2 on April 26, 2016, 11:36:10 PM
Not to sound like a parrot if this was already asked, could you please combine all of your mods into a single folder? Ill be downloading most of them because I quite like your mods and would like the convenience.

Thank you,
Oron
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Dave-In-Texas on April 27, 2016, 12:15:06 AM
poor mod developers.. they make one big mod and users whine to get it in pieces.. make it in pieces and people want it in one big mod..
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: oronnoro2 on April 27, 2016, 02:14:48 AM
Quote from: Dave-In-Texas on April 27, 2016, 12:15:06 AM
poor mod developers.. they make one big mod and users whine to get it in pieces.. make it in pieces and people want it in one big mod..

Alright, or don't. =P

But I never asked to make it one big mod tho, just to place everything in a folder.

Would you like me to demonstrate what it would look like? ~ Sarcasm


-------------------------------
Jaxxa,

Please do what you want, I was merely asking for your mods not to be combined into one but, have them all in one folder (easy drag and drop). I do not mind downloading them at all, however, out of all of them I only skipped 1.

I cannot imagine the amount of free time you have given to the mods you have created and the dedication you have put to keep these mods up to date so I thank you, thank you. As I do not know how to create mods, I am very much grateful for having you in the community.

If you feel like keeping the mods separated is the best option please do not feel like you owe me or anyone else anything.

Again, thank you, and please, take what I have requested as a suggestion and nothing more.

Thank you,
Oron
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Ghizmo on April 27, 2016, 05:09:10 AM
Hey Jaxxa,

I do use A13, and I toke your advice and re-downloaded all the mods.
I also removed the ED-core mod, since it doesnt seem to be needed from the text in your OP.

Everything works now! Thanks :)
I'll be back if I got something to report.

Loving the shields and the vulcan btw haha
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: hoochy on April 27, 2016, 12:37:44 PM
Quote from: Jaxxa on April 26, 2016, 10:13:05 PMI will think about changing the balancing for it. Although Gell does have the advantage of not having to wait for ships to sell to / buy from.

Yes but trading is broken anyhow without things like your subspace transponder. The randomness of trading in the base game is just too unrealistic. The bigger a colony gets the more traders would come because you are making them more and more money, so they would visit you more. Not to mention the base game inability to actively conduct trade yourself "just wait for it" is a bit unrealistic. :)

I also realized the amount harvested is only 2 by default, I moved it to 8 like potatoes with the same grow time, and then balanced prices pretty much like my post said. It made it a lot more enjoyable, and still quite limiting for a big base. The way I see it, whatever potatoes can do omnigel should be able to do, otherwise it makes no financial sense to use it. When trading can be done better with your subspace mod (I have 5 of your buildings to quickly trade when needed) you would only make potatoes otherwise.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Nanao-kun on April 27, 2016, 01:27:27 PM
Quote from: Jaxxa on April 26, 2016, 10:13:05 PM
Quote from: Nanao-kun on April 25, 2016, 01:37:25 AM
Just tested the updated shields. Seems to work fine now. Thanks for your hard work! :)

EDIT: Using the Rimsenal mod, some of the weapons like the Crucible Rifle fire really fast moving shots that ignore the shield. Is there any way to deal with this?

Dont know exactly, how did it work in the previous version, before the fix I just did? Is it that it is just passing over the cell within the one frame that it is checked?

I think it's just coming through too fast for the shield to check for it. I think there was a similar problem when using it with combat realism a while back, since bullets move much faster with combat realism.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: timeandtherani on April 27, 2016, 04:26:40 PM
I don't seem to be able to make the reverse cycle cooler.  Does it replace the regular cooler?  When I try to build a cooler from the temperature menu, it won't let me place it -- it shows the materials needed to build, but the cooler blueprint doesn't place.  If it's a different cooler, where can I find it, please? Or do I have to research something?
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: anonloli on April 28, 2016, 01:02:38 PM
Quote from: anonloli on April 26, 2016, 02:07:30 PM
I've encountered an issue with the laser drill/fill... I can place them, colonists bring out the materials, go through the whole building process, but as soon as it's complete, there's nothing on the map. It could be a conflict with another mod. I'll see if I can get more info.


Nothing the building disappears, or nothing it sits there and does nothing? Because after you build it takes some time to work.


The buildings disappear entirely.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Cabraca on April 28, 2016, 01:12:22 PM
the reverse cycle cooler only change the way how the normal cooler works

if you select the cooler than you get a violet and a white room to see how hew cools/heats  the white room is to ignore he need only to be 1x1 and the violet room is the room which get cooled or heated
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: reiia on April 28, 2016, 03:31:20 PM
For ED-PoweredVent mod:
Does anyone know if there is a mod or item that you can link to the powered vent to "sense" temperature of the room that the "thermometer" item is placed and then lets you set the powered vent to auto cycle between its power levels to attempt to reach that temperature when it is connected to two thermometers in 2 different rooms with different temps.  I'm doing this manually as a giant central heating system for my base atm using the heat from my energy room =P.  I have 2 vents to my power station room.  1 to outside, and 1 to my main base.  Winter time, i shut the vent and control how much heat i push into my base, while i completely vent during summer or i would be cooked =P
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Jaxxa on April 28, 2016, 10:40:39 PM
Quote from: oronnoro2 on April 27, 2016, 02:14:48 AM
Quote from: Dave-In-Texas on April 27, 2016, 12:15:06 AM
poor mod developers.. they make one big mod and users whine to get it in pieces.. make it in pieces and people want it in one big mod..

Alright, or don't. =P

But I never asked to make it one big mod tho, just to place everything in a folder.

Would you like me to demonstrate what it would look like? ~ Sarcasm


-------------------------------
Jaxxa,

Please do what you want, I was merely asking for your mods not to be combined into one but, have them all in one folder (easy drag and drop). I do not mind downloading them at all, however, out of all of them I only skipped 1.

I cannot imagine the amount of free time you have given to the mods you have created and the dedication you have put to keep these mods up to date so I thank you, thank you. As I do not know how to create mods, I am very much grateful for having you in the community.

If you feel like keeping the mods separated is the best option please do not feel like you owe me or anyone else anything.

Again, thank you, and please, take what I have requested as a suggestion and nothing more.

Thank you,
Oron

Glad you are enjoying the mods. Since a few people have asked similar things I am thinking of adding a single .zip file that would contain all of the other latest release versions so you can download them all at once and then just extract them and copy them over as you want. I think that is probably the best blend of easy to update / manage for me and easy to uses for you.

Quote from: Ghizmo on April 27, 2016, 05:09:10 AM
Hey Jaxxa,

I do use A13, and I toke your advice and re-downloaded all the mods.
I also removed the ED-core mod, since it doesnt seem to be needed from the text in your OP.

Everything works now! Thanks :)
I'll be back if I got something to report.

Loving the shields and the vulcan btw haha

Glad you got it figured out.
Quote from: hoochy on April 27, 2016, 12:37:44 PM
Quote from: Jaxxa on April 26, 2016, 10:13:05 PMI will think about changing the balancing for it. Although Gell does have the advantage of not having to wait for ships to sell to / buy from.

Yes but trading is broken anyhow without things like your subspace transponder. The randomness of trading in the base game is just too unrealistic. The bigger a colony gets the more traders would come because you are making them more and more money, so they would visit you more. Not to mention the base game inability to actively conduct trade yourself "just wait for it" is a bit unrealistic. :)

I also realized the amount harvested is only 2 by default, I moved it to 8 like potatoes with the same grow time, and then balanced prices pretty much like my post said. It made it a lot more enjoyable, and still quite limiting for a big base. The way I see it, whatever potatoes can do omnigel should be able to do, otherwise it makes no financial sense to use it. When trading can be done better with your subspace mod (I have 5 of your buildings to quickly trade when needed) you would only make potatoes otherwise.

Ok, I will look into the balancing of omnigel, and probably nerf the subspace mod a bit.

Quote from: Nanao-kun on April 27, 2016, 01:27:27 PM
Quote from: Jaxxa on April 26, 2016, 10:13:05 PM
Quote from: Nanao-kun on April 25, 2016, 01:37:25 AM
Just tested the updated shields. Seems to work fine now. Thanks for your hard work! :)

EDIT: Using the Rimsenal mod, some of the weapons like the Crucible Rifle fire really fast moving shots that ignore the shield. Is there any way to deal with this?

Dont know exactly, how did it work in the previous version, before the fix I just did? Is it that it is just passing over the cell within the one frame that it is checked?

I think it's just coming through too fast for the shield to check for it. I think there was a similar problem when using it with combat realism a while back, since bullets move much faster with combat realism.

Ok, I will look into that, but I dont know that there is much that can be done.

Quote from: timeandtherani on April 27, 2016, 04:26:40 PM
I don't seem to be able to make the reverse cycle cooler.  Does it replace the regular cooler?  When I try to build a cooler from the temperature menu, it won't let me place it -- it shows the materials needed to build, but the cooler blueprint doesn't place.  If it's a different cooler, where can I find it, please? Or do I have to research something?

It should be replacing the normal cooler. Do you get any errors in the log? Maybe try downloading the mod again, checking you get the Release version?

Quote from: anonloli on April 28, 2016, 01:02:38 PM
Quote from: anonloli on April 26, 2016, 02:07:30 PM
I've encountered an issue with the laser drill/fill... I can place them, colonists bring out the materials, go through the whole building process, but as soon as it's complete, there's nothing on the map. It could be a conflict with another mod. I'll see if I can get more info.


Nothing the building disappears, or nothing it sits there and does nothing? Because after you build it takes some time to work.


The buildings disappear entirely.

Do you get any errors in the log? Maybe try downloading the mod again, checking you get the Release version?

Quote from: reiia on April 28, 2016, 03:31:20 PM
For ED-PoweredVent mod:
Does anyone know if there is a mod or item that you can link to the powered vent to "sense" temperature of the room that the "thermometer" item is placed and then lets you set the powered vent to auto cycle between its power levels to attempt to reach that temperature when it is connected to two thermometers in 2 different rooms with different temps.  I'm doing this manually as a giant central heating system for my base atm using the heat from my energy room =P.  I have 2 vents to my power station room.  1 to outside, and 1 to my main base.  Winter time, i shut the vent and control how much heat i push into my base, while i completely vent during summer or i would be cooked =P

I dont think that there is anything like that, I might look into something like that in the future.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: anonloli on April 28, 2016, 11:10:15 PM
I do have the latest release. I'm not currently getting log errors, however.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Jaxxa on April 29, 2016, 12:32:09 AM
Can you check that you have an Assemblies folder and that it contains a .dll file.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Jaxxa on April 29, 2016, 07:32:20 AM
Quote from: WaYa on April 26, 2016, 02:38:34 PM
about ED-Shields:

Under ReCalibrateCells()
            Log.Message("Testing:" + current.ToString());
keeps flooding the debug screen

I had a look and this should have already been fixed in ED-Shields 01.00.01

Can you please confirm if you were using an old version? and if so does updating fix the issue.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: anonloli on April 29, 2016, 10:28:19 AM
There is no assemblies folder. That would probably do it.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: anonloli on April 29, 2016, 11:13:17 AM
Quote from: anonloli on April 29, 2016, 10:28:19 AM
There is no assemblies folder. That would probably do it.

Yep. That was me using the wrong download on github, apparently. Whoops!
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Nanao-kun on April 29, 2016, 02:30:56 PM
Quote from: Jaxxa on April 28, 2016, 10:40:39 PM
Quote from: Nanao-kun on April 27, 2016, 01:27:27 PM
Quote from: Jaxxa on April 26, 2016, 10:13:05 PM
Quote from: Nanao-kun on April 25, 2016, 01:37:25 AM
Just tested the updated shields. Seems to work fine now. Thanks for your hard work! :)

EDIT: Using the Rimsenal mod, some of the weapons like the Crucible Rifle fire really fast moving shots that ignore the shield. Is there any way to deal with this?

Dont know exactly, how did it work in the previous version, before the fix I just did? Is it that it is just passing over the cell within the one frame that it is checked?

I think it's just coming through too fast for the shield to check for it. I think there was a similar problem when using it with combat realism a while back, since bullets move much faster with combat realism.

Ok, I will look into that, but I dont know that there is much that can be done.

I suppose it's not a big deal though, since the faction that uses that weapon is supposed to be widely feared and stuff. Being able to pierce shields like that definitely helps them seem more threatening.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Timmiej93 on May 01, 2016, 02:03:19 PM
I feel so stupid.. Saw somebody using your mod on YouTube, so I googled it. Found the A11 version, figured that would probably still work (since I usually see topics get updated instead of new ones opened). Then later, I found the A12 version (since A11 didn't work). And now, finally I found the A13 version. I should REALLY start checking the last post more often. Thanks for your continued work!
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Maitri on May 01, 2016, 06:02:01 PM
Not sure if anyone else is getting this error or not, but when I attempt to build the lower level shields, the construction looks to be fine, they bring out materials, begin building and then it ... just disappears.

Pulled from debug log:

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

Can anyone help? Also had a similar problem with inferno cannons. with them just disappearing but I believe that's another mod, perhaps.

[lightning fast edit!] I found the problem. Don't download the 'source code' zip/7z file as it has a different folder name than the top most file. I think it throws it off. Using the top most file link fixes both this and the laser drill issues! I hope this helps anyone else having this issue!
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Jaxxa on May 01, 2016, 07:36:55 PM
Quote from: Nanao-kun on April 29, 2016, 02:30:56 PM
Quote from: Jaxxa on April 28, 2016, 10:40:39 PM
Quote from: Nanao-kun on April 27, 2016, 01:27:27 PM
Quote from: Jaxxa on April 26, 2016, 10:13:05 PM
Quote from: Nanao-kun on April 25, 2016, 01:37:25 AM
Just tested the updated shields. Seems to work fine now. Thanks for your hard work! :)

EDIT: Using the Rimsenal mod, some of the weapons like the Crucible Rifle fire really fast moving shots that ignore the shield. Is there any way to deal with this?

Dont know exactly, how did it work in the previous version, before the fix I just did? Is it that it is just passing over the cell within the one frame that it is checked?

I think it's just coming through too fast for the shield to check for it. I think there was a similar problem when using it with combat realism a while back, since bullets move much faster with combat realism.

Ok, I will look into that, but I dont know that there is much that can be done.

I suppose it's not a big deal though, since the faction that uses that weapon is supposed to be widely feared and stuff. Being able to pierce shields like that definitely helps them seem more threatening.

I have an idea on how it could be modified to work with fast projectiles, but I Would have to completely change how projectile detection is done, so probably not any time soon and it might not work.

Quote from: Timmiej93 on May 01, 2016, 02:03:19 PM
I feel so stupid.. Saw somebody using your mod on YouTube, so I googled it. Found the A11 version, figured that would probably still work (since I usually see topics get updated instead of new ones opened). Then later, I found the A12 version (since A11 didn't work). And now, finally I found the A13 version. I should REALLY start checking the last post more often. Thanks for your continued work!

Glad you found the right thread in the end. :)

Quote from: Maitri on May 01, 2016, 06:02:01 PM
...
[lightning fast edit!] I found the problem. Don't download the 'source code' zip/7z file as it has a different folder name than the top most file. I think it throws it off. Using the top most file link fixes both this and the laser drill issues! I hope this helps anyone else having this issue!

Glad you figured it out. I did have a note to download the release versions in the OP, but I have edited that and made it clearer.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Grynnreaper on May 01, 2016, 10:27:49 PM
does the subspace transponder call ships from other mods? or just the vanilla ones?
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Jaxxa on May 01, 2016, 10:41:56 PM
Quote from: Grynnreaper on May 01, 2016, 10:27:49 PM
does the subspace transponder call ships from other mods? or just the vanilla ones?

I think it should, I have not tested it, but it triggers the OrbitalTraderArrival event so it should work for mods that add new traders to that event. Give it a go and let me know if it works.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: crusader2010 on May 02, 2016, 02:31:38 PM
Hello and thanks for the great mods!!
I believe the ones called "Reverse Cycle Cooler" and "Closable Vent" aren't properly working together with Latta's "Better Coolers" and "Better Vents". For example, there is no "rotate" icon on the coolers. If you have the time, please take a look (I've tried loading these mods before and after each other, and the only thing that changes is the appearance).

Also, is "More Vanilla Turrets" compatible with "Combat realism" (or can it be made so)?

Thanks!
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Jaxxa on May 02, 2016, 07:16:00 PM
Quote from: crusader2010 on May 02, 2016, 02:31:38 PM
Hello and thanks for the great mods!!
I believe the ones called "Reverse Cycle Cooler" and "Closable Vent" aren't properly working together with Latta's "Better Coolers" and "Better Vents". For example, there is no "rotate" icon on the coolers. If you have the time, please take a look (I've tried loading these mods before and after each other, and the only thing that changes is the appearance).

Also, is "More Vanilla Turrets" compatible with "Combat realism" (or can it be made so)?

Thanks!

Glad you like the mods.

I dont think that More Vanilla Turrets should have a problem with Combat realism. I it will not be using any of the new features, but as far as I know it should still work.

What is the specific  "Better Coolers" and "Better Vents" mod you are trying to work with, please provide link?
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: crusader2010 on May 03, 2016, 03:49:31 AM
Quote from: Jaxxa on May 02, 2016, 07:16:00 PM
Quote from: crusader2010 on May 02, 2016, 02:31:38 PM
Hello and thanks for the great mods!!
I believe the ones called "Reverse Cycle Cooler" and "Closable Vent" aren't properly working together with Latta's "Better Coolers" and "Better Vents". For example, there is no "rotate" icon on the coolers. If you have the time, please take a look (I've tried loading these mods before and after each other, and the only thing that changes is the appearance).

Also, is "More Vanilla Turrets" compatible with "Combat realism" (or can it be made so)?

Thanks!

Glad you like the mods.

I dont think that More Vanilla Turrets should have a problem with Combat realism. I it will not be using any of the new features, but as far as I know it should still work.

What is the specific  "Better Coolers" and "Better Vents" mod you are trying to work with, please provide link?

Here's the link: https://ludeon.com/forums/index.php?topic=14177.0
I'm not sure, but Latta's mods (repackaged by Skullywag) might change only the appearance of the coolers/vents. The powered vent is working properly.  Thank you!
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Maitri on May 03, 2016, 01:04:06 PM
Trying to use the Stargate but I can't seem to move anything or anyone to anywhere else. How does this work? Halp!



I think I might've been confused.

Is this basically just a fancy way of moving colonists from one saved file (colony) to another? i.e. You put them into the Stargate using 'Load Colonists' and then load up a different save file, with a different colony, build the 'Offworld Stargate' and activate it, then loading the colonists into it?

I figured this allowed you to explore the other 'plots' of land in the world that was generated. i.e. Around the settlement you created. Is this not the case?

Title: Re: [A13] Enhanced Development - Plant24H
Post by: ItchyFlea on May 03, 2016, 11:55:16 PM
Quote from: Jaxxa on April 16, 2016, 02:46:25 AM
Plant24H:
-snip-
This mod contains unmodified core game files (and by extension, thingdefs) which breaks compatibility between this mod and one of my mods. I suggest removing all unmodified thingdefs from the mod to ensure compatibility between this mod and other mods that do change those things.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Jaxxa on May 04, 2016, 09:08:18 AM
Quote from: Maitri on May 03, 2016, 01:04:06 PM
Trying to use the Stargate but I can't seem to move anything or anyone to anywhere else. How does this work? Halp!



I think I might've been confused.

Is this basically just a fancy way of moving colonists from one saved file (colony) to another? i.e. You put them into the Stargate using 'Load Colonists' and then load up a different save file, with a different colony, build the 'Offworld Stargate' and activate it, then loading the colonists into it?

I figured this allowed you to explore the other 'plots' of land in the world that was generated. i.e. Around the settlement you created. Is this not the case?

That is basically how it works, but you need to add the colonists / resources. Then Press "Dial Out", I think this is the part you may be missing. Then on a new map you can recall them. Let me know if that still does not work.

Quote from: ItchyFlea on May 03, 2016, 11:55:16 PM
Quote from: Jaxxa on April 16, 2016, 02:46:25 AM
Plant24H:
-snip-
This mod contains unmodified core game files (and by extension, thingdefs) which breaks compatibility between this mod and one of my mods. I suggest removing all unmodified thingdefs from the mod to ensure compatibility between this mod and other mods that do change those things.

Thanks for the feedback, but unfortunatly it is not that simple because as far as I am aware there are no unmodified thingdefs in the mod.

While most of the files are identical to the base one, a modification has been done to "PlantBase" inside "Plants_Cultivated.xml" setting the thingClass to "Enhanced_Development.Plants24H.Plant". Redefining the other definitions serves to make them use this new thingClass, even though the individual definitions in each file have not change from the base one.

I will have a look into either creating a compatibility patch for your mod. I dont think I can completely replace the Plant class in the Rimworld namespace, but if you have a better idea on how I could approach this I am open to suggestions.
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: hoochy on May 06, 2016, 07:10:17 AM
@Jaxxa can't you just hook (detours) the functions you want to modify in the base game therefore removing the need to have to modify any XML?
Title: Re: [A13] Enhanced Development - 2016-04-25
Post by: Jaxxa on May 06, 2016, 10:36:17 PM
I will have a look into that.

New Updates, including some compatibility patches:

2016-05-07
* Updating
  * ED-Shields to 01.00.02
  * ED-SubspaceTransponder 01.00.02
* Adding
  * ED-Embrasures-CR
  * ED-ClosableVent-BetterVents
  * ED-PoweredVents-BetterVents
  * ED-ReverseCycleCooler-BetterCoolers
  * ED-PersonalAnimalShields
  * ED-PersonalNanoShields
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Exende on May 07, 2016, 02:16:10 PM
wait, doesn't the vanilla vent in A13 do the same thing as your powered vents without the power usage?
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Jaxxa on May 07, 2016, 04:51:56 PM
Initially yes, that is why the powered vent is added in addition to the standard vent. However you are able to increase the power usage of the powered vent to increase the speed that the temperature changes. So instead of having 20 separate vents to equalise a massive room  you can have one vent and dump a bunch of power into it.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: BlackflagNarwhal on May 07, 2016, 07:05:12 PM
Is there a core mod for this? That plant growth 24/7 wont work or somethin. :/
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: hoochy on May 08, 2016, 04:39:02 AM
Quote from: BlackflagNarwhal on May 07, 2016, 07:05:12 PM
Is there a core mod for this? That plant growth 24/7 wont work or somethin. :/

Jaxxa will have to change the way he does the mod if he wants any other plant based mod to work correctly with his. If you remove all other plant based mods it should work though.

Basically the best way seems to be to hook the relevant function(s) and then he won't need to modify any XML or anything like that, and provided his mod is loaded before other plant based ones most other mods should work with it unless they are also hooking the same functions.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Sujus on May 08, 2016, 10:52:49 AM
First of all, thank you for your great mods, I'm using almost all of them ^^
So far everything works fine, but I found some things you could fix/change. Plant24h doesn't work for Omnigel plants and your Omnigel matter replicators produce energy (useful but I guess it wasn't intended to do so). Finally your new NanoShields count as clothes instead of armor and nudists aren't happy anymore if they wear them. Also after the first charge, the Colonist Upgrade Station produces infinity shields in no time, with no recharge time required for the station.
Keep up your work, it's making Rimworld much more interesting :)
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: crusader2010 on May 08, 2016, 11:18:57 AM
Hello! I just now realized that the MoreVanillaTurrets mods isn't working properly with the latest patches of CombatRealism (i.e. turrets should have ammo types/requirements, they should need to be reloaded, they should allow forced firing at a certain tile,etc). Thank you for the mods and keep up the good work!
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Nanao-kun on May 08, 2016, 01:26:21 PM
Quote from: crusader2010 on May 08, 2016, 11:18:57 AM
Hello! I just now realized that the MoreVanillaTurrets mods isn't working properly with the latest patches of CombatRealism (i.e. turrets should have ammo types/requirements, they should need to be reloaded, they should allow forced firing at a certain tile,etc). Thank you for the mods and keep up the good work!

Pretty sure something like that requires a compatibility patch.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: top_hat_tomato on May 08, 2016, 05:56:31 PM
I'm having some difficulties with the auto-loader on mortars. Is there any specific way that you have set it up?
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Derpythemongol on May 09, 2016, 01:01:32 PM
I'm having trouble with the Laser Drill; I'm unsure if it is actually working at this point, I made two of them in one of my colonies and a year has passed without any noticeable progress. How long did you happen to code it to be? I'm not sure if the mod itself is working or if I just haven't waited enough.
Thank you so much for your mods though, I'm using most of them and they add so much to the game!  :)
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: MisterVertigo on May 09, 2016, 01:29:22 PM
Quote from: Derpythemongol on May 09, 2016, 01:01:32 PM
I'm having trouble with the Laser Drill; I'm unsure if it is actually working at this point, I made two of them in one of my colonies and a year has passed without any noticeable progress. How long did you happen to code it to be? I'm not sure if the mod itself is working or if I just haven't waited enough.
Thank you so much for your mods though, I'm using most of them and they add so much to the game!  :)
I've been using this mod, and I haven't had any trouble with my setup. Everyone is different though.

If you have it built and connected to power, when you click on it the window should show how much work is left. As long as it's powered that number should be steadily decreasing. Once it reaches zero it will go away and you will have a new geyser. It does take a while, but no where near that long.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Sujus on May 09, 2016, 03:56:19 PM
Quote from: MisterVertigo on May 09, 2016, 01:29:22 PM
Quote from: Derpythemongol on May 09, 2016, 01:01:32 PM
I'm having trouble with the Laser Drill; I'm unsure if it is actually working at this point, I made two of them in one of my colonies and a year has passed without any noticeable progress. How long did you happen to code it to be? I'm not sure if the mod itself is working or if I just haven't waited enough.
Thank you so much for your mods though, I'm using most of them and they add so much to the game!  :)
I've been using this mod, and I haven't had any trouble with my setup. Everyone is different though.

If you have it built and connected to power, when you click on it the window should show how much work is left. As long as it's powered that number should be steadily decreasing. Once it reaches zero it will go away and you will have a new geyser. It does take a while, but no where near that long.

Once I built a Laser Drill besides a Geothermal Generator and although it was directly connected, it didn't get any power. But as I connected both with additional wires, it worked, so perhaps this could solve your problem too :)
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Derpythemongol on May 09, 2016, 08:11:14 PM
Quote from: Sujus on May 09, 2016, 03:56:19 PM
Quote from: MisterVertigo on May 09, 2016, 01:29:22 PM
Quote from: Derpythemongol on May 09, 2016, 01:01:32 PM
I'm having trouble with the Laser Drill; I'm unsure if it is actually working at this point, I made two of them in one of my colonies and a year has passed without any noticeable progress. How long did you happen to code it to be? I'm not sure if the mod itself is working or if I just haven't waited enough.
Thank you so much for your mods though, I'm using most of them and they add so much to the game!  :)
I've been using this mod, and I haven't had any trouble with my setup. Everyone is different though.

If you have it built and connected to power, when you click on it the window should show how much work is left. As long as it's powered that number should be steadily decreasing. Once it reaches zero it will go away and you will have a new geyser. It does take a while, but no where near that long.

Once I built a Laser Drill besides a Geothermal Generator and although it was directly connected, it didn't get any power. But as I connected both with additional wires, it worked, so perhaps this could solve your problem too :)

Alrighty. I'll be sure to double check with my colony. Thank you both so much for your replies and have a fantastic day! :D
Title: Re: [A13] Enhanced Development - ED-Shields
Post by: SynsPlayground on May 10, 2016, 09:48:39 AM
Quote from: Jaxxa on April 16, 2016, 02:45:22 AM

The shields will stop projectiles that try to enter it, but allow weapons to be fired out.



Been testing this out, bullets still seem to get through even when the sheild is at full charge
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: laser_man6 on May 10, 2016, 06:03:43 PM
Where are the stargates in the archatect?
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Jaxxa on May 10, 2016, 06:54:14 PM
Quote from: hoochy on May 08, 2016, 04:39:02 AM
Quote from: BlackflagNarwhal on May 07, 2016, 07:05:12 PM
Is there a core mod for this? That plant growth 24/7 wont work or somethin. :/

Jaxxa will have to change the way he does the mod if he wants any other plant based mod to work correctly with his. If you remove all other plant based mods it should work though.

Basically the best way seems to be to hook the relevant function(s) and then he won't need to modify any XML or anything like that, and provided his mod is loaded before other plant based ones most other mods should work with it unless they are also hooking the same functions.

Yes, No core mod, but it could be an incomparability with another mod. I am looking into changing how the mod works by using Detours.

Quote from: Sujus on May 08, 2016, 10:52:49 AM
First of all, thank you for your great mods, I'm using almost all of them ^^
So far everything works fine, but I found some things you could fix/change. Plant24h doesn't work for Omnigel plants and your Omnigel matter replicators produce energy (useful but I guess it wasn't intended to do so). Finally your new NanoShields count as clothes instead of armor and nudists aren't happy anymore if they wear them. Also after the first charge, the Colonist Upgrade Station produces infinity shields in no time, with no recharge time required for the station.
Keep up your work, it's making Rimworld much more interesting :)

Glad you like the mods and thanks for reporting those bugs.

Quote from: Nanao-kun on May 08, 2016, 01:26:21 PM
Quote from: crusader2010 on May 08, 2016, 11:18:57 AM
Hello! I just now realized that the MoreVanillaTurrets mods isn't working properly with the latest patches of CombatRealism (i.e. turrets should have ammo types/requirements, they should need to be reloaded, they should allow forced firing at a certain tile,etc). Thank you for the mods and keep up the good work!

Pretty sure something like that requires a compatibility patch.

Yes that will need a patch, I will look into that.

Quote from: top_hat_tomato on May 08, 2016, 05:56:31 PM
I'm having some difficulties with the auto-loader on mortars. Is there any specific way that you have set it up?

Yes, currently what is not working with turrets, only a few of the other ED mods can use Autoloader currently. Working with turrets is on my todo list, but I dont know when I will get to it.

Quote from: Derpythemongol on May 09, 2016, 08:11:14 PM
Quote from: Sujus on May 09, 2016, 03:56:19 PM
Quote from: MisterVertigo on May 09, 2016, 01:29:22 PM
Quote from: Derpythemongol on May 09, 2016, 01:01:32 PM
I'm having trouble with the Laser Drill; I'm unsure if it is actually working at this point, I made two of them in one of my colonies and a year has passed without any noticeable progress. How long did you happen to code it to be? I'm not sure if the mod itself is working or if I just haven't waited enough.
Thank you so much for your mods though, I'm using most of them and they add so much to the game!  :)
I've been using this mod, and I haven't had any trouble with my setup. Everyone is different though.

If you have it built and connected to power, when you click on it the window should show how much work is left. As long as it's powered that number should be steadily decreasing. Once it reaches zero it will go away and you will have a new geyser. It does take a while, but no where near that long.

Once I built a Laser Drill besides a Geothermal Generator and although it was directly connected, it didn't get any power. But as I connected both with additional wires, it worked, so perhaps this could solve your problem too :)

Alrighty. I'll be sure to double check with my colony. Thank you both so much for your replies and have a fantastic day! :D

Hope you got it figured out, It should not be taking that long. You should be able to see the progress in the text at the lower left when you have the drill selected. Also only one drill can be activated at any one time. Try toggling the power on/off.



Quote from: SynsPlayground on May 10, 2016, 09:48:39 AM
Quote from: Jaxxa on April 16, 2016, 02:45:22 AM

The shields will stop projectiles that try to enter it, but allow weapons to be fired out.


Been testing this out, bullets still seem to get through even when the sheild is at full charge

Are you using any modded weapons?

Quote from: laser_man6 on May 10, 2016, 06:03:43 PM
Where are the stargates in the archatect?

I think they are under Misc
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: laser_man6 on May 10, 2016, 07:55:10 PM
i just checked and thay are not there, is the convaterbelt mods conflicting? it adds a cutom tab in the archatect and adds a new black bar,il will test with out it
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: laser_man6 on May 10, 2016, 08:02:44 PM
nope, dident apper :[
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: laser_man6 on May 10, 2016, 08:08:16 PM
OMG,I am super sorry, i forgot to enable the mod XD
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: laser_man6 on May 10, 2016, 08:29:59 PM
how do i use them?
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Jaxxa on May 12, 2016, 12:39:40 AM
The basics of it is that you load people / resources into the Stargate. Then Dial out.

Then on the same map or a new map you press dial in and they should all appear around the Stargate.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: hoochy on May 12, 2016, 01:32:38 AM
Anyone here who uses the Vegetable Garden mod, or any growing based mods can make them work with PLANT24H relatively easily.

In Alpha 13 the "PlantBase" and all "bases" don't need to be redefined in every mod, they are global in nature now. So as long as PLANT24H is loaded first, or above other garden mods, you can make them work with it pretty easily by going into the mod and removing the "PlantBase" definition in them. This will then force them to use the PLANT24H "PlantBase" and therefore they will work properly. Hope this helps anyone.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: laser_man6 on May 13, 2016, 02:50:54 PM
Quote from: Jaxxa on May 12, 2016, 12:39:40 AM
The basics of it is that you load people / resources into the Stargate. Then Dial out.

Then on the same map or a new map you press dial in and they should all appear around the Stargate.

thanks! oh and there is a bug:

step 1 : click "add resources" then save and exit save, try to load save, sont work :[
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: OutrideGaming on May 16, 2016, 03:49:23 PM
Hey,

I'm running the Mega Mod Pack by Crusader2010. Here's a link:

https://ludeon.com/forums/index.php?topic=19800.0

I've got a problem with the coolers. They all are invisible when I try to place them, but the game recognizes it's there. Then when a colonists builds it, it disappears. It's odd, and thought I'd share this. If I disable the mod, it works. If I use the mod on its own, it works. Any Ideas?
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Zorathex on May 18, 2016, 06:56:33 PM
You need to mention in the description that shields don't work against modded weapons.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Nanao-kun on May 18, 2016, 06:59:16 PM
Quote from: Zorathex on May 18, 2016, 06:56:33 PM
You need to mention in the description that shields don't work against modded weapons.

They do though. Unless you're using Combat Realism or Rimsenal's Crucible weapons because the projectiles move too fast for the shield to register that they exist.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Zorathex on May 18, 2016, 07:11:27 PM
Quote from: Nanao-kun on May 18, 2016, 06:59:16 PM
Quote from: Zorathex on May 18, 2016, 06:56:33 PM
You need to mention in the description that shields don't work against modded weapons.

They do though. Unless you're using Combat Realism or Rimsenal's Crucible weapons because the projectiles move too fast for the shield to register that they exist.

I'm currently using CR, CR defence, High caliber with it's combat realism patch, Skullywag's plama, laser, gauss, and Flame weapons, and all Rimsenal mods, so that would explain it.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: joaonunes on May 18, 2016, 07:14:19 PM
Quote from: Nanao-kun on May 18, 2016, 06:59:16 PM
Quote from: Zorathex on May 18, 2016, 06:56:33 PM
You need to mention in the description that shields don't work against modded weapons.

They do though. Unless you're using Combat Realism or Rimsenal's Crucible weapons because the projectiles move too fast for the shield to register that they exist.

Shit. Im using CR... Shields no longer a viable strategy :/
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: 1000101 on May 18, 2016, 07:34:51 PM
Quote from: hoochy on May 12, 2016, 01:32:38 AMIn Alpha 13 the "PlantBase" and all "bases" don't need to be redefined in every mod, they are global in nature now.

Please do not pass around bad information.  Modders already need to deal with enough guess work and reverse-engineering of core data and code.  Abstracts in xml are NOT global.  Each mod MUST define their own abstracts.

Do your research. (https://ludeon.com/forums/index.php?topic=19499.0)

Checked and confirmed with Tynan.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Jaxxa on May 19, 2016, 04:19:34 PM
Quote from: laser_man6 on May 13, 2016, 02:50:54 PM
Quote from: Jaxxa on May 12, 2016, 12:39:40 AM
The basics of it is that you load people / resources into the Stargate. Then Dial out.

Then on the same map or a new map you press dial in and they should all appear around the Stargate.

thanks! oh and there is a bug:

step 1 : click "add resources" then save and exit save, try to load save, sont work :[


Thanks for the Report. Should be fixed in the next version.


Quote from: joaonunes on May 18, 2016, 07:14:19 PM
Quote from: Nanao-kun on May 18, 2016, 06:59:16 PM
Quote from: Zorathex on May 18, 2016, 06:56:33 PM
You need to mention in the description that shields don't work against modded weapons.

They do though. Unless you're using Combat Realism or Rimsenal's Crucible weapons because the projectiles move too fast for the shield to register that they exist.

Shit. Im using CR... Shields no longer a viable strategy :/

I think that is part of the reason that CR is not working. From memory CR also used a different projectile, but I will have to look into that. Making Shields work with CR is on my ToDo list.

Quote from: 1000101 on May 18, 2016, 07:34:51 PM
Quote from: hoochy on May 12, 2016, 01:32:38 AMIn Alpha 13 the "PlantBase" and all "bases" don't need to be redefined in every mod, they are global in nature now.

Please do not pass around bad information.  Modders already need to deal with enough guess work and reverse-engineering of core data and code.  Abstracts in xml are NOT global.  Each mod MUST define their own abstracts.

Do your research. (https://ludeon.com/forums/index.php?topic=19499.0)

Checked and confirmed with Tynan.

Thanks for clearing that up. I thought that was the case but hadn't had time to check it out.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Jaxxa on May 19, 2016, 11:31:57 PM
Should have a Shield compatibility patch with Combat Realism up this weekend.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: laser_man6 on May 20, 2016, 06:55:55 PM
Quote from: Jaxxa on April 16, 2016, 02:44:51 AM


Mods:

  • ED-Shields (https://ludeon.com/forums/index.php?topic=18995.msg207264#msg207264)
  • ED-MoreVanillaTurrets (https://ludeon.com/forums/index.php?topic=18995.msg207265#msg207265)
  • ED-Embrasures (https://ludeon.com/forums/index.php?topic=18995.msg207266#msg207266)
  • ED-LaserDrill (https://ludeon.com/forums/index.php?topic=18995.msg207267#msg207267)
  • ED-ClosableVent (https://ludeon.com/forums/index.php?topic=18995.msg207268#msg207268)
  • ED-PoweredVent (https://ludeon.com/forums/index.php?topic=18995.msg207269#msg207269)
  • ED-ReinforcedStuff (https://ludeon.com/forums/index.php?topic=18995.msg207270#msg207270)
  • ED-Autoloader (https://ludeon.com/forums/index.php?topic=18995.msg207271#msg207271)
  • ED-Plant24H (https://ludeon.com/forums/index.php?topic=18995.msg207272#msg207272)
  • ED-ReverseCycleCooler (https://ludeon.com/forums/index.php?topic=18995.msg207273#msg207273)
  • ED-OmniGel (https://ludeon.com/forums/index.php?topic=18995.msg207274#msg207274)
  • ED-Moat (https://ludeon.com/forums/index.php?topic=18995.msg207275#msg207275)
  • ED-OmniGel (https://ludeon.com/forums/index.php?topic=18995.msg207274#msg207276)
  • ED-Stargate (https://ludeon.com/forums/index.php?topic=18995.msg207277#msg207277)
  • ED-PersonalNanoShields (https://ludeon.com/forums/index.php?topic=18995.msg207278#msg207278)
  • ED-PersonalAnimalShields (https://ludeon.com/forums/index.php?topic=18995.msg207279#msg207279)



you do know you listed omni-gel twice right?
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: joaonunes on May 20, 2016, 07:00:00 PM
Quote from: Jaxxa on May 19, 2016, 11:31:57 PM
Should have a Shield compatibility patch with Combat Realism up this weekend.

Looking forward to it :)
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: Jaxxa on May 22, 2016, 07:57:24 AM
Quote from: laser_man6 on May 20, 2016, 06:55:55 PM
Quote from: Jaxxa on April 16, 2016, 02:44:51 AM


you do know you listed omni-gel twice right?

Thanks Should be Fixed now.

Quote from: joaonunes on May 20, 2016, 07:00:00 PM
Quote from: Jaxxa on May 19, 2016, 11:31:57 PM
Should have a Shield compatibility patch with Combat Realism up this weekend.

Looking forward to it :)

Released it now. Let me know how it goes. :)
Title: Re: [A13] Enhanced Development - 2016-05-22
Post by: Hayhorse on May 22, 2016, 09:41:42 PM
Just ignore this, only a book mark.
Title: Re: [A13] Enhanced Development - 2016-05-07
Post by: joaonunes on May 23, 2016, 04:47:12 AM
Quote from: Jaxxa on May 22, 2016, 07:57:24 AM
Quote from: laser_man6 on May 20, 2016, 06:55:55 PM
Quote from: Jaxxa on April 16, 2016, 02:44:51 AM


you do know you listed omni-gel twice right?

Thanks Should be Fixed now.

Quote from: joaonunes on May 20, 2016, 07:00:00 PM
Quote from: Jaxxa on May 19, 2016, 11:31:57 PM
Should have a Shield compatibility patch with Combat Realism up this weekend.

Looking forward to it :)

Released it now. Let me know how it goes. :)

As soon as I get back from school :)

EDIT: yup! working :D shields working perfectly
Title: Re: [A13] Enhanced Development - 2016-05-22
Post by: isblimidar on May 24, 2016, 06:09:27 AM
Apparently these mods are not compatible with prepare carefully.
it also causes the crash landing mod to completely flip out.

Title: Re: [A13] Enhanced Development - 2016-05-22
Post by: joaonunes on May 24, 2016, 06:42:04 AM
Quote from: isblimidar on May 24, 2016, 06:09:27 AM
Apparently these mods are not compatible with prepare carefully.
it also causes the crash landing mod to completely flip out.

They should not be... I am using most of Enhanced Development's mods with Prepare Carefully and I had no issues.

Your problem is that Crash Landing needs a patch to work with Prepare Carefully, look for it on both mods' websites and install it
Title: Re: [A13] Enhanced Development - 2016-05-22
Post by: Nanao-kun on May 24, 2016, 01:58:34 PM
How do the ED-Embrasures compare to the Embrasures in CR Defense?
Title: Re: [A13] Enhanced Development - 2016-05-22
Post by: joaonunes on May 24, 2016, 01:59:59 PM
Quote from: Nanao-kun on May 24, 2016, 01:58:34 PM
How do the ED-Embrasures compare to the Embrasures in CR Defense?

The CR patch gives basically the same stats as the ones from CR... Maybe there may be a difference in wall HP, but the cover they give is the same. Other than that the looks of them are different.
Title: Re: [A13] Enhanced Development - 2016-05-22
Post by: AtreiNero on May 24, 2016, 03:37:41 PM
I'm not sure if anyone has mentioned this, but when I was playing around with ED-MoreVanillaTurrets, I noticed that they didn't have switches to turn them off and on. I couldn't find if this was intentional to the mod or not. I'm someone who likes shutting off the turrets if they are not in use.
Title: Re: [A13] Enhanced Development - 2016-05-22
Post by: TKCaesar on May 29, 2016, 06:30:01 PM
How do you reinforce materials once you have the workbench?
Title: Re: [A13] Enhanced Development - 2016-05-22
Post by: Jaxxa on May 30, 2016, 07:08:15 AM
New Updates:
* ED-MoreVanillaTurrets_01.00.01
* ED-ReverseCycleCooler_01.00.01
* ED-Plant24H_02.00.00

ED-Plant24H is a Complete Rewrite of the mod. Now requires CCL due to use of Detours.
  * Should no longer require Compatibility patches to work with modded plants.
  * Delete the old version of the mod and any existing Compatibility patches as these will now cause Errors.

Quote from: AtreiNero on May 24, 2016, 03:37:41 PM
I'm not sure if anyone has mentioned this, but when I was playing around with ED-MoreVanillaTurrets, I noticed that they didn't have switches to turn them off and on. I couldn't find if this was intentional to the mod or not. I'm someone who likes shutting off the turrets if they are not in use.

Sounds good, Added to the new Release.

Quote from: TKCaesar on May 29, 2016, 06:30:01 PM
How do you reinforce materials once you have the workbench?

It is not a normal workbench, just turn it on and it will Pull resources from adjacent squares, ideally Autohoppers, but also from the ground.
Title: Re: [A13] Enhanced Development - 2016-05-22
Post by: TKCaesar on May 30, 2016, 01:58:23 PM

[/quote]

It is not a normal workbench, just turn it on and it will Pull resources from adjacent squares, ideally Autohoppers, but also from the ground.
[/quote]
Thank you very much. What is the best way to get the materials I want in front of the machine? Should I create a stockpile or are "Hoppers" the best? I've never used them only seen them in-game but I'll figure them out if they are the best method.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on May 30, 2016, 06:49:59 PM
It does not really matter. If you use Hoppers you may need the ones from My Autoloader mod because normal hoppers dont have all the categories enabled.

I Personally think Hoppers look better, but if you just use a stockpile you dont need the Autoloader mod and you can make one big stockpile and change the settings all at once.

Really your choice, the Reinforcer will just use materials next to it, not caring if it is a stockpile or a hopper.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: TKCaesar on May 30, 2016, 07:14:36 PM
Is the "Generic Hopper" From your mod? I just figured out that hoppers are just for the purpose of machines like this. Thank you for all the help.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on May 30, 2016, 10:38:01 PM
No that is not from one of my mods.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on May 31, 2016, 08:32:10 AM
Updated Stargate mod to fix a crash.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Actarion on May 31, 2016, 02:01:56 PM
Hello

I recently used your omnigel mod :)
Before all, great work !

But, i wanted to give you some feedback about it.

-1  Actually the 3 workbenchs in the mod GENERATE electricity x_O i do belive it's a mistake ?
-2 You set the convert ratio for plasteel at 60 for 1. It's even worst than gold or uranium... Why ? :/
We use a lot of plasteel (a lot more than uranium :p)
I personally put it at 60 for 10 in my game but i wanted to know why that low ratio
(i have 486 omnigel crops and i still have to take really care about my plasteel use)

I apologize if my english burned your eyes :x
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Boxmanbr on June 05, 2016, 01:02:35 AM
I have updated your Plant24H mod to 2.00.00 and I can't load my saves anymore.
I'm using Community Core Library v0.13.3.
Downgrading Plants24H to 1.00.00 fixes it.

"Could not find class Enhanced_Development.Plants24H.Plant while resolving node thing. Trying to use Verse.Thing instead. Full node: <thing Class="Enhanced_Development.Plants24H.Plant"><unlitTicks>16000</unlitTicks><def>PlantGrass</def><id>PlantGrass325452</id><pos>(237, 0, 158)</pos><health>85</health><growth>0.05</growth><age>16000</age><unlitTicks>16000</unlitTicks></thing>"

The line above repeats for every plant that exists in the save, except that the part of the plants' characteristics changes for the other lines. But "Enhanced_Development.Plants24H.Plant" is always there.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on June 05, 2016, 01:03:39 AM
Updated ED-OmniGel.

Fixed the generating power issue.

As for the cost of plasteel that is roughly based on the Market Value in the base game, which lists plasteel as more valuable than Gold or Uranium.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on June 05, 2016, 01:25:44 AM
Quote from: Boxmanbr on June 05, 2016, 01:02:35 AM
I have updated your Plant24H mod to 2.00.00 and I can't load my saves anymore.
I'm using Community Core Library v0.13.3.
Downgrading Plants24H to 1.00.00 fixes it.

I didn't test it but 2.00.00 will not be Save compatible with previous versions. You should probably just run the older version until you want to start a new game.

Or you can try editing the save file so that all the plant use the base plant class.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Fridolin on June 05, 2016, 07:23:23 AM
thanks for the update info.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Boxmanbr on June 07, 2016, 01:28:40 AM
Quote from: Jaxxa on June 05, 2016, 01:25:44 AM
Or you can try editing the save file so that all the plant use the base plant class.
Yeah, replacing all instances of "Enhanced_Development.Plants24H.Plant" with "Plant" in the save worked just fine, thanks.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Der Failer on June 08, 2016, 10:39:05 AM
Is it possible to deactivate the debug massages from Reverse Cycle Cooler? Finding error in the outputlog can be pretty annoying if every Cooler, every few tick (or so) says its doing its job.

Edit: I'm also noticed the Matter Replicators all transmit power, unlike most other work tables. Is this by design or just some thing that never got changed, from back in the days?
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on June 08, 2016, 04:07:37 PM
Quote from: Der Failer on June 08, 2016, 10:39:05 AM
Is it possible to deactivate the debug massages from Reverse Cycle Cooler? Finding error in the outputlog can be pretty annoying if every Cooler, every few tick (or so) says its doing its job.

Edit: I'm also noticed the Matter Replicators all transmit power, unlike most other work tables. Is this by design or just some thing that never got changed, from back in the days?

Can you please check that you have the most recent versions of both of those mods, as both of those things should have been fixed in a patch. If you are still getting the issues let me know and i will have another look at it.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Der Failer on June 08, 2016, 06:22:41 PM
Quote from: Jaxxa on June 08, 2016, 04:07:37 PM
Quote from: Der Failer on June 08, 2016, 10:39:05 AM
Is it possible to deactivate the debug massages from Reverse Cycle Cooler? Finding error in the outputlog can be pretty annoying if every Cooler, every few tick (or so) says its doing its job.

Edit: I'm also noticed the Matter Replicators all transmit power, unlike most other work tables. Is this by design or just some thing that never got changed, from back in the days?

Can you please check that you have the most recent versions of both of those mods, as both of those things should have been fixed in a patch. If you are still getting the issues let me know and i will have another look at it.
For the logging updating did the trick, the MEGA PACK seems to come with an old version. I'm going to ask the packautor to update.
For the Matter Replicators transmitting power, that is still the case in the latest version.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on June 09, 2016, 07:25:09 AM
Quote from: Der Failer on June 08, 2016, 06:22:41 PM
Quote from: Jaxxa on June 08, 2016, 04:07:37 PM
Quote from: Der Failer on June 08, 2016, 10:39:05 AM
Is it possible to deactivate the debug massages from Reverse Cycle Cooler? Finding error in the outputlog can be pretty annoying if every Cooler, every few tick (or so) says its doing its job.

Edit: I'm also noticed the Matter Replicators all transmit power, unlike most other work tables. Is this by design or just some thing that never got changed, from back in the days?

Can you please check that you have the most recent versions of both of those mods, as both of those things should have been fixed in a patch. If you are still getting the issues let me know and i will have another look at it.
For the logging updating did the trick, the MEGA PACK seems to come with an old version. I'm going to ask the packautor to update.
For the Matter Replicators transmitting power, that is still the case in the latest version.

Can you confirm that you have re-downloaded ED-OmniGel_01.00.01
AS far as I can see that should have fixed the issue and it is correctly requiring power for me.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Der Failer on June 09, 2016, 07:54:02 AM
Quote from: Jaxxa on June 09, 2016, 07:25:09 AM
Quote from: Der Failer on June 08, 2016, 06:22:41 PM
Quote from: Jaxxa on June 08, 2016, 04:07:37 PM
Quote from: Der Failer on June 08, 2016, 10:39:05 AM
Is it possible to deactivate the debug massages from Reverse Cycle Cooler? Finding error in the outputlog can be pretty annoying if every Cooler, every few tick (or so) says its doing its job.

Edit: I'm also noticed the Matter Replicators all transmit power, unlike most other work tables. Is this by design or just some thing that never got changed, from back in the days?

Can you please check that you have the most recent versions of both of those mods, as both of those things should have been fixed in a patch. If you are still getting the issues let me know and i will have another look at it.
For the logging updating did the trick, the MEGA PACK seems to come with an old version. I'm going to ask the packautor to update.
For the Matter Replicators transmitting power, that is still the case in the latest version.
Can you confirm that you have re-downloaded ED-OmniGel_01.00.01
AS far as I can see that should have fixed the issue and it is correctly requiring power for me.
Yes, i re-downloaded the mod, but i'm not talking about producing or requiring power but transmitting like a cable. The Matter Replicator all need a cable touch it in order to work, while for other a cable only needs to nearby.
This is what i'm talking about:
<transmitsPower>true</transmitsPower>
It should either be false or get delete.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: ☢FLAY☢ on June 11, 2016, 06:33:44 PM
Hey am Currently Using your Personal shield mod loving it, however why is the price for a shield 0.50$ and the upgrade to Nanoshield simply does not work, I had to spawn a nanite shield to see if the mod was working because I couldn't obtain one apart from the 0.50 I later saw, and realized some characters don't work with it while others when equipped worked or duplicated which had me confused. Also I fear for my save if I'm going to use animal personal shields, What i fear is whether its too OP to obtain one creating semi-immortal animals.

EDIT: I have my own makeshift balancing system where i replace a personal shield above good with a nanite shield. And I also realize raiders do not possess this technology giving the player an advantage from the start.

Besides all that what happened to DeepStrike I like the sound of transporting a colonist to another colony (save) on the map?
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: DanJSC on June 15, 2016, 01:03:01 PM
Idk if this has been mentioned so i figure i'll just get it out there in case.

Animal Nano Shields, for some reason causes the Prepare Carefully mod's Prepare Carefully character creation button to not work. I have no idea how or why though.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on June 18, 2016, 04:03:10 AM
Quote from: Der Failer on June 09, 2016, 07:54:02 AM
Yes, i re-downloaded the mod, but i'm not talking about producing or requiring power but transmitting like a cable. The Matter Replicator all need a cable touch it in order to work, while for other a cable only needs to nearby.
This is what i'm talking about:
<transmitsPower>true</transmitsPower>
It should either be false or get delete.

Ok, I understand what you are saying, but I dont see a problem with having to run a direct power connection since the replicators will use more power.

Quote from: ☢FLAY☢ on June 11, 2016, 06:33:44 PM
Hey am Currently Using your Personal shield mod loving it, however why is the price for a shield 0.50$ and the upgrade to Nanoshield simply does not work, I had to spawn a nanite shield to see if the mod was working because I couldn't obtain one apart from the 0.50 I later saw, and realized some characters don't work with it while others when equipped worked or duplicated which had me confused. Also I fear for my save if I'm going to use animal personal shields, What i fear is whether its too OP to obtain one creating semi-immortal animals.

EDIT: I have my own makeshift balancing system where i replace a personal shield above good with a nanite shield. And I also realize raiders do not possess this technology giving the player an advantage from the start.

Besides all that what happened to DeepStrike I like the sound of transporting a colonist to another colony (save) on the map?


Transporting to another Save is done by the Stargate mod, that still exists.

And yes this is only for players, but i feel that it is partly balanced because if has to be recharged at a specific station rather than self recharging of the normal shields

Quote from: DanJSC on June 15, 2016, 01:03:01 PM
Idk if this has been mentioned so i figure i'll just get it out there in case.

Animal Nano Shields, for some reason causes the Prepare Carefully mod's Prepare Carefully character creation button to not work. I have no idea how or why though.

This is the first I know about that. Although I suppose it makes seance because I replaced the animal with my custom type.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on June 18, 2016, 04:10:10 AM
Added the new PowerCells mod.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Miner_239 on June 18, 2016, 04:09:30 PM
Um, Jaxxa, you got the description for Power Cells mixed up.

Anyway, thank you so much for responding to my request.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on June 19, 2016, 01:31:55 AM
Quote from: Miner_239 on June 18, 2016, 04:09:30 PM
Um, Jaxxa, you got the description for Power Cells mixed up.

Anyway, thank you so much for responding to my request.

What description is mixed up exactly?
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: laser_man6 on June 19, 2016, 02:23:27 AM
Quote from: Jaxxa on June 19, 2016, 01:31:55 AM
Quote from: Miner_239 on June 18, 2016, 04:09:30 PM
Um, Jaxxa, you got the description for Power Cells mixed up.

Anyway, thank you so much for responding to my request.

"charging discarges a powercell and produces power"

What description is mixed up exactly?
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Miner_239 on June 19, 2016, 03:59:39 AM
Quote from: Jaxxa on April 16, 2016, 02:47:36 AM
Charging mode will take an adjacent Charged Power Cell and turn it into a Discharged Power Cell, while consuming power.
Discharging mode will take an adjacent Discharged Power Cell and turn it into a Charged Power Cell, while producing power.
That. Discharging puts power into cells, while producing power?!
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Lady Wolf on June 21, 2016, 10:14:56 AM
Any word on when a Combat Realism compatible version of the nano shield mod will be released?
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on June 21, 2016, 08:05:49 PM
Thanks, I will update the description.

Quote from: Lady Wolf on June 21, 2016, 10:14:56 AM
Any word on when a Combat Realism compatible version of the nano shield mod will be released?

I am not aware of an specific bugs preventing nano shields from working with Combat Realism, although
I have not tested it. If you have tried it and are having issues please report it.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Lady Wolf on June 21, 2016, 11:48:56 PM
Quote from: Jaxxa on June 21, 2016, 08:05:49 PM
I am not aware of an specific bugs preventing nano shields from working with Combat Realism, although
I have not tested it. If you have tried it and are having issues please report it.

I saw it mentioned a few pages back that the shields don't work with combat realism because the projectiles travel too fast for the shield to register?

Having tested it myself I noticed that the shield does not register incoming damage despite taking damage (The number will stay at 225 so you have no idea how damaged the shield is) and will then "break" after taking a certain amount of damage.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Nanao-kun on June 22, 2016, 01:05:16 AM
Quote from: Lady Wolf on June 21, 2016, 11:48:56 PM
Quote from: Jaxxa on June 21, 2016, 08:05:49 PM
I am not aware of an specific bugs preventing nano shields from working with Combat Realism, although
I have not tested it. If you have tried it and are having issues please report it.

I saw it mentioned a few pages back that the shields don't work with combat realism because the projectiles travel too fast for the shield to register?

Having tested it myself I noticed that the shield does not register incoming damage despite taking damage (The number will stay at 225 so you have no idea how damaged the shield is) and will then "break" after taking a certain amount of damage.

There are two shield mods. ED-Shields which used to have the problem, and ED-PersonalNanoShields. The former is a big bubble shield.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on June 23, 2016, 07:01:26 PM
Nanao-kun is Right as far as I ama ware all of those issues were relating to ED-Shields not ED-PersonalNanoShields.

QuoteHaving tested it myself I noticed that the shield does not register incoming damage despite taking damage (The number will stay at 225 so you have no idea how damaged the shield is) and will then "break" after taking a certain amount of damage.

Can you give me some more details and confirm if that is happening consistently. This is the first I have been told about this and I have not been able to replicate it.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Lady Wolf on June 23, 2016, 08:24:52 PM
Quote from: Jaxxa on June 23, 2016, 07:01:26 PM
Can you give me some more details and confirm if that is happening consistently. This is the first I have been told about this and I have not been able to replicate it.

It's with the personal nano shield, when you click on the nano upgrade piece on the ground to add a shield to a colonist it adds the wearable nano shield so it appears next the draft button of 0/255 (or whatever.) That number is what is not going down when damaged.

I did notice a smaller counter appearing above the colonists name 255/255 etc. which does give an accurate recording of the shields status/level.

So the shield is actually working as intended from what I can see, it's just the display next to the colonist draft button that's not working properly.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on June 25, 2016, 08:49:49 PM
Strange, I have not been able to replicate that. Is it happening without any other mods installed.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Miner_239 on June 26, 2016, 03:08:59 PM
Jaxxa, reinforced stuff is priced almost the same as regular stuff in trading, leading to exploiting by trading regular stuff for reinforced stuff without much work. Care to fix?
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on June 26, 2016, 08:04:52 PM
Ok, I will look into that.
I would prefer to remove it from trading than just increasing the cost.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Seikikai on July 03, 2016, 09:36:48 PM
I Would Like To Know How The Animal Personal Shield Mod Works Because I Don't Know What To Do :1
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Minnigin on July 03, 2016, 10:28:23 PM
Quote from: Seikikai on July 03, 2016, 09:36:48 PM
I Would Like To Know How The Animal Personal Shield Mod Works Because I Don't Know What To Do :1

Once you have an upgrade station made any animal that goes near it will charge its shield, the shields for animals unlock along side the colonist ones
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Seikikai on July 04, 2016, 06:11:52 PM
Quote from: Minnigin on July 03, 2016, 10:28:23 PM
Once you have an upgrade station made any animal that goes near it will charge its shield, the shields for animals unlock along side the colonist ones

But How I Can Equip Animals With The Shields?
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Minnigin on July 04, 2016, 07:02:53 PM
Quote from: Seikikai on July 04, 2016, 06:11:52 PM
But How I Can Equip Animals With The Shields?

Once you have the upgrade station built the animals will automatically have shields on, they just need to go near the station to charge
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on July 04, 2016, 07:36:56 PM
You dont equip animals with the same shields as colonists.

This is from memory, haven't looked at the mod in a while.

You need both the Animal Shields and Personal Shields enabled.
They must both be enabled before the animals are spawned.
Move the animals near the Upgrade Station.
You might have to press the upgrade button, I dont recall.
Enable charging on the upgrade station, its charge level should start dropping while the shield level of the animals increases.
Once it reaches full charge the animal should be protected.

Let me know if you still have issues and I will look into it in greater detail.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Seikikai on July 04, 2016, 07:44:33 PM
Quote from: Minnigin on July 04, 2016, 07:02:53 PM
Quote from: Seikikai on July 04, 2016, 06:11:52 PM
But How I Can Equip Animals With The Shields?

Once you have the upgrade station built the animals will automatically have shields on, they just need to go near the station to charge

Still Nothing. Tested It Using Spawned Animals And Nothing Happened. Also Checked The Xml Files -From My Mod Folder And Downloads- Finding Only The Animal Races Definition Files So Probably There's A Problem With The Current Mod File.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on July 04, 2016, 08:14:42 PM
Have you trues using the Upgrade Button, I think the building needs to be fully charged first?

If not I will have a look into it tonight.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Seikikai on July 04, 2016, 08:28:16 PM
I Used The Upgrade To NanoShield Button But It Only Added A Shield To Any Colonist In Range And Spawned Another In The Ground -One For Each Colonist In Range- But Nothing With Animals.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on July 04, 2016, 09:11:15 PM
Ok, I will check that it is working tonight.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on July 05, 2016, 07:18:50 AM
I does not actually add any gear to an animal but if you click on an animal after upgrading it will have a "Shields: xxx / 255" in the display in the lower left corner. This is working for me in the latest version.

Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Seikikai on July 05, 2016, 02:51:21 PM
Oh, I See It Now, Great :D

Thanks For Your Time Bro.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Jaxxa on July 05, 2016, 06:11:18 PM
No problem, glad you got it working.
Title: Re: [A13] Enhanced Development - 2016-05-30
Post by: Topper on July 15, 2016, 03:04:32 PM
will these be on steam workshop?
Title: Re: [A14] Enhanced Development - 2016-07-16
Post by: Jaxxa on July 17, 2016, 04:05:00 PM
The intention is to have them on the Workshop, A few of them are already on there.
Title: Re: [A14] Enhanced Development - 2016-07-16
Post by: harpo99999 on July 17, 2016, 05:51:22 PM
jaxxa, have just downloaded the a4 updated mods, and have had two issues in the laserdrill, the first is the version string, the second is that the lasdriil building is missing (this is my interpretation of the error log attached)

[attachment deleted by admin - too old]
Title: Re: [A14] Enhanced Development - 2016-07-16
Post by: Jaxxa on July 17, 2016, 06:48:48 PM
Thanks for letting me know.

It looks like the Release File didn't upload properly to Github so there was only the source versions there.

I have removed that release and put the mod into the A13 list. Once I get home from work I will upload it again. (In about 10 Hours)
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Jaxxa on July 18, 2016, 08:42:26 AM
Just Updated a few more mods, including the Laser Drill.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: harpo99999 on July 19, 2016, 10:14:33 AM
jaxxa, I downloaded the later laserdrill  & removed the previous one from my mod and extracted the nerwer into the same location and made sure that it is enabled and it does show in the menus and research, no errors on start BUT when I get to the point of building the laser drill the resources are placed, the work happens to build it, then it just vanishes leaving and empty location and NO steam vent or operating drill
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Jaxxa on July 19, 2016, 07:24:55 PM
Are you certain that you are not using the source releases?
You should be downloading "ED-LaserDrill_02.00.00.zip"
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: harpo99999 on July 19, 2016, 09:06:49 PM
yes I had (for the first time ) downloaded the ED-LaserDrill-02.00.00.zip and for the second ED_LaserDrill_02.00.00.zip, and additonal info that might help to sort this is that even in god mode I can not place the laser drill using the extracted ED_LaserDrill_02.00.00.zip
hope this helps
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Jaxxa on July 19, 2016, 11:39:01 PM
What version of the game are you running?

Can you confirm that you have the .dll in the Assemblies folder?

Are you you using the LaserDrill not the LaserFiller.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: harpo99999 on July 20, 2016, 06:18:55 AM
running on the older 0.14.1234, no assemblies folder OR .dll, and yes the laser drill, interestinly the ED-LaserDrill_02.00.00.zip does contain a assemblies folder (had extraced it with several other mods using 7zip integrated commands), and I will attempt a re-extract to correct folder
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Jaxxa on July 20, 2016, 07:17:15 PM
You will need to be using the one that contains the .dll file.

The one without it was an error in the initial upload.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: hoochy on July 20, 2016, 10:36:50 PM
Hey Jaxxa, I see you limited sub space transponder to only one at a time. Is it possible to allow that to be changed in the XML file? With the much longer time they take to charge and call I feel like limiting them to only one at a time is a bit unbalanced.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: CrazyCoco on July 20, 2016, 10:42:35 PM
I'm unsure if it's just the setup of my defenses (http://puu.sh/q8RI1/a4ce5507e8.jpg), but it seems like all raiders don't even try to shoot at the embrasures. They just bumrush them and start meleeing them. Is this intentional?
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Jaxxa on July 20, 2016, 11:42:41 PM
Quote from: hoochy on July 20, 2016, 10:36:50 PM
Hey Jaxxa, I see you limited sub space transponder to only one at a time. Is it possible to allow that to be changed in the XML file? With the much longer time they take to charge and call I feel like limiting them to only one at a time is a bit unbalanced.

Since they take twice as long to charge as they do to call and the limit of one at a time is only the calling, you should be able to have three transponders, 2 charging and one calling at any one time. How much stuff do you need to be selling? Does this not appear to be enough? There is a limit in the game of the Max number of trade ships that can be around at any one time so I want to keep below that number.

Quote from: CrazyCoco on July 20, 2016, 10:42:35 PM
I'm unsure if it's just the setup of my defenses (http://puu.sh/q8RI1/a4ce5507e8.jpg), but it seems like all raiders don't even try to shoot at the embrasures. They just bumrush them and start meleeing them. Is this intentional?

That is not intended and looks like a bug that I will investigate. Although I dont know that there is much I can do as that is more about how the AI is dealing with it and I dont want to be making any large AI changes.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: CrazyCoco on July 21, 2016, 06:34:35 PM
Quote from: Jaxxa on July 20, 2016, 11:42:41 PM
That is not intended and looks like a bug that I will investigate. Although I dont know that there is much I can do as that is more about how the AI is dealing with it and I dont want to be making any large AI changes.

Okay, thank you! Also, have you considered adding the ability for the smaller turrets to be reinstalled, like the basic turret?
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Jaxxa on July 21, 2016, 06:53:27 PM
I can confirm that this will be in the next version, out Tonight / Tomorrow. This was actually sent as a Pull request by retep998 on Github, I just have not had time to release it yet.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: CrazyCoco on July 21, 2016, 06:54:18 PM
Nevermind then! Thank you very much for your hard work!
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Jaxxa on July 21, 2016, 07:14:59 PM
No problem, I would rather have multiple suggestions that less suggestions / feedback.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: hoochy on July 21, 2016, 09:01:01 PM
Quote from: Jaxxa on July 20, 2016, 11:42:41 PM
Since they take twice as long to charge as they do to call and the limit of one at a time is only the calling, you should be able to have three transponders, 2 charging and one calling at any one time. How much stuff do you need to be selling? Does this not appear to be enough? There is a limit in the game of the Max number of trade ships that can be around at any one time so I want to keep below that number.

The limit is 5 trade ships at once, at least it was in Alpha 13, since you changed your mod I haven't got more than 3 at any one time, now I mainly only have one at a time.

Maybe a research item "research upgrade 2 trade ships at once " then 3 then 4 then 5, for instance. And I would love the ability for the time taken to call them to decrease too as a research item. I know it must be relatively easy for you to specify this in your DLL and it would allow those of us who need more trade ships the option to have it. I also think you should increase the power cost of these things to maybe 3000 or 4000 watts. This would then lead to decisions to how many do you really want to be running since they consume so much. Sure I can have 5 running but then I need massive power drain. And when you think about what these things do, beam into outer space, consuming lots of power makes sense.

Trading at the moment in Rimworld is just poorly done and your mod is pretty much the only thing that balances it at all. Sure I could just increase the "chance" they happen randomly in the XML but your mod feels like much less of a cheat and also gives the player some control over trading. Your mod is something I think is essential to the game as it is, and it will hopefully be incorporated into the main game at some point. I play pretty large bases every time and there is just too much stuff to sell and that you need to buy to rely on the core game mechanic.

Is it also possible for this mod to include a way to contact caravans?
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Jaxxa on July 21, 2016, 10:38:43 PM
Why do you need so many Trade ships? Are you trying to offload massive amounts of goods or trying to buy something specific? How many do you think you would need / how often?

I am wanting to keep a bit of realism / balance.

I will look into contacting caravans, I would assume that they are working in a similar way but have not looked into that yet, but it is probably a good idea to allow it to be called.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: hoochy on July 21, 2016, 11:21:01 PM
Quote from: Jaxxa on July 21, 2016, 10:38:43 PM
Why do you need so many Trade ships? Are you trying to offload massive amounts of goods or trying to buy something specific? How many do you think you would need / how often?

I am wanting to keep a bit of realism / balance.

I will look into contacting caravans, I would assume that they are working in a similar way but have not looked into that yet, but it is probably a good idea to allow it to be called.

It is a mixture of selling and often trying to get the right trade ship. Due to the poor way trading is handled in the base game, you often can't even sell enough goods to one guy because they randomly have low money. You often can't even buy something from a trader because they have low amounts of only 5 things. So having the ability to call them more often to get what you need, or sell what you have is a necessity for large bases.

Your mod is used with other mods which change a lot how the base game is. The base game doesn't really allow large bases for instance, and in that case your mod is probably fairly well balanced. However I don't see the harm in allowing research which is up to the user to select if they want or not, to make it work for large bases too.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: hector212121 on July 22, 2016, 04:15:43 AM
Maybe we could have Plant24h next? Let's be frank, that is, like, the only mod that makes the way sunlamps work acceptable. Either they need to function 24/7 or they need to shut off automatically once plants start 'resting'.

Also, trade caravans actually kinda make MORE sense to be able to call. Heck, you shouldn't even need a special structure for it, just the same old thing you use to talk to all the facs.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: pauloman on July 22, 2016, 11:12:01 AM
Hi, does anybody else has this visual problem with the ED-Shields?
I downloaded through Steamworkshop.

Ps.: love your mods!


[attachment deleted by admin - too old]
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: jayerbayer on July 22, 2016, 12:34:20 PM
Hey im getting an issue with your subspace transponders mod
I'm getting a red line error:

"Tried to get a resource "CallShip" from a different thread. All resources must be loaded in the main thread."

Any idea how to fix that? is it mod load order? Also I used it and it called a pirate merchant. I bought a prisoner which it never gave to me, but loaded his picture at the top. It also gave a red line error.

thanks in advance

Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: jayerbayer on July 22, 2016, 03:20:16 PM
Want to update and say i figured it out. the subspace mod was conflicting with another mod that increases trade ship rates. I just moved the mod order around.

thanks for the great mods
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: SpaceDorf on July 23, 2016, 01:49:35 PM
First Time answer here and all I have to say is Jaxxa,  I love you man,
I love the hell out of your mods since they first came out.

Most of all I respect and love the extra mile you go for raisinpickers like me and have every extra feature as a extra mod.

After so much praise you may sense the but coming :)
I am also lazy and would it be possible for you to offer a combined download ?
*pretty please with lots of cream and cherry on top*
**puppyeyes**
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: toric on July 23, 2016, 07:30:06 PM
not to pester, just waiting here for 24h plants to update. pretty mutch the only mod im still waiting on.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Inflixi on July 23, 2016, 07:47:02 PM
Quote from: Jaxxa on July 20, 2016, 11:42:41 PM
Quote from: hoochy on July 20, 2016, 10:36:50 PM
Hey Jaxxa, I see you limited sub space transponder to only one at a time. Is it possible to allow that to be changed in the XML file? With the much longer time they take to charge and call I feel like limiting them to only one at a time is a bit unbalanced.

Since they take twice as long to charge as they do to call and the limit of one at a time is only the calling, you should be able to have three transponders, 2 charging and one calling at any one time. How much stuff do you need to be selling? Does this not appear to be enough? There is a limit in the game of the Max number of trade ships that can be around at any one time so I want to keep below that number.

Quote from: CrazyCoco on July 20, 2016, 10:42:35 PM
I'm unsure if it's just the setup of my defenses (http://puu.sh/q8RI1/a4ce5507e8.jpg), but it seems like all raiders don't even try to shoot at the embrasures. They just bumrush them and start meleeing them. Is this intentional?

That is not intended and looks like a bug that I will investigate. Although I dont know that there is much I can do as that is more about how the AI is dealing with it and I dont want to be making any large AI changes.

Jaxxa,

There was a post I found while reading through the Combat Realism thread and found someone on page 93,Krutchen , it seems that if raiders can't path all the way to anyone due to doors/walls/embrasures, they resort to explosive/melee attacks against walls/doors. He made a fix but his GitHub isn't around anymore,  based on the time-stamps of the posts he figured it out over the course of a day, no indication of how much of that was actually trying to figure out the problem.

I don't know how to link you directly to his post, but it's about halfway down the page here https://ludeon.com/forums/index.php?topic=9759.1380

additionally I've noticed the same behavior in my colony, which is coincidentally what led me on this... so far 3 hour adventure for a fix for it.  I've messaged Krutchen asking him for how he fixed the issue but he hasn't been active on this site for almost a month and I don't know if he will respond.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Topper on July 24, 2016, 12:07:46 AM
any chance of bringing back the boomrat cannon?
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Freeadama89 on July 24, 2016, 05:45:05 AM
Quote from: toric on July 23, 2016, 07:30:06 PM
not to pester, just waiting here for 24h plants to update. pretty mutch the only mod im still waiting on.

Same. My colony has gotten to a point where I don't have enough room to add more farms so I need to double my production just to keep my animals and people fed.
Title: Re: [A14] Enhanced Development - 2016-07-18
Post by: Dekent59 on July 24, 2016, 07:39:02 AM
Chiming in for 24 hours, having a quarter of the map dedicated to farming is getting old hehe
Title: Re: [A14] Enhanced Development - 2016-07-25
Post by: Jaxxa on July 24, 2016, 04:17:21 PM
Updating ED-MoreVanillaTurrets and Plant24H
Title: Re: [A14] Enhanced Development - 2016-07-25
Post by: Freeadama89 on July 24, 2016, 05:47:57 PM
Quote from: Jaxxa on July 24, 2016, 04:17:21 PM
Updating ED-MoreVanillaTurrets and Plant24H

Just saw it show up on the workshop. Thank you!
Title: Re: [A14] Enhanced Development - 2016-07-25
Post by: kaptain_kavern on July 24, 2016, 08:01:36 PM
Quote from: Jaxxa on July 24, 2016, 04:17:21 PM
Updating ED-MoreVanillaTurrets and Plant24H
w00t! Plant24h at least.

Thank you a thousand times
Title: Re: [A14] Enhanced Development - 2016-07-25
Post by: Jaxxa on July 28, 2016, 10:26:20 PM
My current plan for the Transponders is to allow you to switch it between Calling Ships / Caravans. Caravans will take half as long to call as ships, and you will be able to have 1 Transmitting for each type. That should give you 3x the number of traders that you could  get before this new update. Hopefully that will be enough.

Quote from: pauloman on July 22, 2016, 11:12:01 AM
Hi, does anybody else has this visual problem with the ED-Shields?
I downloaded through Steamworkshop.

Ps.: love your mods!


Thanks. Are you getting any Errors in the log? That is the first time i have seen that.


Quote from: SpaceDorf on July 23, 2016, 01:49:35 PM
First Time answer here and all I have to say is Jaxxa,  I love you man,
I love the hell out of your mods since they first came out.

Most of all I respect and love the extra mile you go for raisinpickers like me and have every extra feature as a extra mod.

After so much praise you may sense the but coming :)
I am also lazy and would it be possible for you to offer a combined download ?
*pretty please with lots of cream and cherry on top*
**puppyeyes**


I Like the Username :)
Will see what I can do.

Quote from: Inflixi on July 23, 2016, 07:47:02 PM
Quote from: Jaxxa on July 20, 2016, 11:42:41 PM
Quote from: hoochy on July 20, 2016, 10:36:50 PM
Hey Jaxxa, I see you limited sub space transponder to only one at a time. Is it possible to allow that to be changed in the XML file? With the much longer time they take to charge and call I feel like limiting them to only one at a time is a bit unbalanced.

Since they take twice as long to charge as they do to call and the limit of one at a time is only the calling, you should be able to have three transponders, 2 charging and one calling at any one time. How much stuff do you need to be selling? Does this not appear to be enough? There is a limit in the game of the Max number of trade ships that can be around at any one time so I want to keep below that number.

Quote from: CrazyCoco on July 20, 2016, 10:42:35 PM
I'm unsure if it's just the setup of my defenses (http://puu.sh/q8RI1/a4ce5507e8.jpg), but it seems like all raiders don't even try to shoot at the embrasures. They just bumrush them and start meleeing them. Is this intentional?

That is not intended and looks like a bug that I will investigate. Although I dont know that there is much I can do as that is more about how the AI is dealing with it and I dont want to be making any large AI changes.

Jaxxa,

There was a post I found while reading through the Combat Realism thread and found someone on page 93,Krutchen , it seems that if raiders can't path all the way to anyone due to doors/walls/embrasures, they resort to explosive/melee attacks against walls/doors. He made a fix but his GitHub isn't around anymore,  based on the time-stamps of the posts he figured it out over the course of a day, no indication of how much of that was actually trying to figure out the problem.

I don't know how to link you directly to his post, but it's about halfway down the page here https://ludeon.com/forums/index.php?topic=9759.1380

additionally I've noticed the same behavior in my colony, which is coincidentally what led me on this... so far 3 hour adventure for a fix for it.  I've messaged Krutchen asking him for how he fixed the issue but he hasn't been active on this site for almost a month and I don't know if he will respond.

Thanks I will look into that, but probably not a priority.

Quote from: Topper on July 24, 2016, 12:07:46 AM
any chance of bringing back the boomrat cannon?

Possibly, Probably not for a while. I have an idea for a Railgun Cannon I want to try first, and a main thing is getting the art for them.
Title: Re: [A14] Enhanced Development - 2016-07-25
Post by: stigma on July 28, 2016, 11:38:01 PM
I was keen on the idea of embrasures. More alternatives to just sandbags, great!

That said - when I loaded up a test game to get a feel for how they worked, and they seem almost broken-overpowered.

A sandbag can give 65% cover (if the shooter is at least 3 tiles away)
An embrasure gives 99% (!!) cover at the same distance. That's basically invulnerability.

I don't think I could justify using this... it just seems very unbalanced, and I'm afraid it will only serve to trivialize the combat.

I can see it justified that they are a little stronger than sandbags given the cost (although wood somewhat trivializes this and will work for quite a while). but I'm thinking that something like 75% (versus sandbags 65%) would be more reasonable? ... 75% cover is still incredibly powerful.

Either that, or maybe embrasured should give some debuff to the shooter on the other side (narrow slits for shooting make for good defence, but setting up a good shot is more restrictive too)

To be fair I haven't yet played a campaign with these enabled. I have only done testing beforehand in debugmode. Am I just missing something ? .. I guess I can just change the value on my own if need be but...

-Stigma
Title: Re: [A14] Enhanced Development - 2016-07-25
Post by: Jaxxa on July 29, 2016, 12:04:44 AM
Yeah, Right now they are over powered. I will be nerfing them in the near future, probably to the same protection as sandbags.
Title: Re: [A14] Enhanced Development - 2016-07-25
Post by: Snownova on July 29, 2016, 04:39:32 AM
Are there any plans to update Stargate or has the scenario editor made it impossible to implement?
Title: Re: [A14] Enhanced Development - 2016-07-25
Post by: eskoONE on July 29, 2016, 07:04:11 AM
did i download the wrong better coolers version? i cant rotate the thing at all. also getting target version error when launching the game. the mod root contains two folders. source and ed reverse cycle cooler. i tried only using the reverse cycle cooler folder and it still wasnt working.
Title: Re: [A14] Enhanced Development - 2016-07-25
Post by: stigma on July 29, 2016, 10:26:48 AM
Quote from: Jaxxa on July 29, 2016, 12:04:44 AM
Yeah, Right now they are over powered. I will be nerfing them in the near future, probably to the same protection as sandbags.

Aah, good.

Reducing them to the same cover-level as sandbags certainly would prevent them from being always preferred over sandbags.
They would then primarily fill the role of "unwalkable sandbags" , which is fine, and gives you some more ways to make defenses, bunkers and the like.

I think it could be justified having them at a slightly higher value too, maybe 70%, but remove the option to use wood (a wooden that is very thick would be impractical, and a thin one would be poor protection).
Then the difference in cost (15 for embrasure currently, 3 for sandbag if I remember correctly) can justify the difference and smart players will use them somewhat sparingly with sandbags in less critical areas. I think the option of wood currently breaks this a little. 15 wood is far less hard to come by.

I will add some feedback about a thing I feel seems a little weird too - currently these embrasures seem to work very similar to sandbags in terms of cover, but that means that unless you are right next to it then it gives no cover at all. This seems logical for sandbags as you kind of have to crouch behind them, but shooting someone 10 tiles behind an embrasure through a thin slit on the other hand seems like a very hard shot. Ideally I would like to see shots that go through embrasures actually give extra cover the further away from it you are (obviously, returning fire from would not be viable as your enemy would gain that cover too when you aren't next to it). This would allow you to for example have embrasures as part of base walls to shoot out of rooms without leaving everything inside the room completely open to un-covered fire.

I'm not sure if this is easily moddable though - it probably requires a new check to be made? Just giving ideas though :)

-Stigma
Title: Re: [A14] Enhanced Development - 2016-07-25
Post by: Jaxxa on July 29, 2016, 09:33:21 PM
Updated:

  • ED-SubspaceTransponder
  • ED-LaserDrill
  • ED-Embrasures

Quote from: eskoONE on July 29, 2016, 07:04:11 AM
did i download the wrong better coolers version? i cant rotate the thing at all. also getting target version error when launching the game. the mod root contains two folders. source and ed reverse cycle cooler. i tried only using the reverse cycle cooler folder and it still wasnt working.
Sounds like you downloaded the Source .zip. Make certain to grab the release version from github.

Title: Re: [A13] Enhanced Development - Stargate
Post by: Draconomial on July 30, 2016, 01:45:43 AM
Quote from: Jaxxa on April 16, 2016, 02:47:15 AMafter traveling through the Stargate Social opinions relating to that colonist will be lost, they will effectively be meeting everyone for the first time again.
That's horrifying. Be horrified.
(http://static.existentialcomics.com/comics/8-machine.jpg)
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: Jaxxa on August 02, 2016, 08:00:29 AM
Added 2 new mods.

ED-TurretControl, allows you to order Turrets to Force Attack. And ED-SafeTraps, stops colonists from triggering traps.
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: neonod on August 02, 2016, 02:57:34 PM
FYI - appears your description on steam for SafeTraps was setup with the details from your Turret mod.
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: Jaxxa on August 02, 2016, 04:08:49 PM
Thanks for Reporting.

I have re-uploaded them now.
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: eskoONE on August 03, 2016, 09:39:09 AM
Quote from: Jaxxa on August 02, 2016, 04:08:49 PM
Thanks for Reporting.

I have re-uploaded them now.

your subspace transponder was not fitting in size related to the graphic u had so i modified the xml to be the same as the comms console.

it was 5,5 3,3 i changed it to 5,4 3,2.

i hope u are okay with me attaching the modified xml. otherwise ill take it down again.

just replace the xml in \Mods\ED-SubspaceTransponder\Defs\ThingDefs_Buildings.

[attachment deleted by admin - too old]
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: JingleHell on August 04, 2016, 12:53:31 PM
Great work :D
Is it possible to trap wild animals while using safe traps?
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: Jaxxa on August 04, 2016, 08:11:44 PM
Quote from: eskoONE on August 03, 2016, 09:39:09 AM
your subspace transponder was not fitting in size related to the graphic u had so i modified the xml to be the same as the comms console.

it was 5,5 3,3 i changed it to 5,4 3,2.

i hope u are okay with me attaching the modified xml. otherwise ill take it down again.

just replace the xml in \Mods\ED-SubspaceTransponder\Defs\ThingDefs_Buildings.

What was the problem ingame? I thought it was looking ok to me. Having that xml file there is fine, but if there is a problem I want to fix it in the mod itself.

Quote from: JingleHell on August 04, 2016, 12:53:31 PM
Great work :D
Is it possible to trap wild animals while using safe traps?

Yes, only things of the Player Faction should be safe. Wild animals, raiders, traders and visitors should all be fair game.
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: eskoONE on August 04, 2016, 08:59:28 PM
The image u took for the transponder is the same as the commsconsole but with a satalite on it. For me the transponder was stretched weirdly. Like I mentioned in my post earlier I changed the size in the XML only to fix the  propotions.  The values are the same as the vanilla commsconsole.
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: Slye_Fox on August 05, 2016, 10:16:32 AM
Is the Combat Realism patch for Embrasures A14 compatible, or is it out of date?
Title: Re: [A14] Enhanced Development - 2016-07-25
Post by: MikeExp on August 10, 2016, 04:38:09 PM
Quote from: Jaxxa on July 29, 2016, 09:33:21 PM
Updated:

  • ED-SubspaceTransponder
  • ED-LaserDrill
  • ED-Embrasures

/snip

I am interested in the Embrasures Mod. What was the update? I am not sure whether you are aware of a quite interesting discussion about how your Embrasures Mod is OP on Steam. Their arguments summed up are:
- FoV too high
- 99% chance too high, should be 75% (I have no idea what chance they are talking about but you probably know)
- AI does often not react to shot from embrasures
- Embrasures act as a wall in terms of temperature

IMHO these are all quite good points. Do you think that you can do anything about them?
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: Jaxxa on August 10, 2016, 07:45:11 PM
The update reduced the fillPercent from .99 to .70
That in general represents how likely it is to block a bullet.

As far as I am aware FOV is not a concept in Rimworld.

QuoteAI does often not react to shot from embrasures
I am aware that this is an issue, that the AI does not really know how to react to embrasures.
I would like to fix it but have run into issues with it not decompiling nicely and reluctant to make such low level changes to avoid breaking something else.

I might do something like a separate Barricades mod (or include it in embrasures), that would basically be sandbags with a really high path cost, that might solve some of the issues.
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: Elysium on August 11, 2016, 06:03:59 PM
Bug report for SafeTraps.

http://imgur.com/a/gowZr
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: Jaxxa on August 11, 2016, 06:41:33 PM
Thanks for the report, can you please get the latest version of the mod and let me know if it still happens.
Title: Re: [A14] Enhanced Development - 2016-08-02
Post by: Elysium on August 11, 2016, 09:24:47 PM
Oh, I had no idea it was fixed already, there was no mention of it on the forums and your post still says 08-02.
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: Jaxxa on August 11, 2016, 09:36:02 PM
Yeah, sorry about that, Looks like I missed posting on the forum that a new update was out.
Title: Re: [A13] Enhanced Development - ClosableVent
Post by: H8ff0000 on August 12, 2016, 03:15:14 AM
Quote from: Jaxxa on April 16, 2016, 02:46:00 AM
ED-ClosableVent:

Modified the existing Vent System by allowing the Vents to be closed.

Download:
https://github.com/jaxxa/ED-ClosableVent/releases

Patches:
Better Vents:
https://github.com/jaxxa/ED-ClosableVent-BetterVents/releases
Could use some clarification about the vent mods. So I see there are compatibility patches with the ED vent mods to use the graphics from BetterVents. I would like to use this. My questions are:
- I see that ED-ClosableVent and ED-PoweredVent are listed as A14 compatible. However on Skullywags page, BetterVents itself is listed as still being worked on for A14. Will the compatibility patches for ClosableVent and PoweredVent work for A14? And will I still need to wait for Skullywags to update BetterVents?
- If I want to use the above-mentioned mods and patches, do I need to use both the mods and the patches? And what about BetterVents itself? Or, and this is what I'm assuming is the correct method, do I not use those 2 of ED's mods themselves, and instead use the compatibility patches + Skullywags BetterVents mod?
- How do we install those compatibility patches? Are they installed seperately like other mods, or are they placed inside of another mod, I assume in this case that would be BetterVents?
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: MarineStardust on August 13, 2016, 01:34:57 PM
just wondering, do the safe trap mod prevent animal pet from triggering a trap?
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: Jaxxa on August 14, 2016, 11:34:09 PM
Could use some clarification about the vent mods. So I see there are compatibility patches with the ED vent mods to use the graphics from BetterVents. I would like to use this. My questions are:
- I see that ED-ClosableVent and ED-PoweredVent are listed as A14 compatible. However on Skullywags page, BetterVents itself is listed as still being worked on for A14. Will the compatibility patches for ClosableVent and PoweredVent work for A14? And will I still need to wait for Skullywags to update BetterVents?
- If I want to use the above-mentioned mods and patches, do I need to use both the mods and the patches? And what about BetterVents itself? Or, and this is what I'm assuming is the correct method, do I not use those 2 of ED's mods themselves, and instead use the compatibility patches + Skullywags BetterVents mod?
- How do we install those compatibility patches? Are they installed seperately like other mods, or are they placed inside of another mod, I assume in this case that would be BetterVents?
[/quote]

Currently the compatibility Patches are all for A13. I have updated the post to reflect that better. After the base mods are released If requested I will work on updating the patches.

Quote from: MarineStardust on August 13, 2016, 01:34:57 PM
just wondering, do the safe trap mod prevent animal pet from triggering a trap?

It should stop your pets from triggering traps. If it does not please report it as a bug.
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: Elysium on August 15, 2016, 03:39:50 PM
Manhunter packs do not seem to trigger traps.
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: Jaxxa on August 15, 2016, 07:13:11 PM
They should still be triggering traps as much as they do in the base game. But animals have a reduced chance to trigger traps compared to a similar human.
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: Elysium on August 15, 2016, 07:19:02 PM
Quote from: Jaxxa on August 15, 2016, 07:13:11 PM
They should still be triggering traps as much as they do in the base game. But animals have a reduced chance to trigger traps compared to a similar human.

46 boomrats walked over 7 traps
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: Gfurst on August 15, 2016, 08:47:31 PM
Hey Jaxxa, as usual thanks for the great mods.
Over the discussions of embrasures, I would like to voice my opinion as well:
I too like the idea of building fortified bunkers and structures from which my fighters can shoot, however (like already mentioned) the AI does not know how to deal with it, considering a closed off wall with embrasures as indoors, and simply ignoring it going still for the entrance or whatever else is on their way. So they won't try to fire or even blow the wall up, for that reason alone its a sort of broken feature.
I see no other solution as well to just using sandbags as a sort of fence on the game, as it is the closest thing to fence in the game. Perhaps some sort of halfway concept? Either way, having a 1 wall column provides a pretty good protection advantage.
As for the other point, the game doesn't seem to have a FOV feature, but it does have line of sight, and those in embrasures seems to be like 90° open to the front of the peer( 45° each side). its good enough, though one could expect a more restrict thin line in front of it.
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: Lady Wolf on August 16, 2016, 12:07:32 AM
Loving these mods for the latest release so far, any word on when the stargates and person nano shields will be upgraded to A14?
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: H8ff0000 on August 16, 2016, 12:44:54 AM
Quote from: Gfurst on August 15, 2016, 08:47:31 PM
Hey Jaxxa, as usual thanks for the great mods.
Over the discussions of embrasures, I would like to voice my opinion as well:
I too like the idea of building fortified bunkers and structures from which my fighters can shoot, however (like already mentioned) the AI does not know how to deal with it, considering a closed off wall with embrasures as indoors, and simply ignoring it going still for the entrance or whatever else is on their way. So they won't try to fire or even blow the wall up, for that reason alone its a sort of broken feature.
I see no other solution as well to just using sandbags as a sort of fence on the game, as it is the closest thing to fence in the game. Perhaps some sort of halfway concept? Either way, having a 1 wall column provides a pretty good protection advantage.
As for the other point, the game doesn't seem to have a FOV feature, but it does have line of sight, and those in embrasures seems to be like 90° open to the front of the peer( 45° each side). its good enough, though one could expect a more restrict thin line in front of it.
So if I understand this correctly, if you use embrasures to make a bunker, meaning some sort of room and a section of that room being an embrasure (which by the way is a great idea), it doesn't work properly. But if we use the embrasure in a space that is at some point open, and therefore not considered a room, then it works fine? Like for example, maybe a single tile left open on one side so it isn't considered an enclosed space? And does this lapse in functionality effect all embrasures (brunayla's, skullywag's, etc.)?
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: BG-0 on August 17, 2016, 08:20:16 AM
Hey Jaxxa, awesome, awesome mods. SafeTraps is my favorite, I hate designing killboxes and exploiting AI to control enemy movements and this actually makes it viable to defend yourself without those.

However... Is it possible to mod the colonist pathing AI to not avoid traps at all costs? My colonists are going around mountains to avoid stepping on a trap or two...
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: SpaceDorf on August 17, 2016, 09:25:33 AM
Why not make a path with doors next to your traps ?
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: Gfurst on August 17, 2016, 03:27:45 PM
Quote from: H8ff0000 on August 16, 2016, 12:44:54 AM
So if I understand this correctly, if you use embrasures to make a bunker, meaning some sort of room and a section of that room being an embrasure (which by the way is a great idea), it doesn't work properly. But if we use the embrasure in a space that is at some point open, and therefore not considered a room, then it works fine? Like for example, maybe a single tile left open on one side so it isn't considered an enclosed space? And does this lapse in functionality effect all embrasures (brunayla's, skullywag's, etc.)?
Yeah that seems to be the way its working, eg I tried building bunkers attached to my bunker base, closer to where my pawns should with safe access.
I haven't tested with other mods but they probably work the same way.

Quote from: BG-0 on August 17, 2016, 08:20:16 AM
However... Is it possible to mod the colonist pathing AI to not avoid traps at all costs? My colonists are going around mountains to avoid stepping on a trap or two...
Wait, so the safe trap mod actually makes the pawns avoid the traps instead of reducing their chances?
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: BG-0 on August 17, 2016, 05:54:16 PM
Quote from: Gfurst on August 17, 2016, 03:27:45 PM

Quote from: BG-0 on August 17, 2016, 08:20:16 AM
However... Is it possible to mod the colonist pathing AI to not avoid traps at all costs? My colonists are going around mountains to avoid stepping on a trap or two...
Wait, so the safe trap mod actually makes the pawns avoid the traps instead of reducing their chances?

No it makes them not trigger the traps at all, but as part of vanilla? behaviour, they will also do their best not to step on any traps ever. A 5-tile path with a trap on it will be less preferable to pawns than a 5000-tile path that has no traps.

Edit: It might actually take two consecutive trapped tiles on a path to make it infinitely repulsive to pawns
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: SpaceDorf on August 18, 2016, 10:09:09 PM
Could Embrasures mess with the room detection ?
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: SpaceDorf on August 22, 2016, 11:17:03 PM
Hmm .. To bad nobody answered that ..

Well. Doesn't matter anymore anyway.

But I would like to pose a request :)
It would be very, very nice if your Subspace Transponder could send an UI Message when fully charged.
I forget about it half of the time, since it is a long time between sending and being fully charged again, so a small reminder would make this great mode even better.
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: Gfurst on August 23, 2016, 12:07:35 AM
Quote from: SpaceDorf on August 22, 2016, 11:17:03 PM
Hmm .. To bad nobody answered that ..
Well. Doesn't matter anymore anyway.
Why do you ask that?
I had the issue, sometimes room will not auto detect, separate from outdoors/other room. Its minor and gets corrected once you reload your save.
Anyway, I don't it has anything to do with the mod, just general rimworld bug. I actually think it may be related somehow with roofs detection.
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: SpaceDorf on August 23, 2016, 03:47:43 AM
Possible :)
I feared it had to do with my generous use of embrasures and I asked because I remembered reading in some thread that the use of embrasures could cause problems.

But thanks for answering. :)
Title: Re: [A14] Enhanced Development - 2016-08-08
Post by: ruzackovich on August 23, 2016, 12:30:18 PM
update a14 for personal nano shield please !
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: Jaxxa on August 26, 2016, 08:07:03 PM
Just Update:


  • ED-Stargate_02.00.02
  • ED-PersonalNanoShields_02.00.00
  • ED-PersonalAnimalShields_02.00.00


Quote from: Elysium on August 15, 2016, 07:19:02 PM
Quote from: Jaxxa on August 15, 2016, 07:13:11 PM
They should still be triggering traps as much as they do in the base game. But animals have a reduced chance to trigger traps compared to a similar human.

46 boomrats walked over 7 traps

Animals look to have a low chance to trigger traps, that combined with the small size of boomrats that also factor into the chance to trigger does not convince me that this is a bug that I have introduced.

Quote from: Lady Wolf on August 16, 2016, 12:07:32 AM
Loving these mods for the latest release so far, any word on when the stargates and person nano shields will be upgraded to A14?
Quote from: ruzackovich on August 23, 2016, 12:30:18 PM
update a14 for personal nano shield please !

Right now :)


Quote from: BG-0 on August 17, 2016, 08:20:16 AM
Hey Jaxxa, awesome, awesome mods. SafeTraps is my favorite, I hate designing killboxes and exploiting AI to control enemy movements and this actually makes it viable to defend yourself without those.

However... Is it possible to mod the colonist pathing AI to not avoid traps at all costs? My colonists are going around mountains to avoid stepping on a trap or two...

Might be possible, have not looked into it, but I am heasetant to add too much complexity.


Quote from: SpaceDorf on August 23, 2016, 03:47:43 AM
Possible :)
I feared it had to do with my generous use of embrasures and I asked because I remembered reading in some thread that the use of embrasures could cause problems.

But thanks for answering. :)

I think as far as room detection goes they should just be seen as normal walls. There are some problems with Raiders not knowing that they can fire through embrasures.

Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: Nanao-kun on August 26, 2016, 08:22:43 PM
Any chance for a compatibility patch for Combat Realism 1.6.7.3 and ED-Shields?
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: SpaceDorf on August 26, 2016, 08:25:10 PM
Quote from: Jaxxa on August 26, 2016, 08:07:03 PM

Quote from: SpaceDorf on August 23, 2016, 03:47:43 AM
Possible :)
I feared it had to do with my generous use of embrasures and I asked because I remembered reading in some thread that the use of embrasures could cause problems.

But thanks for answering. :)

I think as far as room detection goes they should just be seen as normal walls. There are some problems with Raiders not knowing that they can fire through embrasures.

Thanks for answering, I may have overdone it with doors on that occasion.
And I had enough raiders shooting through embrasures, that I have no problem with the knowledge that they are doing it less than they could.

And as always. Gratz on a Release, Thanks for the great work.
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: kahlzun on August 29, 2016, 10:13:22 AM
Sorry to be That Guy, but here's a nod to many of these for Alpha 15!
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: SpaceDorf on August 29, 2016, 11:52:54 AM
Quote from: kahlzun on August 29, 2016, 10:13:22 AM
Sorry to be That Guy, but here's a nod to many of these for Alpha 15!

There is no such thing as to many mods, or modders for that.
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: Kassidoo on August 31, 2016, 09:40:57 AM
Hi, will there be a BasicShield compatability patch with Combat Realism for A14, or will you just update them straigth to A15

Edit: Using the A13 CR patch with A14 gives me this error when I build a shield(it also never spawns so the resources are wasted) :

Exception in Tick (pawn=Ed, job=FinishFrame A=Thing_Building_ShieldStandard_Frame4610118, CurToil=2): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorB.<>m__28 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0


Is there anything I can do to make it work?
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: shhfiftyfive on September 03, 2016, 09:42:15 AM
request: can you please increase the amount of uranium crafted per job from omni gel mk 3 replicator. 1 per job is extremely low, and you need 20 uranium to do anything. (such as skullywag's armor repair mod to repair 1 crummy personal shield.)

i only ask this because uranium is so rare to be found for sale from the traders. so i really have no good way to get uranium.

i find the other material outputs are also quite low but i can just buy those materials from traders. really sad the replicators are not worth it except for the steel. you get a decent amount of steel per job, but every other material you try to craft gives just 1 of each which is awful. those ratios are just so bad it will take ages of growing to get enough resources to convert to anything. the math doesn't add up. you're better off growing something else. even cloth. the returns on anything but steel are so bad that i just skip it and make money selling clothes and buy the materials instead of wasting the omni gel on them.
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: pktongrimworld on September 03, 2016, 02:03:43 PM
/pokes head in
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: Jaxxa on September 04, 2016, 08:11:45 PM
Update. I had wanted to get some some of the mods updated over the weekend, but that didn't end up happening. Intend to find the time soon, hopefully get some updated Tonight.

I had intended to skip a Shields patch for CR in A14 and focus on A15, but since a few people have asked about it assuming there is no major problems with it I will bring out a A14 patch.

The cost for things using OmniGel was balanced against the MarketValue in the base game. If you are finding that most things are not worth it then maybe I need to look at increasing its use across the board. Maybe having the Replicator not have to be manned, just fill it and leave it to work? Do you thing that would be an improvement, maybe for the higher level ones.
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: shhfiftyfive on September 04, 2016, 09:46:17 PM
Quote from: Jaxxa on September 04, 2016, 08:11:45 PM
The cost for things using OmniGel was balanced against the MarketValue in the base game. If you are finding that most things are not worth it then maybe I need to look at increasing its use across the board. Maybe having the Replicator not have to be manned, just fill it and leave it to work? Do you thing that would be an improvement, maybe for the higher level ones.

for me in particular, i find biomes with good weather and long grow seasons are too easy. so i play extreme cassandra on cold biome. and to make things less easy-mode, i do not use grow zones for crops. hydroponics only. the only thing i grow outside of hydroponics is trees and devilstrand.

so, the amount of omni gel i typically grow is limited. hydroponics operation is costly.

but even if i could fill the entire map with free grow zones and had level 20 growers working it, the ratios are very wrong for the amount of time it takes to harvest/collect that much omni gel. not all outputs are created equal...

in terms of market value, each job seems to output different amount of silver/value, so only one job is worth doing because it outputs the best market value.


40 omni gel for 20 steel is okay. steel is worth $2.00. this makes each omni gel worth $1.00
75 omni gel for 30 silver? 30=$30.00. so each omni gel is only worth 40 cents!
and so on...
60 for 1 plasteel. valued @ $27 per plasteel = 45 cents per omni gel.
30 for 1 gold. valued @ $15 per gold = 50 cents per omni gel.
50 for 1 uranium. valued @ $5.00 per uranium = 10 cents per omni gel
40 for 1 medicine. valued @ $25.00 per medicine = 62 cents per onmi gel
60 for 2 artillery shells. valued @ $14.00 per shell =  40 cents per omni gel



meanwhile, if i crafted these items and tried to sell them for a profit, i'd get nowhere near those values. none would be more profitable than making cotton and crafting clothing and selling the clothing.

currently i find it only worth crafting steel from mk 2 replicator. otherwise i just grow cotton instead and have my level 20 tailor craft clothing to sell, then i buy what i need from traders (usually gold for EPOE).

as i mentioned, the reason i suggest uranium production be boosted is because it is rarely available for sale, so market value means nothing if the stock available to purchase is always zero.



i went ahead and edited the xml file to output 10 uranium per job, which i find more reasonable. this makes omni gel worth about $1.00 instead of 10 cents. this makes uranium obtainable. and you need 20 uranium at a time to do anything with it so...



i'd also suggest all other outputs be adjusted so that omni gel market value is at least $1.00 (as good as steel output), instead of less than 1/2 the value of steel...

so this:
40 for 20 steel
75 for 75 silver
270 for 10 plasteel.
150 for 10 gold.
50 for 10 uranium.
25 for 1 medicine.
70 for 5 artillery shells.

and the amount of work to do each job should be pretty quick, which i think it already is.
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: Jaxxa on September 04, 2016, 10:09:19 PM
Thanks for the detailed reply. Yeah those numbers do look off, it looks  like I may not have rebalanced them after the A14 update, so they were all against the A13 values. From memory I thing i was going with each plant being worth about $0.50 of materials.
Although the next version may have to by higher now that there is deep drilling in core to keep it competitive.

I am thinking that each OmniGel gives $1 of materials and have the Mark3 Bench be able to produce without someone having to keep working it, just fill it up and start it.

Does that sound like a good balance to you?
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: shhfiftyfive on September 04, 2016, 10:13:09 PM
late edit of previous post:

i'd also suggest all other outputs be adjusted so that omni gel market value is at least $1.00 (as good as steel output), instead of less than 1/2 the value of steel...

so this:
40 for 20 steel
75 for 75 silver
270 for 10 plasteel.
150 for 10 gold.
50 for 10 uranium.
25 for 1 medicine.
70 for 5 artillery shells.

and the amount of work to do each job should be pretty quick, which i think it already is.



as for making mk 3 unmanned, idk. i never had an issue with the work times (of steel). the amount of work it takes to grow and haul from grow site to the mk1/2/3 replicator is far more time consuming in comparison than the amount of time required to process the gel to steel...
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: shhfiftyfive on September 04, 2016, 10:20:07 PM
i'd also request that the power cost for these replicators be adjusted to work like most vanilla stations. so... only require/draw power when in operation, instead of drawing massive amounts of power from the power grid when idle.

as of now i keep all 3 of these powered off, and only occasionally turn on the mk 2 when i get enough omni gel to keep my crafter busy for a day, then i shut it off again.



i'd also consider wanting the same functionality for the ed-more vanilla turrets 'devastator mortar', so i don't have to flick them off/on before and after each use. maybe just make them draw power when they are being "manned". not a major deal. just tedious micro management doing all that flicking.
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: Mese on September 04, 2016, 10:36:35 PM
Are you planning on updating the laser drill to version 15 anytime soon ?
Title: Re: [A14] Enhanced Development - 2016-08-27
Post by: Jaxxa on September 05, 2016, 12:36:01 AM
Cool, I will look into changing the power requirements and do another rebalance with the latest market values.

Although from memory there was a limit to the amount you can use in a single recipe of about 70, so gold and plasteel might have to be made in smaller batches.


Quote from: Mese on September 04, 2016, 10:36:35 PM
Are you planning on updating the laser drill to version 15 anytime soon ?
Yes

Title: Re: [A14] Enhanced Development - 2016-09-05
Post by: Jaxxa on September 05, 2016, 09:12:32 AM
Just Updated ED-ShieldsBasic to A15 and ED-Shields-CR patch to A14.
Title: Re: [A14] Enhanced Development - 2016-09-05
Post by: okiri on September 06, 2016, 10:32:20 PM
Quote from: Jaxxa on September 05, 2016, 09:12:32 AM
Just Updated ED-ShieldsBasic to A15 and ED-Shields-CR patch to A14.

This is the one I love. Thanks for the update.
Title: Re: [A15] Enhanced Development - 2016-09-05
Post by: Jaxxa on September 07, 2016, 08:30:37 AM
Updated

* ED-CheatReactor_02.00.00
* ED-Embrasures_03.00.00
Title: Re: [A15] Enhanced Development - 2016-09-05
Post by: SpaceDorf on September 07, 2016, 03:34:19 PM
Quote from: Jaxxa on September 07, 2016, 08:30:37 AM
Updated

* ED-CheatReactor_02.00.00
* ED-Embrasures_03.00.00

Accepting the Danger of embedding my foot deeply into my behind .. whats the cheat reactor ? and where ?
Title: Re: [A15] Enhanced Development - 2016-09-05
Post by: Jaxxa on September 07, 2016, 04:23:32 PM
Quote from: SpaceDorf on September 07, 2016, 03:34:19 PM


Accepting the Danger of embedding my foot deeply into my behind .. whats the cheat reactor ? and where ?

What are you talking about? There is a link to it on the main post, A link that has TOTALLY been there this whole time and I in no way just added right now. /s  ::)

I was putting it up late at night and didn't actually have the post set up.

Basically it does what it says. You can build it for free with out research and it produces a bunch of power, I use it for testing things that need power quickly. Start a new game Drop one of those in, drop in a shield generator next to it and see if it works.


https://github.com/jaxxa/ED-CheatReactor/releases
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: SpaceDorf on September 07, 2016, 04:27:12 PM
I don't know how I could have overlooked this.
Very useful indeed.
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: Jdalt40 on September 08, 2016, 02:29:45 AM
Hey does your shield mod work with Alpha 15? Your main post said it was for Alpha 14 but the latest download for the Shield mod said Alpha 15, which one? :D
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: Jaxxa on September 08, 2016, 02:37:11 AM
Quote from: Jdalt40 on September 08, 2016, 02:29:45 AM
Hey does your shield mod work with Alpha 15? Your main post said it was for Alpha 14 but the latest download for the Shield mod said Alpha 15, which one? :D

My bad, looks like I copied it from the A14 list instead of moving it. Fixed Now.
The latest ED-ShieldsBasic should be working for A15, let me know if you have any issues with it.
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: Dellamorte on September 08, 2016, 03:07:35 AM
I have been using ED-PoweredVent, ED-ClosableVent and ReverseCycleCooler since a15 dropped and all have been working fine for me.
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: Chrysander on September 08, 2016, 11:51:05 AM
First off thanks for updating for α15. ED-Embrasures 03.00.00 throws up debug info about being developed for an unknown game version on startup, though. I'll see if it still works (I hope!!).
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: Jdalt40 on September 08, 2016, 12:05:24 PM
Probably just forgot to add in the about.xml or there is a typo :)
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: Chrysander on September 08, 2016, 12:47:13 PM
TargetVersion is still 0.15.1280. :)

Edit: I am a total and utter fool. Please ignore. The version is still 0.15.1280 but that doesn't matter. It was my fault...
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: Seikikai on September 08, 2016, 03:10:05 PM
Can You Release An Animal Personal Shield Version For A14 Compatible With Pet Follow (https://ludeon.com/forums/index.php?topic=24422.0)?
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: Jaxxa on September 08, 2016, 08:56:45 PM
Quote from: Dellamorte on September 08, 2016, 03:07:35 AM
I have been using ED-PoweredVent, ED-ClosableVent and ReverseCycleCooler since a15 dropped and all have been working fine for me.

Glad they are working. They have not officially been updated, but it sounds like there were no changes around them so it still works.

Quote from: Chrysander on September 08, 2016, 12:47:13 PM
TargetVersion is still 0.15.1280. :)

Edit: I am a total and utter fool. Please ignore. The version is still 0.15.1280 but that doesn't matter. It was my fault...

Glad you figured it out.

Quote from: Seikikai on September 08, 2016, 03:10:05 PM
Can You Release An Animal Personal Shield Version For A14 Compatible With Pet Follow (https://ludeon.com/forums/index.php?topic=24422.0)?

No Idea. Still have a number of mods I want to update first.

Dont know How Pet Follow works so I could not tell you if it is possible.
I may look into it later. Do you know if the source code is available for that mod?
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: Seikikai on September 10, 2016, 04:05:59 AM
Quote from: Jaxxa on September 08, 2016, 08:56:45 PM
Quote from: Seikikai on September 08, 2016, 03:10:05 PM
Can You Release An Animal Personal Shield Version For A14 Compatible With Pet Follow (https://ludeon.com/forums/index.php?topic=24422.0)?

No Idea. Still have a number of mods I want to update first.

Dont know How Pet Follow works so I could not tell you if it is possible.
I may look into it later. Do you know if the source code is available for that mod?

Seems That Isn't Avaliable But I Can Ask To The Modder If You Want.
The Problem With The Mods Sems That Pet Follow Use The Pawn Class While Animal Shields Create A New Animal Class Instead Rewritting The Original Class.
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: JudgeArcher on September 12, 2016, 07:17:16 PM
hi, i wanted to ask if yout planning updating safe traps and 24h growing in A15. my pawns have this quirk running over traps that are right before the spawnzone and while they gather the last berrys out there.

if you have a plan for adding some new traps i had some ideas for missing traps in vanilla game. ;)

Btw Great work  ;D
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: Jdalt40 on September 12, 2016, 07:22:55 PM
24hr growing depends on CCL, so Jaxxa will probably have no control over when it will be updated
Title: Re: [A15] Enhanced Development - 2016-09-07
Post by: ninjawaffulz on September 15, 2016, 09:12:36 PM
Quote from: Chrysander on September 08, 2016, 12:47:13 PM
TargetVersion is still 0.15.1280. :)

Edit: I am a total and utter fool. Please ignore. The version is still 0.15.1280 but that doesn't matter. It was my fault...
How did you fix it then?????
Edit: you're supposed to take the mod folder out again  8)
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Jaxxa on September 17, 2016, 07:43:05 AM
Updated:
* ED-ShieldsBasic_02.00.01
* ED-LaserDrill_03.00.00
* ED-ReverseCycleCooler_03.00.00
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: 14m1337 on September 23, 2016, 07:16:19 AM
Hello Jaxxa,

I've just been raided by ~60 tribespeople and noticed, that the embrasures seem to provide no cover.
As far as many people use the mod, and nobody noticed that before, maybe I'm doing something wrong here.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Eruga on September 23, 2016, 11:06:01 AM
14m1337, the embassures are not supposed to provide cover. its basicly a high fence with small holes, melee cant get through them, but ranged can shoot hrough, both your side and the opponents.
If you want cover from fire put down some sandbags on the "inner" side.

Ps. Im still looking forward for the subspace transponder update.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: 14m1337 on September 24, 2016, 05:36:58 AM
sandbag cover-providing variable: <fillPercent>0.65</fillPercent>
embrasure cpv: <fillPercent>0.70</fillPercent>

conclusion: the embrasure should really do the covering job better than the sandbags. maybe all my enemy tribesmen were damn lucky with their bows and pilas



the subspace transponder works fine in A15. just edit about.xml: the line containing "<targetVersion>" should for example look like this: "<targetVersion>0.15.1279</targetVersion>"
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Jaxxa on September 26, 2016, 10:06:38 PM
Embrasures used to provide nearly Total Coverage <fillPercent>0.99</fillPercent>

That was generally thought to be too overpowered to I was reduced to the same amount as sandbags, it looks like sandbags were increased by .05 since A14
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: CorinnZV on October 01, 2016, 03:38:15 PM
Any idea when the Vanilla Turrets will be out for A15? I'm hurting for a more reliable defense. Thanks :)
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Nanao-kun on October 01, 2016, 05:25:43 PM
Quote from: CorinnZV on October 01, 2016, 03:38:15 PM
Any idea when the Vanilla Turrets will be out for A15? I'm hurting for a more reliable defense. Thanks :)

Pretty sure More Vanilla Turrets is a standalone mod for A15 already. The original version linked in the post.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Jdalt40 on October 02, 2016, 12:47:36 AM
Quote from: 14m1337 on September 24, 2016, 05:36:58 AM
Maybe all my enemy tribesmen were damn lucky with their bows and pilas
You can also decrease the accuracy of the tribesmen by roofing off the pillboxes you have and providing no light to them, darkness has a massive impact to accuracy but has no impact to the person inside the darkness
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Krolon on November 13, 2016, 07:59:30 PM
Still waiting for Plant24H...
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Jaxxa on November 13, 2016, 09:03:20 PM
Unfortunately that is one of the mods that are dependant on CCL being updated.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: kaptain_kavern on November 13, 2016, 09:53:54 PM
Hello Jaxxa,
I'm currently updating Superior Crafting from the last released by Abrexus (from A11) and the mod was packed with your shields in it.

Can I have the permissions to do the same in my future update please?
I intend to keep it like the original at first.

Best regards ;P
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Jaxxa on November 14, 2016, 02:20:40 PM
Yeah kaptain_kavern, that should be fine.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: kaptain_kavern on November 14, 2016, 05:15:05 PM
I will beholden to you, sir.

Thanks a lot  :D
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: 14m1337 on November 24, 2016, 03:28:43 PM
Hi Jaxxa, is it possible to call specific traders with the subspace transponder ? Maybe with +50% charge/call time then...

I imagine when I'm somewhere out there, and I'm doing a call like "got some stuff for trade, any traders welcome" then any trade ship may arrive. But when I say "hey exotic traders, I need some special stuff", the chance that an exotic trade will arrive next should be higher, just because the other ones may be not so interested in flying to my planet - simply because the chance for a profitable trade is much lower for them. If you understand what I mean ...
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Jaxxa on November 27, 2016, 01:30:30 AM
That is not possible with the current version, but I will add that to my list of things to look into for the next version.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: 14m1337 on November 27, 2016, 11:43:42 AM
then I guess calling different caravan types from other settlers/tribes in the comms console is hardcoded, right ? thought you could get some impression how to do it there.

nevertheless, +1 karma for you ;D
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Spdskatr on November 28, 2016, 03:30:37 AM
What happened with ED-Embrasures? All I can see is the source code.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Canute on November 28, 2016, 04:19:48 AM
Thats the right thing, download it, inside the zip you find a folder with the name "ED-Embrasures" thats the mod.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Jaxxa on November 28, 2016, 06:06:17 AM
Thanks for pointing that out, not entirely certain what happened with that File.

Although Canute is right that because it is an .XML only mod you can just use the folder from source I have reuploaded the release .zip for consistency.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Thundercraft on December 01, 2016, 06:46:19 AM
Q: I noticed that the A14 version of ED-Shields had a compatibility patch for Combat Realism. So, I was wondering: Will the A15 version of ED-Shields need some sort of patch to work with Combat Realism? Is it currently incompatible?
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: joaonunes on December 01, 2016, 11:14:36 AM
Quote from: Thundercraft on December 01, 2016, 06:46:19 AM
Q: I noticed that the A14 version of ED-Shields had a compatibility patch for Combat Realism. So, I was wondering: Will the A15 version of ED-Shields need some sort of patch to work with Combat Realism? Is it currently incompatible?

I dont recall the shields having a compat patch, but I do remember something similar about the ED-Embrasures
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Adalah217 on December 12, 2016, 10:47:02 AM
Not sure if it's been asked already or not, but is there any way to port colonists over to a new map, like in the stargate mod, for A15? I was looking into just copying over the character from the save file, but I haven't really tried it yet. I know I could do prepare carefully, but it's tedious.

Edit: It's very easy to copy and paste pawns over via savefile editing. Might be bugs though.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Thundercraft on December 12, 2016, 12:00:16 PM
Quote from: joaonunes on December 01, 2016, 11:14:36 AM
...I dont recall the shields having a compat patch, but I do remember something similar about the ED-Embrasures

:-\ But it's right there:

Quote from: Jaxxa on April 16, 2016, 02:45:22 AM
ED-Shields:
...[snip]
Patches:
Combat Realism (A14):
https://github.com/jaxxa/ED-Shields-CR/releases
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: joaonunes on December 12, 2016, 01:15:25 PM
Quote from: Thundercraft on December 12, 2016, 12:00:16 PM
Quote from: joaonunes on December 01, 2016, 11:14:36 AM
...I dont recall the shields having a compat patch, but I do remember something similar about the ED-Embrasures

:-\ But it's right there:

Quote from: Jaxxa on April 16, 2016, 02:45:22 AM
ED-Shields:
...[snip]
Patches:
Combat Realism (A14):
https://github.com/jaxxa/ED-Shields-CR/releases

humm... Thanks for pointing it out.
Doest it have any .dll files? If yes then it will probably need an A15 CR update first, if it's just xml files it should work, it won't hurt to try anyways :P
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Jaxxa on December 12, 2016, 05:04:11 PM
I have not tested it but If CR is still working the way it did the previous Alpha it will need a new patch.

With A16 coming out real soon / now do people still care for an A15 CR patch?
If so post a link to the CR that everyone is using and I will look into making a new patch.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: joaonunes on December 12, 2016, 05:59:07 PM
Quote from: Jaxxa on December 12, 2016, 05:04:11 PM
I have not tested it but If CR is still working the way it did the previous Alpha it will need a new patch.

With A16 coming out real soon / now do people still care for an A15 CR patch?
If so post a link to the CR that everyone is using and I will look into making a new patch.

People want an A15 update because CR is one of the biggest mods around, changes a lot of stuff and for some people (me included) it is an essential mod for this game, and Soonâ„¢ is a very vague word that has no precise meaning... Soon can either be 3 months or 1 week...
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Thundercraft on December 12, 2016, 06:59:22 PM
Quote from: joaonunes on December 12, 2016, 05:59:07 PM
Quote from: Jaxxa on December 12, 2016, 05:04:11 PM
With A16 coming out real soon / now do people still care for an A15 CR patch?
If so post a link to the CR that everyone is using and I will look into making a new patch.

People want an A15 update because CR is one of the biggest mods around, changes a lot of stuff and for some people (me included) it is an essential mod for this game...

I really do want to use CR. However, it seems the only CR available for A15 is a "test release" that lacks CCL, is rather buggy, and has proven incompatible or difficult to use with several popular mods. Myself, I'm about ready to start a new game. And I'm having a hard time deciding whether I want to deal with the issues of the current CR or if I should just wait for it to get updated for A16 (hopefully with less headaches).

Quote from: joaonunes on December 12, 2016, 05:59:07 PM...Soonâ„¢ is a very vague word that has no precise meaning... Soon can either be 3 months or 1 week...

Granted. But I wouldn't be surprised if we see A16 released right around Christmas. Once A16 hits, will there be much interest in maintaining mods for A15? (Myself, I think I will continue using A15 for a while, though.)
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: joaonunes on December 12, 2016, 07:36:24 PM
Quote from: Thundercraft on December 12, 2016, 06:59:22 PM
I really do want to use CR. However, it seems the only CR available for A15 is a "test release" that lacks CCL, is rather buggy, and has proven incompatible or difficult to use with several popular mods. Myself, I'm about ready to start a new game. And I'm having a hard time deciding whether I want to deal with the issues of the current CR or if I should just wait for it to get updated for A16 (hopefully with less headaches).
And this is the reason I'm not using CR right now. It works, poorly, but I want the other mods as well to work properly, so I have to take away the "bad apple"...

Quote from: Thundercraft on December 12, 2016, 06:59:22 PM
Granted. But I wouldn't be surprised if we see A16 released right around Christmas. Once A16 hits, will there be much interest in maintaining mods for A15?
It would be awesome if it happens, and yeah, there is the feeling that some mod developers are waiting for A16 before updating anything CCL related.

Quote from: Thundercraft on December 12, 2016, 06:59:22 PM
(Myself, I think I will continue using A15 for a while, though.)
This... I have actually completely skipped A14, went from A13 straight to A15 :P I had the perfect mod composition and an awesome colony I wanted to mess with first, and eventually when I finished my A13 gameplay A15 was being announced, so I waited a bit before jumping into a new version.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: metheviewer on December 21, 2016, 02:43:07 PM
Hi all, long time player and lurker, don't really post or request.

The embrasures mod has become an essential part of any playthrough for me. It's the only balanced solution I've found for the large amount of enemies spawned at later levels, apart from elaborate wooden mazes with lots of doors and incendiaries at all entrances.

I love this mod, and am really enjoying alpha 16 - but it's missing something important - embrasures.

Any news on an update?
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Jaxxa on December 21, 2016, 05:18:08 PM
I plan to have some of the mods updated soon (before the end of this weekend), this includes the Embrasures mod.

Not certain what other mods I will update and in what order.
If you have any specific mods you want to see updated let me know and I may bump it up the list.
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Hydromancerx on December 21, 2016, 05:57:41 PM
Bump up Laser Drill please!  8)
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Thundercraft on December 21, 2016, 11:18:15 PM
Quote from: Hydromancerx on December 21, 2016, 05:57:41 PM
Bump up Laser Drill please!  8)

I second the motion, please. ;D
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: harpo99999 on December 22, 2016, 02:36:44 AM
Quote from: Thundercraft on December 21, 2016, 11:18:15 PM
Quote from: Hydromancerx on December 21, 2016, 05:57:41 PM
Bump up Laser Drill please!  8)

I second the motion, please. ;D
I third the motion, please update
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: metheviewer on December 22, 2016, 05:13:06 AM
Quote from: Jaxxa on December 21, 2016, 05:18:08 PM
I plan to have some of the mods updated soon (before the end of this weekend), this includes the Embrasures mod.

Not certain what other mods I will update and in what order.
If you have any specific mods you want to see updated let me know and I may bump it up the list.

Hi Jaxxa,

Just to let you know, I'm using the A15 embrasures mod synched with the steam workshop and so far no problems encountered.

Thanks!
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: hentiger on December 22, 2016, 09:50:39 PM
I fourth the motion, please
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: Snownova on December 23, 2016, 12:38:09 AM
For me shields is the main one I'm looking forwards to.

Maybe Stargate if it's reworked to teleport between colonies (since between saves no longer seems necessary)
Title: Re: [A15] Enhanced Development - 2016-09-17
Post by: MarcTheMerc on December 23, 2016, 11:49:14 AM
Just so you know your embrasures work in alpha 16 all it really needs is the target version changed in the abouts page. (as far as I know)
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: Jaxxa on December 23, 2016, 10:30:32 PM
Just Updated:

ED-Embrasures
ED-CheatReactor
ED-LaserDrill

As always let me know if there are any issues with them.
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: Smexy_Vampire on December 23, 2016, 11:19:05 PM
funny thing is stargate still kinda works XD
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: Wendigo on December 24, 2016, 12:46:16 AM
Looking forward to a Shields update.  I also miss PersonalNanoShields and SubspaceTransponder, but not sure if the A14 stuff is getting a kick up to A16.  Either way, glad to see you updating ED again, Jaxxa.
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: iamyourgoldfish on December 24, 2016, 06:05:26 PM
Request for PersonalNanoShields to be updated. My favorite mod, has saved me tons of damaged limbs, and makes melee colonists actualy worth it.
Also if you do update it, a way to recharge the shields during caravans would be great. Some sort of natural regen, or a portable generator or something that could be uninstalled and transported and deployed on the temporary / raider maps.
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: asquirrel on December 24, 2016, 06:34:48 PM
Thanks a bunch man for the Alpha 16 updates that you've done so far.  They are a necessity for every Rimworld game I play.  Looking forward to the  rest of the updates.  Hey, do you do a global shield mod too?
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: darkhowle on December 27, 2016, 09:59:56 AM
ED Laser drill bug when i unzip it :v fix it please
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: Jaxxa on December 29, 2016, 02:36:43 AM
Quote from: darkhowle on December 27, 2016, 09:59:56 AM
ED Laser drill bug when i unzip it :v fix it please
It was a .7z file not a .zip file. I have added a .zip file now.

Quote from: asquirrel on December 24, 2016, 06:34:48 PM
Thanks a bunch man for the Alpha 16 updates that you've done so far.  They are a necessity for every Rimworld game I play.  Looking forward to the  rest of the updates.  Hey, do you do a global shield mod too?

What do you mean by "global shield mod"?
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: Kerobeross on December 30, 2016, 08:58:02 AM
Do you have ETA on shields ? I have a fully operational mod selection for A16 and Shields would be the icing on the cake.

On a side note, embrasures and laser drill(also part of my selection :D) seem to be working fine so far. Thanks for the work you put in your mods, they are really game practical and balanced imo.
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: asquirrel on December 30, 2016, 11:06:20 AM
Second on ED Shields.  Another one of my must have mods!! :)
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: HowAboutScience on December 30, 2016, 03:12:13 PM
I don't have permission to do this so if this is bad someone let me know.

I got ED-Shields working in A16, took a few simple edits to some method calls to account for the new map and world system. I have not extensively tested this, but instead of throwing DivideByZero exceptions it makes a shield so I'm calling it good.

https://www.dropbox.com/s/mytojf2movhsqu1/ED-ShieldsBasic.zip?dl=1

Enjoy
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: asquirrel on December 30, 2016, 03:38:21 PM
Quote from: HowAboutScience on December 30, 2016, 03:12:13 PM
I don't have permission to do this so if this is bad someone let me know.

I got ED-Shields working in A16, took a few simple edits to some method calls to account for the new map and world system. I have not extensively tested this, but instead of throwing DivideByZero exceptions it makes a shield so I'm calling it good.

Oh sweet goodness!  I'm going to try it out as soon as I can get my game unscrewed.  It's throwing all kinds of errors when I try to cook.  Is there a way to clean out config files and stuff?  Maybe I got some old Rimworld crap (A15) messing with the A16 build?

https://www.dropbox.com/s/mytojf2movhsqu1/ED-ShieldsBasic.zip?dl=1

Enjoy
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: HowAboutScience on December 30, 2016, 03:48:04 PM
Quote from: asquirrel on December 30, 2016, 03:38:21 PM
Oh sweet goodness!  I'm going to try it out as soon as I can get my game unscrewed.  It's throwing all kinds of errors when I try to cook.  Is there a way to clean out config files and stuff?  Maybe I got some old Rimworld crap (A15) messing with the A16 build?

Only rimworld files in my knowledge would be wherever you downloaded the game, and the config files in appdata/locallow/ludeon.  Could try deleting the contents of that folder, but you will lose all settings/saves ect.

Good Luck
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: asquirrel on December 30, 2016, 04:07:26 PM
Quote from: HowAboutScience on December 30, 2016, 03:48:04 PM
Quote from: asquirrel on December 30, 2016, 03:38:21 PM
Oh sweet goodness!  I'm going to try it out as soon as I can get my game unscrewed.  It's throwing all kinds of errors when I try to cook.  Is there a way to clean out config files and stuff?  Maybe I got some old Rimworld crap (A15) messing with the A16 build?

Hmm.  Seeing as I'm in screwsville right now I'm gonna try it. :D

Only rimworld files in my knowledge would be wherever you downloaded the game, and the config files in appdata/locallow/ludeon.  Could try deleting the contents of that folder, but you will lose all settings/saves ect.

Good Luck
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: asquirrel on January 01, 2017, 05:03:54 PM
I think I might have spoken too soon about the shield mod.  Did you get crazy stuff like this?  It looks like a missing texture or something:

Edit - Newp.  Looks like there was a conflict with another texture maybe or the install was corrupt.  I disabled the mod and then closed Rimworld.  Then re-copied the files from the mod archive back into the Ed-Shield folder in Rimworld.  Then re-enabled the mod and put it last on the mod load list.  The textures are normal again.  Whew. :)


[attachment deleted by admin due to age]
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: Jaxxa on January 02, 2017, 05:29:18 AM
Yeah, posting a updated version is fine. Have had less time than expected. Planning to get an official update of that and a few other mods tomorrow.

Updating someone elses mod to a new Alpha is actually how I got started with modding.
Title: Re: [A16] Enhanced Development - 2016-12-24
Post by: Tgr on January 03, 2017, 05:12:09 AM
Hi, when using this mod enemy ranged units don't stand off as normal, and instead try to rush the door or pile up climbing through the embrasures.

I'm not sure there's  a quick fix to this ... I am also unsure if the exact same thing would happen if, say, I build sandbags in the same pattern with doors. It may be a vanilla AI bug.
Title: Re: [A16] Enhanced Development - 2017-01-05
Post by: Jaxxa on January 05, 2017, 05:40:16 AM
Updated ED-ShieldsBasic.

Also included some new Art by Rilamus.
Title: Re: [A16] Enhanced Development - 2017-01-05
Post by: CathDubh on January 05, 2017, 12:08:29 PM
Any chance of a combat realism patch for the shields in a16?
Great mod by the way
Title: Re: [A16] Enhanced Development - 2017-01-05
Post by: Screech on January 05, 2017, 12:16:07 PM
I tried to refill a steam vent with the laser drill filler, it just doesn't want to sit properly on the geyser. I can put it right next to it but it won't detect the hole. Plus it has a white outline like those of the sunlamps have, I don't think that's necessary. Could it be a conflicting mod? Or is it just broken?
Title: Re: [A16] Enhanced Development - 2017-01-05
Post by: Jaxxa on January 05, 2017, 05:24:24 PM
Quote from: CathDubh on January 05, 2017, 12:08:29 PM
Any chance of a combat realism patch for the shields in a16?
Great mod by the way

Haven't used CR any time recently, is this the latest version / one you want a patch for?
https://ludeon.com/forums/index.php?topic=27374.0

Quote from: Screech on January 05, 2017, 12:16:07 PM
I tried to refill a steam vent with the laser drill filler, it just doesn't want to sit properly on the geyser. I can put it right next to it but it won't detect the hole. Plus it has a white outline like those of the sunlamps have, I don't think that's necessary. Could it be a conflicting mod? Or is it just broken?

The Laser Filler no longer gets placed directly on a geyser. There was an issue with a geyser too close to water so you could not place a generator on it, but you also could not place a Filler on it, so now it just has to be close not directly on. When you activate and power the filler you should see the work remaining counting down.
Title: Re: [A16] Enhanced Development - 2017-01-05
Post by: joaonunes on January 05, 2017, 08:35:02 PM
Quote from: Jaxxa on January 05, 2017, 05:24:24 PM
Haven't used CR any time recently, is this the latest version / one you want a patch for?
https://ludeon.com/forums/index.php?topic=27374.0

That is the latest alright
Title: Re: [A16] Enhanced Development - 2017-01-05
Post by: CathDubh on January 06, 2017, 03:13:10 PM
Yep thats the one.
Title: Re: [A16] Enhanced Development - 2017-01-05
Post by: RoronoaDroagon on January 07, 2017, 05:35:17 PM
hello
awesome mod, use it in my mod colection, love it ^^
just wondering if this was the mod that had the embrasures that could be used as doors??
the embrasures could be retracted down in the ground and you could even toggel the embrasure effect/status to a normal wall/full wall??
whould be awesome to have that ^^
Title: Re: [A16] Enhanced Development - 2017-01-05
Post by: 123nick on January 07, 2017, 08:18:18 PM
Quote from: RoronoaDroagon on January 07, 2017, 05:35:17 PM
hello
awesome mod, use it in my mod colection, love it ^^
just wondering if this was the mod that had the embrasures that could be used as doors??
the embrasures could be retracted down in the ground and you could even toggel the embrasure effect/status to a normal wall/full wall??
whould be awesome to have that ^^

i remember that mod, it was mechanical defense 2 and not this one, and i dont think mechanical defense was updated.

also, will 24 hour plants be updated soon?
Title: Re: [A16] Enhanced Development - 2017-01-05
Post by: Smexy_Vampire on January 08, 2017, 02:39:42 AM
is it posable to get stargate working agin :D i kinda like story line my poeple retreat into one and pop out in a new land
Title: Re: [A16] Enhanced Development - 2017-01-05
Post by: ADM-Ntek on January 15, 2017, 06:11:08 PM
i love the shields and the Embrasures. but is it just me or does the texture for the Embrasures not align properly.
Title: Re: [A16] Enhanced Development - 2017-01-05
Post by: Snownova on January 16, 2017, 05:39:37 AM
Quote from: Smexy_Vampire on January 08, 2017, 02:39:42 AM
is it posable to get stargate working agin :D i kinda like story line my poeple retreat into one and pop out in a new land

I agree, also with the new world mapit would be awesome to connect colonies with a stargate, for a faster alternative to caravans
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: Jaxxa on January 20, 2017, 10:16:17 PM
Just Released a number of Updates. Including a compatibility patch for CR and Shields.



2017-01-21
* ED-CheatReactor_03.00.01
* ED-Embrasures_04.00.01
* ED-LaserDrill_04.00.01
* ED-ReverseCycleCooler_04.00.00
* ED-ShieldsBasic_04.00.00
* ED-Shields-CR_03.00.00
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: TKCaesar on January 21, 2017, 10:55:47 AM
Do you plan on updating personal nanite shield.
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: Jaxxa on January 22, 2017, 06:21:45 AM
Yeah, the plan is to update that.

I just want to figure out a way of charging it while in caravans or attacking a base.
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: faltonico on January 22, 2017, 03:20:35 PM
Quote from: Jaxxa on January 22, 2017, 06:21:45 AM
...
I just want to figure out a way of charging it while in caravans or attacking a base.

A wearable 1x1 square solar power panel? xD
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: Jaxxa on January 22, 2017, 08:52:59 PM
I want to stay away from something that just allows the shields to be regenerated.

I am thinking some type of once use Charging Station / or Crystals.
But then the question of how to balance them, how much does it cost to make, how heavy are they to carry, how much shield energy can they restore?
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: Stage on January 22, 2017, 09:23:23 PM
Don't know what's possible, but I would prefer this:

- a portable recharge station that is light and small (1x1 or 2x2, couple of KGs) that uses charge cells. Once finished it may ejects an empty cell.
- empty charge cells are crafted with plasteel/gold/uranium and components at the component assembly bench
- they need to be charged at a heavy charging station
- recharge station can carry 2(4) charge cells, 1(2) charge cell should be enough to charge a shield
- charge cells are quite heavy, 5-10 kg/cell? So a Pawn can carry a 1x recharge of his shield (for balance I would say no more than 2 recharge per pawn, otherwise use the standard shield)

I could imagine a lategame solution for droppod-raids where you have an "all-in-one" charging station that only uses a lot of power
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: Jaxxa on January 22, 2017, 11:30:19 PM
I think most of that is possible, just will need to decide if that is how it should work.
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: Tiberiumkyle on January 23, 2017, 12:30:25 AM
Shields not working with Hardcore SK mod, tried with and without combat realism patch, and in different load orders, guessing it's something they've done specific to the modpack.  More an inconvenience than anything, while I do like having the option, I'll get by if making a compatibility patch isn't on the to-do list.
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: Jaxxa on January 23, 2017, 12:43:55 AM
What appears to be the issue?
Are there any errors or do the weapons just go through the shield?
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: Stage on January 23, 2017, 02:05:35 AM
I have a request:

Is it possible to "merge" the shields? Via a new shield type or a research (eg "shield harmonizing")
I run into this problem when I use 2 shields next to each other: my colonists try to shoot something through the other shield, but their shots get blocked ofc.
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: Jaxxa on January 23, 2017, 05:15:36 AM
Not currently possible as the game is right now. That would require a rewrite of how the shields are generated. It is a possibility that I will do that, but probably not for a while.
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: mysticmaple on January 24, 2017, 05:07:00 PM
 You do well! Using Personal shield can thoroughly avoid sims's harm from battling or the things causing threat .  It is a realy useful mod as well as the ed-shields . ;D I rarely type English or use it ....
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: Tiberiumkyle on January 24, 2017, 05:13:07 PM
Quote from: Jaxxa on January 23, 2017, 12:43:55 AM
What appears to be the issue?
Are there any errors or do the weapons just go through the shield?

I'll check again for errors, but don't recall any in initial testing. Weapons fire simply ignored the shields, as did fires. Toggling the shield settings had no effect.

Edit: And now it's working. No clue why it wasn't, earlier, I've changed nothing.  Non-steam version, cause I prefer updating when I'm good n ready, not when steam wants to.
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: A_Soft_Machine_Man on January 25, 2017, 12:04:44 AM
Hey Jaxxa, what detours does Plant24H use exactly? I'm of a mind to try monkeying around with the raws myself and see what I can come up with. It's actually kind of funny that that's the ED mod I miss the most from A14, even over the more flashy mods like the nanoshield. The biggest barrier to late-game large colonies for me is having a large enough food surplus, and it's often due to not being able to grow crops quick enough due to the nighttime resting.
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: Codexehow on February 16, 2017, 10:34:27 PM
The shields are way too cheap. I'm limiting myself to one per game for balance.

They need to require gold, uranium, plasteel as well as silver. IMO.

Could we get a version like this pretty please?
Title: Re: [A16] Enhanced Development - 2017-02-25
Post by: Jaxxa on February 24, 2017, 10:45:52 PM
New Update for
ED-OmniGel and ED-ReinforcedStuff now A16
ED-ShieldsBasic Balance changes to use Components.
Title: Re: [A16] Enhanced Development - 2017-01-21
Post by: XeoNovaDan on February 25, 2017, 08:38:44 AM
Quote from: Codexehow on February 16, 2017, 10:34:27 PM
The shields are way too cheap. I'm limiting myself to one per game for balance.

They need to require gold, uranium, plasteel as well as silver. IMO.

Go to Defs > ThingDefs_Buildings > Buildings_Shields.xml, and you can change recipes there
Title: Re: [A16] Enhanced Development - 2017-02-25
Post by: dariorthan on March 04, 2017, 07:09:08 PM
i cant place the shields. they are available in the menu, but i cant place the finished versions
Title: Re: [A16] Enhanced Development - 2017-02-25
Post by: Jaxxa on March 04, 2017, 07:55:51 PM
Quote from: dariorthan on March 04, 2017, 07:09:08 PM
i cant place the shields. they are available in the menu, but i cant place the finished versions

Do you have any errors in the console?

Did you download a Release version of the mod? Github includes source versions automatically but they dont have the .dll file.
Title: Re: [A16] Enhanced Development - 2017-03-05
Post by: Jaxxa on March 04, 2017, 07:58:55 PM
Just Updated:

  • ED-Embrasures
  • ED-Plant24H
  • ED-SafeTraps
  • ED-TurretControl

The only change for Embrasures is information about the "I've Got You In My Sights" mod https://ludeon.com/forums/index.php?topic=30573.0
Title: Re: [A16] Enhanced Development - 2017-02-25
Post by: dariorthan on March 05, 2017, 04:08:52 AM
Quote from: Jaxxa on March 04, 2017, 07:55:51 PM
Quote from: dariorthan on March 04, 2017, 07:09:08 PM
i cant place the shields. they are available in the menu, but i cant place the finished versions

Do you have any errors in the console?

Did you download a Release version of the mod? Github includes source versions automatically but they dont have the .dll file.

your latest release of the shields only has source versions
Title: Re: [A16] Enhanced Development - 2017-02-25
Post by: Jaxxa on March 05, 2017, 04:52:31 AM
Quote from: dariorthan on March 05, 2017, 04:08:52 AM
Quote from: Jaxxa on March 04, 2017, 07:55:51 PM
Quote from: dariorthan on March 04, 2017, 07:09:08 PM
i cant place the shields. they are available in the menu, but i cant place the finished versions

Do you have any errors in the console?

Did you download a Release version of the mod? Github includes source versions automatically but they dont have the .dll file.

your latest release of the shields only has source versions

Thanks for pointing that out, looks like something had gone wrong with the upload, should be fixed now.
Title: Re: [A16] Enhanced Development - 2017-03-20
Post by: Jaxxa on March 20, 2017, 07:29:53 AM
Just Updated ED-Plant24H, ED-SafeTraps and ED-TurretControl to use the latest version of Harmony.
Title: Re: [A16] Enhanced Development - 2017-03-20
Post by: moredrowsy on April 07, 2017, 12:00:50 AM
Is harmony included in the Plant 24hr version? And can you please update the nano shields. They're awesome. Thanks for the work!
Title: Re: [A16] Enhanced Development - 2017-03-05
Post by: Dr_Zhivago on April 07, 2017, 06:28:31 AM
Quote from: Jaxxa on March 04, 2017, 07:58:55 PM
Just Updated:

  • ED-Embrasures
  • ED-Plant24H
  • ED-SafeTraps
  • ED-TurretControl

The only change for Embrasures is information about the "I've Got You In My Sights" mod https://ludeon.com/forums/index.php?topic=30573.0


So will we no longer need "I've Got You In My Sights"? Embrasures will not act as walls anymore?
Title: Re: [A16] Enhanced Development - 2017-03-20
Post by: Jaxxa on April 09, 2017, 04:01:04 AM
Quote from: moredrowsy on April 07, 2017, 12:00:50 AM
Is harmony included in the Plant 24hr version? And can you please update the nano shields. They're awesome. Thanks for the work!

Should be included. if it isn't in a version then i did something went wrong with the upload.  I will have another look at updating that when i get the time. Glad you like the mods.

Quote from: Dr_Zhivago on April 07, 2017, 06:28:31 AM
So will we no longer need "I've Got You In My Sights"? Embrasures will not act as walls anymore?

You still need it, there is a just text in the description letting you know that you can get it now.
Title: Re: [A16] Enhanced Development - 2017-03-20
Post by: Eep on April 12, 2017, 04:31:22 PM
Any plans for an A16 update for closeable vents?
Title: Re: [A16] Enhanced Development - 2017-03-20
Post by: Jaxxa on April 12, 2017, 07:20:00 PM
Quote from: Eep on April 12, 2017, 04:31:22 PM
Any plans for an A16 update for closeable vents?

I will have a look into it.
Title: Re: [A16] Enhanced Development - 2017-03-20
Post by: Kassidoo on April 16, 2017, 06:47:19 AM
Hi,  I get this message everytime I start the game; http://i.imgur.com/aQ4E3Uu.jpg
It says that the mod ED-Plants24H usues a old version of harmony
Title: Re: [A16] Enhanced Development - 2017-03-20
Post by: Jaxxa on April 17, 2017, 08:06:46 AM
Just updated

2017-04-17
* ED-Plant24H_04.00.02
* ED-ClosableVent_03.00.00
* ED-PersonalNanoShields_04.00.00
Title: Re: [A16] Enhanced Development - 2017-03-20
Post by: faltonico on April 18, 2017, 12:29:49 AM
Quote from: Jaxxa on April 17, 2017, 08:06:46 AM
Just updated

2017-04-17
* ED-Plant24H_04.00.02
* ED-ClosableVent_03.00.00
* ED-PersonalNanoShields_04.00.00
I was about to download ED-ClosableVent, but you seem to forgot to upload the link to ver 03.00.00 though.
Thank you for the mod.
Title: Re: [A16] Enhanced Development - 2017-03-20
Post by: Jaxxa on April 18, 2017, 01:29:06 AM
Quote from: faltonico on April 18, 2017, 12:29:49 AM
Quote from: Jaxxa on April 17, 2017, 08:06:46 AM
Just updated

2017-04-17
* ED-Plant24H_04.00.02
* ED-ClosableVent_03.00.00
* ED-PersonalNanoShields_04.00.00
I was about to download ED-ClosableVent, but you seem to forgot to upload the link to ver 03.00.00 though.
Thank you for the mod.

I hate it when this happens.
I didn't actually forget, I uploaded it but then sometimes it does not work correctly, I will reupload it when I get home, thanks for letting me know.

Until them you should be able to grab it from:
https://github.com/jaxxa/JaxxaRimworldReleaseCollection/blob/master/Alpha16/ED-ClosableVent_03.00.00.zip
Title: Re: [A16] Enhanced Development - 2017-03-20
Post by: faltonico on April 18, 2017, 04:18:24 AM
Quote from: Jaxxa on April 18, 2017, 01:29:06 AM
Quote from: faltonico on April 18, 2017, 12:29:49 AM
Quote from: Jaxxa on April 17, 2017, 08:06:46 AM
Just updated

2017-04-17
* ED-Plant24H_04.00.02
* ED-ClosableVent_03.00.00
* ED-PersonalNanoShields_04.00.00
I was about to download ED-ClosableVent, but you seem to forgot to upload the link to ver 03.00.00 though.
Thank you for the mod.

I hate it when this happens.
I didn't actually forget, I uploaded it but then sometimes it does not work correctly, I will reupload it when I get home, thanks for letting me know.

Until them you should be able to grab it from:
https://github.com/jaxxa/JaxxaRimworldReleaseCollection/blob/master/Alpha16/ED-ClosableVent_03.00.00.zip

Thanks!
Title: Re: [A16] Enhanced Development - 2017-04-17
Post by: Jaxxa on April 18, 2017, 08:08:12 AM
Normal Release should be working now.
Title: Re: [A16] Enhanced Development - 2017-04-17
Post by: Jaxxa on April 19, 2017, 04:25:18 PM
Updated PersonalAnimalShields
Title: Re: [A13] Enhanced Development - ReverseCycleCooler
Post by: Mosart on April 24, 2017, 03:52:23 AM
Quote from: Jaxxa on April 16, 2016, 02:46:32 AM
ReverseCycleCooler:

This module changes the cooler to have a rotate option and be able to warm a room.

Download:
https://github.com/jaxxa/ED-ReverseCycleCooler/releases


Is it possible to use ths mod with BetterCoolers mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=742418602
Title: Re: [A13] Enhanced Development - ReverseCycleCooler
Post by: Jaxxa on April 24, 2017, 05:29:48 AM
Quote from: Mosart on April 24, 2017, 03:52:23 AM
Quote from: Jaxxa on April 16, 2016, 02:46:32 AM
ReverseCycleCooler:

This module changes the cooler to have a rotate option and be able to warm a room.

Download:
https://github.com/jaxxa/ED-ReverseCycleCooler/releases


Is it possible to use ths mod with BetterCoolers mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=742418602

What version of the game are you running? That Better Coolers mod says it works for 0.14

I would probably have to make another patch for it.
Title: Re: [A13] Enhanced Development - ReverseCycleCooler
Post by: Mosart on April 24, 2017, 11:34:03 AM
Quote from: Jaxxa on April 24, 2017, 05:29:48 AM
Quote from: Mosart on April 24, 2017, 03:52:23 AM
Quote from: Jaxxa on April 16, 2016, 02:46:32 AM
ReverseCycleCooler:

This module changes the cooler to have a rotate option and be able to warm a room.

Download:
https://github.com/jaxxa/ED-ReverseCycleCooler/releases


Is it possible to use ths mod with BetterCoolers mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=742418602

What version of the game are you running? That Better Coolers mod says it works for 0.14

I would probably have to make another patch for it.

Ok. I tried this already. Downloaded a16 version.

I think you made really nice mod which could change coolers+heaters to coolers only.
Unfortunately, it's unavailable to use with BetterVents and BetterCoolers (which needn't to destroy wall to place coolers/vents). So I will be forced to use  them.

But thank you for other your mods anyway. ;)
Title: Re: [A16] Enhanced Development - 2017-04-19
Post by: Elodie on April 27, 2017, 02:45:31 AM
Had this beautiful thing happen today using the ED-Shields mod, raiders tried to drop into my courtyard

(https://dl.dropboxusercontent.com/u/75920383/Screenshots/Gams/Rimworld/raider%20drop%20pods%20explode.gif)
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: Jaxxa on April 29, 2017, 02:10:51 AM
Thanks for sharing Elodie glad to know that it is working well for you :)
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: Jaxxa on April 29, 2017, 02:11:41 AM
Added a new mod called "PhotoDay" Allows you to set a Reminder every X Hours to take a Photo of your base, alternatively it can silently take a photo whatever you are viewing at the time.
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: asquirrel on May 25, 2017, 08:17:05 PM
Do you have any ETA when your mods might be available for A17?  I really need your embrasures and shield mod.  And your embrasures mod,  turret mod, laser drill, reinforced stuff, and turret control mod.  You made a lot of good mods. :)
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: GIFShinobi on May 27, 2017, 02:33:35 PM
All his mod including the shield mods would have been in the game's core at the release but that didn't happen because of some license problem :/ this would have been a great addition for rimworld. Hopefully he updates it to A17
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: asquirrel on May 27, 2017, 04:38:42 PM
Thanks for the info on that.  I'd be happy whether it was a mod or part of the game, as long as he gets credit (or money) for making the mods. I'm still playing with A16 until his shield mod is out.  Actually, I use a ton of his mods but that shield mod is critical.
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: Jaxxa on May 28, 2017, 05:08:21 AM
Been sick recently so didn't get my mods updated immediately as I would have liked to. I plan to be working on updated this coming week.

Feel free to let me know what mods you are waiting for and i will try and do the more popular ones sooner.

Quote from: asquirrel on May 25, 2017, 08:17:05 PM
Do you have any ETA when your mods might be available for A17?  I really need your embrasures and shield mod.  And your embrasures mod,  turret mod, laser drill, reinforced stuff, and turret control mod.  You made a lot of good mods. :)
Thanks glad you like them, as I said I plan to work on it this week.

Quote from: s3gur0 on May 27, 2017, 02:33:35 PM
All his mod including the shield mods would have been in the game's core at the release but that didn't happen because of some license problem :/ this would have been a great addition for rimworld. Hopefully he updates it to A17

Not certain what you are referring to with licence problems. The developer has in the past included things from mods, including things from mods that I did such as Personal Shields, Vents, being able to close Vents and Mortars requiring shells to fire.
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: C0pper on May 28, 2017, 11:51:58 AM
Just a quick note: Stole your OmniGel mod -- kinda -- and made it compatible/use another mod "Vegetable garden"
Aside from a MAD amount of recipes in the Electric Smelter, They work fine.
My Rip of your mod, is super cheaty like uber super duper OP cheaty.
1 Omnigel gives 50 of either: Steel, plasteel, gold, silver, etc...
Jade gets 100
Can also get components.

IT was the only way to get OmniGel mod back up to v.A17.
If anyone wants my "Edit" of Vegetable garden edit, let me know.
Just know, it changes NOTHING of the original mod, only adds, without overwriting any files what so ever.
Have yet to hit any problems.
I'm torn between adding the ability to get <Material> Stone blocks instead of chunks... but i don't know yet...

Tried to get the Cheat reactor to work, but i don't have enough skills to convert/upgrade the mod to work with the new A17.
Seems to missing a few things...

Currently looking into see what i can do with embrasures...

My edits are for personal use, but until Jaxxe updates some of these beautiful mods, i'm forced to attempt to steal/update them on my own.
For those who can't think that far: He deserves the credits for these mods, he came up with them after all :P
All i did was edit 'em and tried to make 'em work for A17.

So far, only managed to make OmniGel work.
And if anyone wants the edits i did for Vegetable Garden mod, let me know, but also know they are stolen from Jaxxe's mod, even the gfx of them...

OmniGel mod is freaking awesome and fun!
So is cheat reactor... though i guess Debug "Unlimited power" works the same in a way... Especially since the reactors don't cost a darn thing...
Would love to change the size of the reactors to just 1 tile instead of 4 tiles...
Will look into that when/if it ever gets updated...
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: asquirrel on May 28, 2017, 01:20:33 PM
Thanks Jaxxa!  Really looking forward to using your mods on A17.  No pressure.  I'll just keep an eye on this thread and update when you update it.    In the meantime I can keep using A16. :)
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: canning on May 28, 2017, 03:21:38 PM
Hey, thanks for telling us Jaxxa. 

its no small point to say your mods are a primary factor in me not playing 17 yet, lol love what you have here.

but id rather see that you get your rest and heal up, then update the mods when your really ready!  have a good week and rest well.


Also, when your ready to, as response to your question.. i personaly favor these mods the most.

Most favored going from top down.

ED-Shields
ED-PersonalNanoShields
ED-ReinforcedStuff
ED-Embrasures
ED-SafeTraps
ED-OmniGel

Also, i have not been around for about 4 updates.. is ED-SubspaceTransponder not needed anymore? if i had to choose, it would be in the top three... but i get the impression that sense its not updated past 14 there is a reason for it? or has no one simply asked.
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: Jaxxa on May 28, 2017, 11:05:28 PM
Quote from: C0pper on May 28, 2017, 11:51:58 AM

No problem, feel free to release it if you want, just giving credit, although OmniGel and Cheat reactor will be in the first group that I update.

Quote from: asquirrel on May 28, 2017, 01:20:33 PM
Thanks Jaxxa!  Really looking forward to using your mods on A17.  No pressure.  I'll just keep an eye on this thread and update when you update it.    In the meantime I can keep using A16. :)

Thanks glad you are liking the mods. I should have some of them done soon.

Quote from: canning on May 28, 2017, 03:21:38 PM
Hey, thanks for telling us Jaxxa. 

its no small point to say your mods are a primary factor in me not playing 17 yet, lol love what you have here.

but id rather see that you get your rest and heal up, then update the mods when your really ready!  have a good week and rest well.


Also, when your ready to, as response to your question.. i personaly favor these mods the most.

Most favored going from top down.

ED-Shields
ED-PersonalNanoShields
ED-ReinforcedStuff
ED-Embrasures
ED-SafeTraps
ED-OmniGel

Also, i have not been around for about 4 updates.. is ED-SubspaceTransponder not needed anymore? if i had to choose, it would be in the top three... but i get the impression that sense its not updated past 14 there is a reason for it? or has no one simply asked.
Glad you like the mods.

As for ED-SubspaceTransponder, mainly no one requested it, although I suppose that someone has now. :)
There is not as much as a need now as there was for it previously. Since A14 we have gotten land traders that we can trade things to as well as the ability to send out own caravans out to trade with other factions. Although none of those are reasons why it couldn't come back. Maybe change it to need you to tribute things for free to them so that they show up.
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: pktongrimworld on May 28, 2017, 11:56:34 PM
We need shields captain Jaxxa!
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: Canute on May 29, 2017, 03:30:35 AM
QuoteAs for ED-SubspaceTransponder, mainly no one requested it, although I suppose that someone has now. :)
There is not as much as a need now as there was for it previously. Since A14 we have gotten land traders that we can trade things to as well as the ability to send out own caravans out to trade with other factions. Although none of those are reasons why it couldn't come back. Maybe change it to need you to tribute things for free to them so that they show up.
1. Orbital trader got a bigger wallet :-)
2. Serveral mods add special orbital traders only (robot trader MISC)
3. Orbital trader don't get attacked when a manhunter pack or raid appear at the same time.
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: Devilizer on May 29, 2017, 03:55:17 AM
Hope you get well soon :)
For me it's all about the shields and laserdrills :)
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: pauloman on May 30, 2017, 12:10:32 PM
Quote from: pktongrimworld on May 28, 2017, 11:56:34 PM
We need shields captain Jaxxa!

+1
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: MisterVertigo on May 30, 2017, 12:23:09 PM
Quote from: Devilizer on May 29, 2017, 03:55:17 AM
Hope you get well soon :)
For me it's all about the shields and laserdrills :)
A +1 for the LaserDrills here! Take care!
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: Platonov555 on May 30, 2017, 10:30:39 PM
Pleeeeeease hurry, pretty pretty pretty please. :D :D :D I can't play this game without your mods. Sitting here burning to play new Alpha. Your mods add absolutely essential stuff.

Thanks for your work!
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: Lethe on June 01, 2017, 01:29:12 AM
Sorry to hear you're unwell, hope you're feeling better! No pressure, mate. Take all the time you need. Your health > game.
Title: Re: [A16] Enhanced Development - 2017-04-29
Post by: blackysun on June 02, 2017, 05:59:56 PM
any update? i know ur not feeling well but its now quite a while .. just 3 mods are important (stuff wich should allready in game tbh)

shields, laserdrill and planet24H

these are the best and i realy cannot play without these ...
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jaxxa on June 04, 2017, 12:49:42 AM
Thanks for the well wishes. Feeling better now.

I am done with first with the first group of updates, containing the following mods:

ED-CheatReactor
ED-Embrasures
ED-LaserDrill
ED-Shields
ED-ReverseCycleCooler
ED-OmniGel
ED-ReinforcedStuff

As always if you have any feedback let me know.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Platonov555 on June 04, 2017, 02:45:19 AM
yay yay yay, thank you

PS. and yeah, get well and all that (cause we need you to work on mods)  ;D ;D ;D
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: C0pper on June 04, 2017, 06:54:44 AM
Quote from: Jaxxa on June 04, 2017, 12:49:42 AM
Thanks for the well wishes. Feeling better now.

I am done with first with the first group of updates, containing the following mods:

ED-CheatReactor
ED-Embrasures
ED-LaserDrill
ED-Shields
ED-ReverseCycleCooler
ED-OmniGel
ED-ReinforcedStuff

As always if you have any feedback let me know.
First of: THANKS SO FREAKING MUCH!
And good that you got better!

Now on to my question;
Snooping around in your mods i came across a line of text in the Buildings_Temerature.xml in your reverse cooler mod.

What does " <fillPercent>1</fillPercent> " mean and do?
Seen it a few other times in other such things, did some googling, but found no actual answer...

2nd question: How can i increase the effectiveness of the Reverse cooler?
Would like to make it so there is a Mk2 and Mk3 with respective researches with much much more powerful coolers.
Would also make a Mk4-cheat just to be in the line of some of the mods i already got :P
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Devilizer on June 04, 2017, 07:49:28 AM
*squeals like a pig*
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: C0pper on June 04, 2017, 02:07:53 PM
Quote from: Jaxxa on June 04, 2017, 12:49:42 AM
-snip-
If you use
    <recipeUsers>
       <li>Table_MK1_Replicator</li>
    </recipeUsers>

In the recipies, there is no need to make a recipe list the workbenches look for, instead you can go backwards and add recipies dynamically and easiers with the above code.
I learned this from vegetable garden mod...
Which means i'm making a personal update to your mod to do this.
Which also means i can make my own recipes easier and faster using the recipes you already have in the mod as template for my own recipes :P

So far, i have yet to run across any problems doing this.

My suggestion; you make this transition to use this dynamic system instead.
If anything, will make modding your mod for personal uses, easier...

But that is bout all i wanted to say this time around.

Oh and great work updating the mods, and even more so, good you got better, or atleast seemingly so.
Or did you cave in to the peer pressure on updating the mods, even when still sick? if so... if i knew you real life, i'd slap your wrist with a big 2pound gummy bear :D
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jaxxa on June 04, 2017, 07:17:42 PM
Quote from: C0pper on June 04, 2017, 06:54:44 AM
Quote from: Jaxxa on June 04, 2017, 12:49:42 AM
...
First of: THANKS SO FREAKING MUCH!
And good that you got better!

Now on to my question;
Snooping around in your mods i came across a line of text in the Buildings_Temerature.xml in your reverse cooler mod.

What does " <fillPercent>1</fillPercent> " mean and do?
Seen it a few other times in other such things, did some googling, but found no actual answer...

2nd question: How can i increase the effectiveness of the Reverse cooler?
Would like to make it so there is a Mk2 and Mk3 with respective researches with much much more powerful coolers.
Would also make a Mk4-cheat just to be in the line of some of the mods i already got :P

FillPercent is the percentage of the square that the building fills. With 1 being completely full. As far as I know it is used for Cover calculations in combat. Probably a few other things, maybe temperature leakage and casting shadows although I have not checked anything about that. Embrasures have "<fillPercent>0.70</fillPercent>" that is what makes them act like Embrasures being able to be shot through and not just walls.

For Coolers I have not tested this but it should use the "<energyPerSecond>-21</energyPerSecond>" defined in CompProperties_TempControl. You should be able to duplicate the XML and change that value. Let me know how that goes.


Quote from: C0pper on June 04, 2017, 02:07:53 PM
Quote from: Jaxxa on June 04, 2017, 12:49:42 AM
-snip-
If you use
    <recipeUsers>
       <li>Table_MK1_Replicator</li>
    </recipeUsers>

In the recipies, there is no need to make a recipe list the workbenches look for, instead you can go backwards and add recipies dynamically and easiers with the above code.
I learned this from vegetable garden mod...
Which means i'm making a personal update to your mod to do this.
Which also means i can make my own recipes easier and faster using the recipes you already have in the mod as template for my own recipes :P

So far, i have yet to run across any problems doing this.

My suggestion; you make this transition to use this dynamic system instead.
If anything, will make modding your mod for personal uses, easier...

But that is bout all i wanted to say this time around.

Oh and great work updating the mods, and even more so, good you got better, or atleast seemingly so.
Or did you cave in to the peer pressure on updating the mods, even when still sick? if so... if i knew you real life, i'd slap your wrist with a big 2pound gummy bear :D

Thanks, still not quite 100% but feeling better.

When I originally made the mod that method was either not available or I didn't know about it back then and havnt updated it.
Thanks for pointing that out, it is probably a good idea to change that in the next version, but might not put out a version for just that change.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: C0pper on June 05, 2017, 07:32:08 AM
Quote from: Jaxxa on June 04, 2017, 07:17:42 PM-snip-
When I originally made the mod that method was either not available or I didn't know about it back then and havnt updated it.
Thanks for pointing that out, it is probably a good idea to change that in the next version, but might not put out a version for just that change.
Alright, well i did my own modding of the mod and went ahead and did this for the copy i got. works like a charm.
And i can even do it across mods.

For instance, i made it so i can create Bulk Energized Components for EPOE as that is a lacking function.

Would it be okay if i uploaded the changes here + the cheat version(s)?
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jaxxa on June 05, 2017, 07:10:35 PM
Yeah go for it.
Either put it up in this thread or make a new thread if you like and just link back to here.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Vaulter69 on June 06, 2017, 07:15:03 AM
thank you for the alpha17 updates!
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: C0pper on June 06, 2017, 08:19:13 AM
Quote from: Jaxxa on June 05, 2017, 07:10:35 PM
Yeah go for it.
Either put it up in this thread or make a new thread if you like and just link back to here.
Just gonna post it here as it's not a full fledged mod, just edits and extra files that gets ADDED to the mod folder of the mod.

Next post (might be double post) will be the Edits of OmniGel and all the (VERY VERY) cheaty glory.

EDIT: As of this post/edit, gonna go to the store, when i get back, will post the mods/edits to my Dropbox as that's super easy for me, and once they are synched with my dropbox, will post the links to the edits/mods.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: C0pper on June 06, 2017, 12:27:27 PM

___ Update/Edits of Jaxxa's ED-OmniGel Mod By the silly Copper Boltwire ___

Jaxxa's ED-OmniGel mod (https://www.dropbox.com/s/lws1jloqiroe05w/ED-OmniGel%20a17%20WSR.zip?dl=0) - This is not needed at all. I just offer this version in case you don't want to mess with the workshop version, but still want my additions/edits.
Changes:
Workbenches USED to CALL for recipes, and if there was a typo or recipe removed, it'd spew errors.
I changed it around, so now the Recipes add themselves to the workbench, which also makes them more dynamic.

Cheat Table For ED-OmniGel v01 - Standard (https://www.dropbox.com/s/dc6nn5hrgu21rkd/ED-OmniGel-CB-Standard.zip?dl=0)
Adds a new table that requires a huge amount of omnigel poured into the creation of the 3 items "Ch" "EA" "TS" (see what i did there?) to be able to create the table.
Ch requires 100 Omnigel, and you need 11 of these for the Cheat Table. The CH recipe can be found in the MK1 Replicator table.
EA requires 100 Omnigel and 10 Ch, And you need 12 of these to make the Cheat Table. The EA recipe can be found in the MK2 Replicator table.
TS requires 100 Omnigel and 10 EA, And you need 13 of these to make the Cheat Table. The TS recipe can be found in the MK3 Replicator table.
The recipes, for the most part, requires only one Omnigel and provides you with 50 of which ever vanilla resource.
NOTICE: Textures are currently placeholders. Will/may update them later -- if I feel up to it,
or someone else who likes this Edit of OmniGel can do it for me...

Cheat Table For ED-OmniGel v01 - Standard Alt version (https://www.dropbox.com/s/9jwljzqq5tcobo0/ED-OmniGel-CB-Standard%20alt.zip?dl=0)
Requires nearly no Omnigel to create the CH, EA, TS components for the Cheat table,
little else has been changed, still need to make all 3 MK1, 2 & 3 Replicator Tables.
So yeah, this is pretty much like the standard version, but way easier to get the cheat table using this.
NOTICE: Still don't have any textures...

Cheat Table EPOE Patch (https://www.dropbox.com/s/f8xim6224ictk6v/ED-OmniGel-CB-EPOE.zip?dl=0)
Adds a recipe to make bulk (10) Energized Components in the component assembly, as it was lacking.
And adds the ability to make 50 Energized Components from 1 single OmniGel in the Cheat Table
Needs Expanded Prosthetics and Organ Engineering 2.0:
http://steamcommunity.com/sharedfiles/filedetails/?id=725956940

Cheat Table Dryxsteel Patch (https://www.dropbox.com/s/8265pcdy0kmnwt1/ED-OmniGel-CB-Dryxsteel.zip?dl=0)
Allows you to make 50 of this glorious material from 1 OmniGel
Needs Dryxsteel:
http://steamcommunity.com/sharedfiles/filedetails/?id=917057191

Cheat Table Ultraweave Patch (https://www.dropbox.com/s/b7xz7to957p6icf/ED-OmniGel-CB-Ultraweave.zip?dl=0)
Allows you to make 50 of this soft fabric from 1 OmniGel, a true barging if you ask a cheater...
And this one needs Ultraweave:
http://steamcommunity.com/sharedfiles/filedetails/?id=916312692

How to install:
Drag or Copy/paste the "Def" and "Textures" folder on top of the "Def" and "Textures" folder from within the zips into the OmniGel mod.

Load Order:
Load last or as close to last mod on the mod list...

Now I get asked/told often to just use the Dev Menu; and those those of you, have a raspberry: pfpfpttfptptfftptptptffttppftt
But seriously tho', i find this a more fun way around to getting these materials.
And it gives my colonists something to do as well. Win Win.

Want me to make a patch/edit in the spirit of this kind for some other mod? Let me know!
Contemplating doing some for Misc. Robots... but i'm torn 50/50 on doing that.

Do you think i missed a material/fabric, also, just let me know, i'm very active in this thread, and even more so now that i now released my personal edits.

I won't do foods or items directly, just raw items and components for mods.
Besides, anyone with a bi of skill in seeing patterns can quickly get the hang of making their own edits, like i did.
One of the few easy mods to actually edit since it's just recipes.

Anyways, hope you'll enjoy these edits and see you around...

And as of posting this, will be starting streaming me playing games on Twitch from this very friday, if i can get it to work...
Games like RimWorld, Hexen (dos), Heretic (dos), Realms of the Hauning, and many many more games.
So if you'd like to watch... Just hit up Twitch.tv/CopperBoltwire
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: blackysun on June 07, 2017, 08:14:58 AM
hey Jaxxa, any eta on plants24h?
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: C0pper on June 07, 2017, 11:17:35 AM
Quote from: blackysun on June 07, 2017, 08:14:58 AM
hey Jaxxa, any eta on plants24h?
Considering that there is already a bunch of other mods doing the same thing, there really isen't a need for his Plant24H mod.
Not saying he shouldn't make it, just that there is other mods already doing this...
One mod that does it is "Static quality plus" over on the workshop. Of course there are also other mods doing this, but that was the first mod that came to mind that does this.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Comrade Smartass on June 07, 2017, 12:56:53 PM
It doesn't appear that "I have you in my sights" has been updated.  I checked and the A16 version causes raiders to never attack colonists except with melee after being attacked first. Do you have any idea if it will be updated in the near future or are you by chance working on a replacement mod so that Embrasures aren't totally OP?
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Devdisigdu on June 07, 2017, 01:31:30 PM
I've got raiders shooting back at my colonists behind embrasures in A17 without any other mods altering their AI.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Canute on June 07, 2017, 02:00:17 PM
Quote from: Devdisigdu on June 07, 2017, 01:31:30 PM
I've got raiders shooting back at my colonists behind embrasures in A17 without any other mods altering their AI.
And where is the problem ?
Embrassures are just a better cover (but impassable) and enemys can shoot back.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Comrade Smartass on June 07, 2017, 09:15:54 PM
Don't think the guy after me has a problem.  Mine is that raiders don't register that my colonists exist behind embrasures. 
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: ImStereotype on June 08, 2017, 03:16:24 PM
Love the "Embrasures" mod, I've used it for a few Alpha's now. Thank you.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: HexCube on June 16, 2017, 08:17:49 PM
Hi Jaxxa, I'm also a massive fan of the embrasures mod, but at the moment, the texture looks really zoomed in for some reason. It's the same colour as the wall of the same material. but takes up a whole cell, with no 'sides' to the wall, if you know what I mean, and no black outlines. I saw on the steam branch you were trying to work on a fix, just wondering if it looks like an easy fix or not? Anything I can do to help?
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jaxxa on June 18, 2017, 08:28:59 AM
Quote from: HexCube on June 16, 2017, 08:17:49 PM
Hi Jaxxa, I'm also a massive fan of the embrasures mod, but at the moment, the texture looks really zoomed in for some reason. It's the same colour as the wall of the same material. but takes up a whole cell, with no 'sides' to the wall, if you know what I mean, and no black outlines. I saw on the steam branch you were trying to work on a fix, just wondering if it looks like an easy fix or not? Anything I can do to help?

Just put up a new version, Please let me know what you think. I went with a different graphics style.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: HexCube on June 19, 2017, 10:13:05 PM
Quote from: Jaxxa on June 18, 2017, 08:28:59 AM
Just put up a new version, Please let me know what you think. I went with a different graphics style.
Hi Jaxxa, sorry I took so long to respond, I've been really busy. I really like the new art, and as far as I can tell, it's working as it should be now :) Thanks for the quick fix :)
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Warforyou on June 27, 2017, 09:32:54 AM
Seems like shields block even pods from orbital traders. One's just burned 6k silver worth of cargo.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Canute on June 27, 2017, 10:16:40 AM
Yep, they block any drop-pod. You should disable the shield before you trade.
It could be that the trader drop a microwave bomb at the pods, disable all your pawns because he is a disguise slaver ! :-)
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Hammerskyne on June 30, 2017, 03:39:44 PM
Regarding the embrasures specifically: I could swear that at one point in previous versions the embrasures were good cover for your pawns to stand behind, as well as being shoot-through-able. In the current version, they seem to  just be a non-passable but otherwise intangible wall. Is this a change you made intentionally, or something that happened due to other changes?
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jaxxa on July 01, 2017, 07:24:09 AM
Updated ED-Embrasures:

Added Korean translation by Steam user "Coldmoon"
Added ChineseSimplified Translation by Github user "WishingLaws"

Quote from: Hammerskyne on June 30, 2017, 03:39:44 PM
Regarding the embrasures specifically: I could swear that at one point in previous versions the embrasures were good cover for your pawns to stand behind, as well as being shoot-through-able. In the current version, they seem to  just be a non-passable but otherwise intangible wall. Is this a change you made intentionally, or something that happened due to other changes?

They should still provide about the same cover as sandbags do if they dont this sounds like a bug. In some previous alphas there was an issue with enemies not targeting pawns that they could not path to, so if you were totally surrounded by embrasures and doors they would never fire back. This is no longer the case in A17 and I view it as a bug when it was happening. When I need a bit of extra defense I usually invest in shield generators to cover the embrasures.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Mosart on July 02, 2017, 10:52:48 AM
Quote from: Jaxxa on April 16, 2016, 02:44:51 AM
A16 Mods:

  • ED-Plant24H (https://ludeon.com/forums/index.php?topic=18995.msg207272#msg207272)
  • ED-SafeTraps (https://ludeon.com/forums/index.php?topic=18995.msg207282#msg207282)
  • ED-TurretControl (https://ludeon.com/forums/index.php?topic=18995.msg207281#msg207281)
  • ED-PersonalNanoShields (https://ludeon.com/forums/index.php?topic=18995.msg207278#msg207278)
  • ED-PersonalAnimalShields (https://ludeon.com/forums/index.php?topic=18995.msg207279#msg207279)

Hi. Will you update these mods to a17b or I need to look for alternative?
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: buckykat on July 12, 2017, 07:17:26 PM
Quote from: Jaxxa on July 01, 2017, 07:24:09 AM

They should still provide about the same cover as sandbags do if they dont this sounds like a bug. In some previous alphas there was an issue with enemies not targeting pawns that they could not path to, so if you were totally surrounded by embrasures and doors they would never fire back. This is no longer the case in A17 and I view it as a bug when it was happening. When I need a bit of extra defense I usually invest in shield generators to cover the embrasures.

So, embrasures are broken and you have no intent to fix them. Thanks. The whole point of building a castle with murder holes is so the barbarians at the gates can't shoot back.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jaxxa on July 12, 2017, 07:47:32 PM
If you view the current implimentation as broken, then Yes I have no current plans for major changes.
I may tweek the numbers in reponce to playtesting.

Feel free to make your own mod from scratch or based on this mod if you want to not get shot back at all.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: thorpey949 on July 13, 2017, 12:38:54 PM
I was wondering is it possible to add your own recipes to the omni-gel mod at all?
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: PreDiabetic on July 25, 2017, 07:05:31 AM
Hoping to see A17 safe traps. Maybe with custom compability support with custom traps mod.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: randy on August 04, 2017, 08:20:16 PM
i was adding things to the allowed items list for the sif shield and everything was good then all of a sudden the game crashed and now i cant use your ed shields mod cause it keeps resetting my mod list which has worked for the last 200 hours
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: destructomac on August 04, 2017, 08:25:36 PM
im having a very similer problem with ed shields i was also adding things to the sif shield allow list then when i tried the game it blue screened my computer and now messes with my mod order saying something about being corrupt or inconpatable
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jaxxa on August 04, 2017, 09:37:22 PM
Hey randy and destructomac.
Sorry to hear that it is crashing, is this happening consistently with your modified allowed items?

If so can you please send me the file that you modified and I will have a look if i can replicate the issue.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: destructomac on August 04, 2017, 09:46:24 PM
<SIFBuildings>
               <li>Sandbags</li>
               <li>Wall</li>
               <li>Door</li>
               <li>Autodoor</li>
               <li>Embrasure</li>
               <li>ReinforcedFireResistantEmbrasures<li>
               <li>ReinforcedEmbrasures<li>
               <li>FireResistantEmbrasures<li>
               <li>Barricades<li>
               <li>RazerWire<li>
               <li>BlastDoor<li>
            </SIFBuildings>
thats all i changed and after much time messing with mods it seems like everything blows up when i try to enable the shield mod this was my last attempt at loading mods https://pastebin.com/kiurPSKS i used the old mod order which worked previously to re enable mods but when i got to the shields mod i activated it and it kinda blew up
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: randy on August 04, 2017, 09:51:13 PM
this is from my last attempt at enabling mods https://pastebin.com/BA3eAgiy
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jdalt40 on August 04, 2017, 10:41:50 PM
Quote from: destructomac on August 04, 2017, 09:46:24 PM
<SIFBuildings>
               <li>Sandbags</li>
               <li>Wall</li>
               <li>Door</li>
               <li>Autodoor</li>
               <li>Embrasure</li>
               <li>ReinforcedFireResistantEmbrasures<li>
               <li>ReinforcedEmbrasures<li>
               <li>FireResistantEmbrasures<li>
               <li>Barricades<li>
               <li>RazerWire<li>
               <li>BlastDoor<li>
            </SIFBuildings>
thats all i changed and after much time messing with mods it seems like everything blows up when i try to enable the shield mod this was my last attempt at loading mods https://pastebin.com/kiurPSKS i used the old mod order which worked previously to re enable mods but when i got to the shields mod i activated it and it kinda blew up
You messed up the xml, change <li> at the end to </li>
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: destructomac on August 05, 2017, 03:32:08 AM
damn it it was so obvious
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jaxxa on August 05, 2017, 09:47:50 PM
Ok, let me know if you are still having issues after fixing those changes.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Penitent Engine on August 07, 2017, 03:05:20 AM
Hi! Does the embrasures mod still require a fix to get it working in a balanced way? I have seen some indication that the a17 update has fixed this natively, but no confirmation.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Xyxaan on August 17, 2017, 09:35:52 PM
Hi Jaxxa! Just wondering what code exactly keeps ranged weapons from working in a personal shield... I've been poking around in the files, but I can't figure it out for my life (and sanity). I want to make a personal shield mod for my Sith Lord and his Stormtroopers, in our quest to build a benevolent Empire on the Rim. So far I can't seem to find a single working range-enabled personal shield mod for A17, and I am saddened greatly by this. Did A17 make ranged shield belts impossible?
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Dellamorte on August 18, 2017, 01:41:15 AM
Mechanoid Tech adds a personal shield that the pawns can shoot through.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: LiteEmUp on August 18, 2017, 02:24:36 AM
dang.. i didn't realized that this modder has created a stargate mod... too bad it seems to have a bug where your social relations reset each time you use a stargate...
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Xyxaan on August 19, 2017, 06:25:02 AM
Well, I just tried the mechanoid tech mod, and it won't even generate a map so I can start a new colony... Probably an issue with one of my other mods, but I want those, and I still have no idea what it would take to make my own personal shield belt edit. I have this terrible feeling that I'd have to mess around in DLLs, and I know nothing about them, so it's rather daunting. Thanks for trying though, Dellamorte!
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Lady Wolf on August 23, 2017, 04:49:23 PM
Is there an eta on an a17 version of the personal nano shields and animal shields mods as well as turret control?
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Positronium on September 13, 2017, 08:50:53 AM
Does the ED-Shield mod work with modded weapons? Such as from rimsenal? RT's Weapons and SNS? Because i tested it and it appears it doesn't work...

Edit: Nvm it does work, needed to restart the game..
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Lady Wolf on September 20, 2017, 03:38:32 AM
Quote from: Positronium on September 13, 2017, 08:50:53 AM
Does the ED-Shield mod work with modded weapons? Such as from rimsenal? RT's Weapons and SNS? Because i tested it and it appears it doesn't work...

Edit: Nvm it does work, needed to restart the game..

From my experience while it does work on modded weapons, anything using the combat extended mod won't, the projectiles just bypass the shield entirely.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jdalt40 on October 13, 2017, 11:02:30 PM
Hey Jaxxa, would it be fine if I posted a patch for ED-Shields so it shields the ship part modules? I'll link the thread to your thread and give full credit to you. :)
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jaxxa on October 15, 2017, 06:53:48 AM
Go for it.
Title: Re: [A17] Enhanced Development - 2017-06-04
Post by: Jdalt40 on October 18, 2017, 01:23:42 AM
Save Our Ship Patch
Enhanced Development Shields Mod

Hey all! All this patch does is allow S.I.F Shields to support Save Our Ship modular beams and airlocks.

Full credit to Jaxxa for even creating such a possibility
If you haven't got it already please get it as it is required
ED-Shields (https://ludeon.com/forums/index.php?topic=18995.msg207264#msg207264)

Load this patch after ED-Shields as this overwrites the S.I.F Shield

Downloads

Mediafire (http://www.mediafire.com/file/y5v6hv1ob9brywf)

Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1172768256)
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: Jaxxa on October 30, 2017, 12:40:12 AM
How would people prefer I handle the New Alphas on Steam?

After the Official Release update the existing Entry of mods to the new release as I have been doing previously.
Or Create a new Mod Entry for each Alpha.

I thought about it and I dont have a strong preference right now, so I figured I would put up the poll and see what everyone prefers.
So feel free to comment and vote in the Poll.
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: Canute on October 30, 2017, 04:59:46 AM
Since it is on steam i don't care.
But from some other thread i know you should create a new mod entry at the workshop.
Because when you update the A17 mod to A18 at the same entry, people which still play A17 currently geting a corrupt safegame, and can't even go back to the old mod version.
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: akkristor on October 30, 2017, 10:24:47 AM
Since steam allows for separate tagging for each version, I'd think it'd be best to create a separate mod for each version, allowing you to tag each one for the target version (allowing for players who prefer an earlier version to search for version specific mods), and also would make it less likely that the mod would be mis-tagged.




So, I ended up having an issue in my game that explosions were passing through my embrasures and blowing up my SIF shields.  I ended up editing my Shields xml file and adding this tag to the ShieldBase.
      <stuffCategories>
      <li>Metallic</li>
      </stuffCategories>
      <costStuffCount>75</costStuffCount>

Makes the Shields more expensive, but I can now make them out of other materials like Plasteel (or in my case, Alpha Poly!), rather than just Steel.  This did require me to use the Debug mode to delete the existing shields, as the colonists could not deconstruct the shields created before I made the change.


Anyway, thank you for these mods!
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: Decoherent on November 19, 2017, 07:46:16 PM
Hello, I don't want to be rude, but have you had a chance to look at updating for B18? I saw your poll, but didn't know if you'd made a decision!
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: viperwasp on November 19, 2017, 08:54:28 PM
I don't use Steam myself so I can't really vote.
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: Jaxxa on November 19, 2017, 09:20:35 PM
I have started updating some of my mods and are getting the first few ready for release.
For steam I am planning to stick to updateding the same entry as I have in the past.
Also I am planning to create a new release thread for the B18 versions of the mods, so I will get this thread moved to outdated and and throw a link to the new one at the end here when the new one is up.
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: kaptain_kavern on November 19, 2017, 10:17:18 PM
Nice to see you back o7
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: Exende on November 20, 2017, 12:43:10 AM
Thing is, since Steam will auto update games to the newest update unless you choose not to, there's no reason not to have workshop items be the same
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: Canute on November 20, 2017, 03:24:40 AM
You can choose not to autoupdate the maingame, even even use older version.
But so far i know you don't have these option for mods.
If you still like to play A17 (like many do) and the mod get updated to B18 you might don't be able to keep playing.
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: asquirrel on November 23, 2017, 04:54:31 PM
Any news on ED's updates for A18?  Most important one to me is shields but I use almost all of his mods.
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: Jaxxa on November 23, 2017, 05:27:55 PM
Thanks kavern, its good to be back.

@asquirrel I have been working on updated for a number of the mods and plan on uploading what I have done tomorrow. I have not finished with Shields yet but hopefully I can finish that up and include it with the ones i put up Tomorrow.
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: asquirrel on November 23, 2017, 06:13:29 PM
Wow Jaxxa, that's really great news.  I'll tell ya without your shields or embrasures mod the game is just horrific in terms of the injuries my team suffers.  So glad you made those mods.  They're all good but those are indispensable.  Not even going to try A18 until those mods are ready and installed. :)
Title: Re: [A17] Enhanced Development - Poll About Steam A18
Post by: Jaxxa on November 25, 2017, 03:41:30 AM
I have made the new thread and released the first of the mods here:

https://ludeon.com/forums/index.php?topic=37158

Please continue any discussion over there as I am now locking this thread.