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RimWorld => Releases => Mods => Outdated => Topic started by: Chicken Plucker on November 20, 2017, 04:33:09 PM

Poll
Question: Which faction in the modlist is your favourite?
Option 1: Umbra Company! votes: 17
Option 2: War Mongrels! votes: 22
Option 3: Elite Crew! votes: 7
Option 4: Task Force: 141! votes: 9
Option 5: Task Force: STALKER! votes: 16
Option 6: I know its not in the options, but kittens and puppies. votes: 45
Option 7: British Armed Forces! votes: 11
Title: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Chicken Plucker on November 20, 2017, 04:33:09 PM
(https://i.imgur.com/u8q3VZF.png)

How to download: Click the Chicken pictures.

Old A17 stuff - https://ludeon.com/forums/index.php?topic=35003
_______________________________________________________________________
NOTE:
The mod folder names have been changed upon download, future updates will require you to delete old existing mod folders to avoid confusion!

the "B18" tag at the start of folder names have been removed for better navigation options


Latest updates: 19/06/2018

British Armed Forces, Umbra Company, War Mongrels
(https://i.imgur.com/Xr5W2jh.png)
- Tanks do not explode and disappear upon death anymore, when they are killed, they drop units that run away.
(50/50 chance of units coming out of vehicles are downed, 33% chance not coming out at all)


_______________________________________________________________________

Special thanks to: Albion (https://ludeon.com/forums/index.php?action=profile;u=73428)
Mod thread:
https://ludeon.com/forums/index.php?topic=35373.0
_______________________________________________________________________

(https://i.imgur.com/eLEnNVv.png) (https://drive.google.com/open?id=1-hBpcTrxFFgq4CUICqifBo6596lHn3wx)
[B18] The British Military kit - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1206139060)


(https://i.imgur.com/XoP83i5.png)(https://i.imgur.com/LRe6Oxi.png) (https://drive.google.com/open?id=1C9nzljTA1I4O4YON_2LIjVg02eKQi2Wn)
[B18] The U.S. Military kit - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1238817985)


(http://i.imgur.com/fEq9aFg.png) (https://drive.google.com/open?id=1nWZbEfTQwuBbczMBrVVNbRd63ZhwUbBF)
[B18] The DOOM kit - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1282142500)

(https://i.imgur.com/6pJyaZk.png) (https://drive.google.com/open?id=1SQBlG-BOnKfCqlVK89QG2rCAPBkvXjtV)
[B18] British Armed Forces - Factions - Steam link with previews (https://steamcommunity.com/sharedfiles/filedetails/?id=1416507685)

(https://i.imgur.com/Xpt0H0F.png) (https://drive.google.com/open?id=13yK6mG3tMplq8Wqz3oH3VzL2YgD_sL3x)
[B18] Elite Crew - Faction - Steam link with previews (https://steamcommunity.com/sharedfiles/filedetails/?id=1416507358)


(https://i.imgur.com/Hj9Iws2.png) (https://drive.google.com/open?id=1UJH116SYjz4emR2B_rh2psRKA9llQkBv)
[B18] Umbra Company - Faction - Steam link with previews (https://steamcommunity.com/sharedfiles/filedetails/?id=1416505174)

(https://i.imgur.com/YcVQgMI.png) (https://drive.google.com/open?id=1M3DIecTWuOv6KLeuNxsE1VU7P0AY4NyO)
[B18] War Mongrels - Faction - Steam link with previews (https://steamcommunity.com/sharedfiles/filedetails/?id=1416505546)

(https://i.imgur.com/9QrrCBy.png) (https://drive.google.com/open?id=1MngBQw_Nfo6suZFvCSbAy6i_Xi2Sqgih)
[B18] Task Force: 141 - Faction - Steam link with previews (https://steamcommunity.com/sharedfiles/filedetails/?id=1416507044)

(https://i.imgur.com/TTAisii.png) (https://drive.google.com/open?id=1UYFJezLsoMuxumKMbie2ZRorW-7HrDJF)
[B18] Task Force: STALKER - Faction - Steam link with previews (https://steamcommunity.com/sharedfiles/filedetails/?id=1416506443)

(https://i.imgur.com/2H36gAI.png) (https://drive.google.com/open?id=1LlfBYyVIFmGFw34Q9wIfJ23OFGbYFIe2)
[B18] Military Furniture - Steam link with previews (https://steamcommunity.com/sharedfiles/filedetails/?id=1401289932&tscn=1527982761)

(https://i.imgur.com/uHIauv2.png) (https://drive.google.com/open?id=1TPqS2nIu3o7Y8MDFo1rBdsLehBaYVCCv)
[B18] Rimmu-Nation - Weapons - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1251360680)


(https://i.imgur.com/LNgEWIK.png) (https://drive.google.com/open?id=1pn6UvqdePO8jFoQgQr2brA7p9VqA634R)
[B18] Rimmu-Nation - Clothing - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1251362008)


(https://i.imgur.com/PII0PhS.gif) (https://drive.google.com/open?id=1mA-jtzFaOvhCfljplQO-OaRv6qzxwkvo)
[B18] Rimmu-Nation - Camping Stuff - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1251362587)



(http://i.imgur.com/NN2B3lZ.png) (https://drive.google.com/open?id=1T0HVuUzVT6SpEHNvUFoq1V42Bgsfzr-F)
[B18] T-45b Power Armor by JangoD'soul - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1206182857)


(https://i.imgur.com/Kk9RFpS.png) (https://drive.google.com/open?id=1Wl0V8V_Lk91BB1PEyO85cmaIr7mp_wuo)
[B18] UAC Furnitures - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1282180931)


(https://i.imgur.com/aQzX5rL.png) (https://drive.google.com/open?id=1NpgFLnyEha0GMZOziNOjtK0zm1Ok3wEV)
[B18] Retro Joy - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1131675461)

(http://i.imgur.com/WjHjr32.png) (https://drive.google.com/open?id=1ymwxsmcxS7-6GRTO3Z4XYo8C_nr4w6LJ)(https://i.imgur.com/dqIoHoV.png) (https://drive.google.com/open?id=1MnWrloTVFO_pnGFZGmjy1FrA4fFPMBM9) 
[B18] Portable Power Generator - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1089175308)


(http://i.imgur.com/aKH5V44.png) (https://drive.google.com/open?id=1gWpF2Xg7ztVQzBD_me0rIFNUBpdpfSI6)
[B18] Detailed Body Textures - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1099792464)

(http://i.imgur.com/KKEco4V.png) (https://drive.google.com/open?id=1ni_ZfrWqV9VywSQ3notJDMSlTz2F6CZP)
[B18] Prisoner Outfit - Steam link with previews (http://steamcommunity.com/sharedfiles/filedetails/?id=1099669474)


Note:
Maybe I will make proper threads later, it is difficult for me to spend as much time as I used to with my mods so sry boiiiyees
Title: Re: [B18] Chicken Plucker's plucked feathers (MODLIST) Military kits and etc.
Post by: Chicken Plucker on November 20, 2017, 05:46:11 PM
OLD PATCH NOTES

NOTE:
The mod folder names have been changed upon download, future updates will require you to delete old existing mod folders to avoid confusion!

the "B18" tag at the start of folder names have been removed for better navigation options



Latest updates: 11/06/2018

British Military Kit + British Armed Forces
- All SAS Counter Terrorist outfit sets (vests and helmets along with coveralls) are now 100% fireproof.
NOTE: This will stop CTs from being set on fire, even though coveralls were fireproof, other clothing parts would light up.

(https://i.imgur.com/XObwIVp.png)
Military Furniture
- New HESCO Barrier
- Vending Machine texture fixed. Nanomachines, son.



Latest updates: 03/06/2018

Rimmu-Nation Weapons + ALL Faction mods
(https://i.imgur.com/ovnbYHd.png)

- All faction mods + Rimmu-Nation weapons have been updated so that certain benches will not appear until fully
researching certain weapon tiers.
- E.G. Gas Operation for demolition bench, Precision Rifling for Marksman and Rifleman bench

Latest updates: 03/06/2018
EVERYTHING IN MODLIST AS OF JUNE 03 2018 UPDATED
Hey this is kinda awkward, remember how pumped up I was and I said everything was updated?
Well actually, everything was not uploaded to Google Drive yet, so you guys who came here early kinda have to re-download stuff.  sorry :o

Note: You'll know it's updated if it has a new (CP) tag or (RH) tag on it's folder, if it doesn't have those new tags, it is outdated.

- Tacticool fridge can now store all types of drugs and medicine

EVERYTHING SOME IN MODLIST AS OF JUNE 03 2018 UPDATED
It's good to be back. Please delete your old mod folders if you are updating.

- Fixed every mod, as advised by Erdelf, I had an issue with everyone of my mods that could have potentially
caused mod conflicts with other mods in the future. They have all been patched.
- All Clothing mods and faction mods, fixes with compatability
- Rimmu-Nation camping stuff and US Military Kit, there is now a bulk recipe for crafting medicine such as IFAK
- IFAKs and Medic bags no longer need wood. That was a silly ingredient.
- Camo sleeping bags are now in the military designation category, similar to stuff in the Military Furniture
- Fixed multiple descriptions
- Fixed and deleted redundant .xml files that caused conflicts
- Mod folders renamed for ease of navigation to those who have to install hundreds of mods manually

MEGA IMPORTANT NOTE:
If you are using a mod that sorts out modlists, due to me renaming faction mod names, they may be disabled due
to the game thinking it's a brand new mod.

E.G. (CP) Faction - Task Force 141 (B18) is now (RH) Faction - Task Force 141 (B18) all you have to do is enable it again, even if your mod list fixer tells you that it's not the same mod in your save, just enable it and your save will be working just as before.


Latest updates: 23/04/2018
British Armed Forces
- Royal Marines leader fix.. Again  8)
___________________________

Latest updates: 22/04/2018
Military Furniture
(https://i.imgur.com/HLtK5G9.png)

- New tacticool radio and tacticool refrigerator.
- Tacticool radio has a selection of over 10 instrumentals, most songs are from MGS: V casettes, some are vietnam war era songs, one of which is the cheeki breeki Bandit radio music and more!
- Portable chemfuel generator can now be built on marshy soil
- Special thanks to Jecrell for the C# coding!

___________________________


Latest updates: 13/04/2018

Rimmu-Nation Weapons
British Armed Forces

- TAR-21 weird angle offset fixed
__________________________________
Latest updates: 13/04/2018

Rimmu-Nation - Weapons
(https://i.imgur.com/b6UK8Sq.png)

- 3 new spacer weapons, based off "Resistance Retribution" weapons. Auger WS, BM001 Razor, Longshot 1S-1K
- SAM turret, 60mm mortar

________________________

The DOOM Kit

- Minor chainsaw related error fixed

________________________

Military Furniture
(https://i.imgur.com/RLLjvd1.png)

- Missing Maxi Bucket meal recipe is added back on Maxi Buns machine.
Note: I apologize for this "game breaking" error, but after much hard work and years of research and development, the maxi bucket can be bought from the Maxi Buns machine now. My condolences to those who have not tasted such a delicious fried chicken meal because of me overlooking such a thing..


Latest updates: 11/04/2018
British Armed Forces
- "Unavailable" faction leader of Royal Marines Commando is now fixed, you can now talk to them on console.
(Note: Only works on new saves, not old-already generated Royal Marines. Apologies for the issue.)

Latest updates: 09/04/2018
(https://i.imgur.com/uHResiE.png)

Military Furniture
- IV support and Instrument table added for cot beds and stretcher for medical bed conversion. Requires "Drug Production" research
(hard to make it compatible for vanilla beds without possibly causing mod conflict with others, so its only for military furniture)
- Stretcher spot renamed to "emergency stretcher"
- Double military cot bed description fixes

(https://i.imgur.com/r1QZaJ3.png)

Rimmu-Nation - Weapons
- Added M4A1 (milspec) and M27 IAR for future US Armed Forces faction equipment


________________________________________________
Latest updates: 08/04/2018
British Armed Forces
Rimmu-Nation - Weapons

- MP9 balancing (you don't understand, it was so OP that I had to patch two mods just for this one weapon)

Military Furniture
- Stretcher instant build issue fixed
- Grammar fixes for descriptions with the food
- PC research bench description now specifies that it can only do up to tier 2 research
__________________________________________
Latest updates: 07/04/2018

(https://i.imgur.com/77uX4CC.png)

War Mongrels
Rimmu-Nation - Weapons
-Kebab Remover airstrike is now craftable (if you have both rimmu-nation and war mongrels, you will need to update both)

__________________________________________
Latest updates: 07/04/2018

- British Armed Forces added
(https://i.imgur.com/Nn2dlJH.png)

- Military Furniture added
(https://i.imgur.com/0I3eCv1.png)

Rimmu-Nation - Weapons
- CT Update
(https://i.imgur.com/zlVcL9I.png)

British Military Kit
- Fixed locuzade and liptun descriptions and hediff labels
- Instead of "high" it will say "energized by locuzade" or "refreshed by liptun"
- British Armed Forces compatibility fixes

War Mongrels
- New rare raid event, "Hound Units" only spawn in this raid.
- New preview
- Rushbinov vodka is now a combat enhancing drug, pawns will drink them before raiding

Task Force 141
Task Force: STALKER
- New memento accessories added for pawns
- Inventory style changed, these friendly pawns will always have a set of MRE and medical gear with them, plus bonus memento accessories depending on pawn
- Modified faction base spawns to be slightly lower, for performance reasons

Umbra Company
- New rare raid event, spawns only "Spec Op" units
- Modified Spec Op weapon spawns to more likely spawn with rifles
- New memento accessories

Elite Crew
- Recruit difficulty now dropped to 25% minimum, less likely to produce 99% difficulty recruiting terrorists

Latest updates: 30/03/2018
War Mongrels
- Disabled siege attack type event[/color]

_____________________
Latest updates: 28/03/2018

(https://i.imgur.com/5tLMLOk.png) (https://i.imgur.com/4LCiHGD.png) (https://i.imgur.com/2Soh5Fo.png)
British Military Kit
US Military Kit
- Changed 3x1 workbenches into brand spanking new 2x1 workbenches with updated stats.

Task Force 141 - Faction
- New 2x1 workbench compatibility for British Military Kit

War Mongrels - Faction
- Vodka bench backwards texture fixed

Elite Crew - Faction
- Added more details about the faction in their in-game faction description
- Nerfed the 90% difficulty for prisoner recruitment to 80%, for better recruitment chances

UAC Furnitures
- Hydroponics size fixed to 2x4, so it doesnt look stretched
- Hydroponics power consumption increased to 3000W to compensate for its growing speed
- UAC Lamp no longer needs multi-analyzer research

_______________

Latest updates: 28/03/2018
British Military Kit
- New update bugs fixed, UKSF using the same texture for helmet, RMC beret being replaced

Latest updates: 28/03/2018
British Military Kit
- New textures
- Luxury food added

War Mongrels
- Texture outlines for vehicles thinned
- Changed unit spawn types to make "Hounds" and VAB APC more common

Rimmu-Nation Camping Stuff
Task Force 141
War Mongrels

- Medic bag (civilian) name changed to "Medic bag" only.
______________




Just updated the British Military Kit, removed gasmask stats for helmets that do not have a gasmask, also updated the thumbnail to look better.
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (20/11/17)
Post by: Chicken Plucker on November 20, 2017, 06:32:39 PM
Updated the list, just uploaded the Portal Power Generator for B18
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (20/11/17)
Post by: Chicken Plucker on November 23, 2017, 11:21:47 AM
(https://i.imgur.com/uqP23do.png) (https://i.imgur.com/Yqq6YLN.png)

The US Military stuff is coming soon (after I finish the textures, then I do coding so maybe not so soon), need votes on the poll BOIIIYEEEEE

Note: Cannot update the USMC mod until then, to anyone waiting sorry for the delay
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: MadsMartinMadsen on November 24, 2017, 03:35:29 AM
Looks interesting, as for the naming, I have to admit I voted for the one that made me laugh  ;D
But in reality the better name is probably U.S. Military kit, as that fits with the already named British Military kit, anyway just my thoughts on it.
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: HAMMERFALL314 on November 24, 2017, 04:54:09 AM
I wanna see a EOD suit. like the juggernaut suit from COD(not really a COD fan but the suit was epic.  no rush though.  (post made 4am local)
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: SpaceDorf on November 24, 2017, 05:20:56 AM
While Choice Nr. 5 is true, I think it should be the second choice.

The Kit Should not give them more credit or fame than they deserve.


==== EDIT ====

Welcome Back, Chicken.
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: Chicken Plucker on November 25, 2017, 09:51:57 PM
Hello I will just do a filler update, the new OCP camo is going to show up and it will be the only camo I will have available for Ranger combat gear because I am super lazy to make the UCP for the Rangers, if anybody objects to that please let me know or forever hold your peace.

(https://i.imgur.com/EruGr0M.png)

(https://i.imgur.com/qzPsX7Z.png)  (https://i.imgur.com/Pnx0Q4H.png)  (https://i.imgur.com/gQzQKZM.png)

Edit: Yeah I just remembered to mention this, to anybody who notices that the flag patch on the arm is supposed to be opposite, I realized that but I also realized I have to then change every arm I have messed up, so this stays this way and I hope it bothers nobody

Quote from: MadsMartinMadsen on November 24, 2017, 03:35:29 AM
Looks interesting, as for the naming, I have to admit I voted for the one that made me laugh  ;D
But in reality the better name is probably U.S. Military kit, as that fits with the already named British Military kit, anyway just my thoughts on it.
Understood, I did wanna make it special but I guess it will be confusing for people looking for the actual country

Quote from: HAMMERFALL314 on November 24, 2017, 04:54:09 AM
I wanna see a EOD suit. like the juggernaut suit from COD(not really a COD fan but the suit was epic.  no rush though.  (post made 4am local)

I do love that suit too, it will be extra time but sure, I will go ahead and do one

Quote from: SpaceDorf on November 24, 2017, 05:20:56 AM
While Choice Nr. 5 is true, I think it should be the second choice.

The Kit Should not give them more credit or fame than they deserve.


==== EDIT ====

Welcome Back, Chicken.
I did wanna give it more credit because the USMC mod was popular for people who claimed to be servicemen, but you are super duper right Dorf

Also thank you for the welcome back, you r da baes, I am more motivated because you showed up with donuts
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: SpaceDorf on November 26, 2017, 09:41:30 AM
I call myself Sheriff now. It's a Service badge .. if you look closely you can see the Rimworld-Sheriff Star behind the Mug  ;D

If you did wan't to endorse your fans from the different branches of the military I can understand that.
My comment was more on the global scale, that the U.S. should not get more credit than any other army  ;)

===== EDIT =====

So when will I be able to download your mods ?
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: Chicken Plucker on November 26, 2017, 02:31:01 PM
Quote from: SpaceDorf on November 26, 2017, 09:41:30 AM
I call myself Sheriff now. It's a Service badge .. if you look closely you can see the Rimworld-Sheriff Star behind the Mug  ;D

If you did wan't to endorse your fans from the different branches of the military I can understand that.
My comment was more on the global scale, that the U.S. should not get more credit than any other army  ;)

===== EDIT =====

So when will I be able to download your mods ?

I have changed the front page, the chickens are the download links and I should have explained better sry  :'(
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: Chicken Plucker on December 06, 2017, 05:35:20 PM
Progress report on the US Military mod, the Army gear is finished, now I am working on the Navy and I will finish up with the coding. Hope to upload everything soon!

(https://i.imgur.com/UjCmn7N.png) (https://i.imgur.com/2iVsXrk.png) (https://i.imgur.com/Vwxou9K.png)

"What the heck did you just hecking say about me, you little muffalo?  I'll have you know I graduated top of my class in the Navy Seals, and I've been involved in numerous secret raids on ancient danger sites, and I have over 300 confirmed kills. I am trained in gorilla warfare and I'm the top sniper in the entire colony.."
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: SpaceDorf on December 07, 2017, 09:03:32 AM
The details are just amazing.
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: jom650 on December 07, 2017, 06:19:07 PM
Men, If People Don't Want This, Do As A Secondary Mod (with custom weapons plz :P)
Your Job Is Amazing!!!
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: RyanRim on December 08, 2017, 09:45:49 AM
Modder of the Year - Chicken Plucker

*Sings The Star-Spangled Banner horrible off-tune*
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: Chicken Plucker on December 08, 2017, 11:28:38 PM
Hello folks, I've delayed work on coding today since I just remembered HAMMERFALL recommended the EOD/Juggernaut suit, also I redone some of the old headgears for marines, if anyone has opinions please feel free to voice them

Also thanks for the support, all this drawing of heavy suits that protect from shrapnel makes me feel as though I am an American. I have a few people getting mad at steam workshop because a million of my mods are not being updated while I sit at home oversleeping and eating chicken and procrastinating with just about every important thing in my life, including updating these mods, like every proud citizen of the United States of Texas

(https://i.imgur.com/6z8bedl.png) (https://i.imgur.com/EmNnKKt.png) (https://i.imgur.com/DOaYUON.png)

(https://i.imgur.com/B57Q0rF.png) (https://i.imgur.com/Xx0HCNN.png) (https://i.imgur.com/jTDGUEe.png)

(https://i.imgur.com/GTiu5Ke.png) (https://i.imgur.com/BHMULms.png) (https://i.imgur.com/XTj0jVY.png)

(https://i.imgur.com/iKYKQe4.png) (https://i.imgur.com/bV22GmE.png) (https://i.imgur.com/TASkchz.png)

(https://i.imgur.com/osP9BAd.png) (https://i.imgur.com/LHHo9qL.png) (https://i.imgur.com/NYIIlEH.png)

Edit: Just a note if anybody cares, after US Military mod comes out with the weapons mod I have ready thanks to Roskii Falkirk, I will work on small mods like the prison outfit and work on the factions.

Umbra Company will recieve an updated armor, possibly a new uniform and get to other things.
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: ngcq1811 on December 09, 2017, 01:51:00 AM
Ever since I subscribed to your British Armory Kit I just uninstalled all other apparel mods. Can't get by a day without my colonists dressed in BDUs and full limey armor, meanwhile every other piece of garment just rots away from jealousy.
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: jom650 on December 09, 2017, 10:53:49 AM
Holy Moly Chicken Plucker What A Amazing Textures :D Good Luck On Your Job  ;)
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: Mosart on December 13, 2017, 01:11:52 PM
Great textures.

Is it actual information for Power armor?

Vanilla power armor:
<Mass>15</Mass>
<ArmorRating_Blunt>0.35</ArmorRating_Blunt>
<ArmorRating_Sharp>0.65</ArmorRating_Sharp>
<ArmorRating_Heat>0.30</ArmorRating_Heat>
<Insulation_Cold>-45</Insulation_Cold>

T45b power armor:
<Mass>12</Mass>
<ArmorRating_Blunt>0.60</ArmorRating_Blunt>
<ArmorRating_Sharp>0.70</ArmorRating_Sharp>
<ArmorRating_Heat>0.50</ArmorRating_Heat>
<Insulation_Cold>-45</Insulation_Cold>
<Insulation_Heat>10</Insulation_Heat>   
<ArmorRating_Electric>0.50</ArmorRating_Electric>
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: Chicken Plucker on December 15, 2017, 08:27:09 AM
Hello all, I didn't want to show my mug unless I had a release or significant news.

I want to thank ngcq1811, jom650 and others who have given their kind words but I have had little time to reply to. As I write I'm writing for a 4,000 word dissertation due in less than 9 hours, which I will finish soon.

The coding for food, clothing and buildings are finished for the following 4 mods, and the only issue now is coding the weapons. I have had to recode Rimmunation due to problems.

Here are some preview samples, some may change and you will see these uploaded BY NEXT WEEK or earlier as finished mods.

(https://i.imgur.com/avDSzmb.png)

(https://i.imgur.com/SBI4qN0.png)

(https://i.imgur.com/ICXtWkv.png)

(https://i.imgur.com/R6Dh9Ra.png)

(https://i.imgur.com/kN8GXN7.gif)

(https://i.imgur.com/o33l9ez.png)

(https://i.imgur.com/UMzkmHM.png)

(https://i.imgur.com/BRuQlIa.png)

I've separated civilian and PMC gear into RimmuNation and out of the US Military mod and they will spawn for the character selection screen, many variations of clothing that attempts to be close to vanilla quality. I also have an update coming for the British Military mod after this since there is a problem with the harness.

I hope to upload the mods soon.

Quote from: Mosart on December 13, 2017, 01:11:52 PM
Great textures.

Is it actual information for Power armor?

Vanilla power armor:
<Mass>15</Mass>
<ArmorRating_Blunt>0.35</ArmorRating_Blunt>
<ArmorRating_Sharp>0.65</ArmorRating_Sharp>
<ArmorRating_Heat>0.30</ArmorRating_Heat>
<Insulation_Cold>-45</Insulation_Cold>

T45b power armor:
<Mass>12</Mass>
<ArmorRating_Blunt>0.60</ArmorRating_Blunt>
<ArmorRating_Sharp>0.70</ArmorRating_Sharp>
<ArmorRating_Heat>0.50</ArmorRating_Heat>
<Insulation_Cold>-45</Insulation_Cold>
<Insulation_Heat>10</Insulation_Heat>   
<ArmorRating_Electric>0.50</ArmorRating_Electric>

Hello, yes that is the stats
Title: Re: [B18] Plucker's plucked feathers (MODLIST) Military kits and etc. (POLL)
Post by: asquirrel on December 15, 2017, 12:13:32 PM
Do you have a factions with this mod that will wear the clothing or is it stuff you can craft and buy from traders?
Title: Re: [B18] Plucker's MODLIST - 3 New mods, US Military, Rimmu-Nation (Non-DRM Beta)
Post by: Chicken Plucker on December 15, 2017, 05:55:06 PM
Quote from: asquirrel on December 15, 2017, 12:13:32 PM
Do you have a factions with this mod that will wear the clothing or is it stuff you can craft and buy from traders?

Factions will spawn with the items and sell them, but no dedicated factions wearing only the uniforms are made by me yet.

Updated the front page since everything is almost ready, for now there are no Rimmu-Nation weapons or previews.

There is also no steam version uploaded yet, apologies to those reading from Steam but I am still testing and polishing the mods and they will come soon.
Title: Re: [B18] Plucker's MODLIST - 3 New mods, US Military, Rimmu-Nation (Non-DRM Beta)
Post by: asquirrel on December 15, 2017, 05:58:16 PM
Thanks CP!  I'll be looking forward to the release of your mod for B18.
Title: Re: [B18] Plucker's MODLIST - 3 New mods, US Military, Rimmu-Nation (Non-DRM Beta)
Post by: ngcq1811 on December 16, 2017, 04:05:22 PM
Somehow I check in everyday for an update, and today I creamed myself. Now I can spread freedom and democracy throughout the Rim in proper attire.
Title: Re: [B18] Plucker's MODLIST - 3 New mods, US Military, Rimmu-Nation (Non-DRM Beta)
Post by: sevrun on December 17, 2017, 03:23:48 PM
Who do I have to drop a MOAB on to get this in a non-steam version? ;)

OMG... Never mind.  failure to follow simple instructions on my end.... i.e. I'm an idiot.
Title: Re: [B18] Plucker's MODLIST - 3 New mods, US Military, Rimmu-Nation (Non-DRM Beta)
Post by: SpaceDorf on December 17, 2017, 03:33:50 PM
I like the rimmu-nations.

Puppies and Kittens are the eneny.

"The Chicken are the download link  :-[
Thank you for the subtle reminder.
Title: Re: [B18] Plucker's MODLIST - 3 New mods, US Military, Rimmu-Nation (Non-DRM Beta)
Post by: asquirrel on December 17, 2017, 06:23:58 PM
Had to look that power guy up.

https://www.youtube.com/watch?v=PlmQI8sewQc

Installed your mods.  Getting this error -

Could not load UnityEngine.Texture2D at Things/Security/ClaymoreMine in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [B18] Plucker's MODLIST - 3 New mods, US Military, Rimmu-Nation (Non-DRM Beta)
Post by: sevrun on December 18, 2017, 03:11:30 AM
Got the same kickback as asquirrel on the claymore, but otherwise adoring the mod and almost laughed myself to tears at some of the USMC item descriptions.
Title: Re: [B18] Plucker's MODLIST - 3 New mods, US Military, Rimmu-Nation (Non-DRM Beta)
Post by: Chicken Plucker on December 18, 2017, 07:35:38 AM
Updated Rimmu-Nations clothing and the US Military kit, removed some error with the non-existent claymore and moved Rimmu-Nations clothing into the Rimmu-Nations bench, more updates soon and I'll think about fixing the Airborne Rangers flag patch facing the wrong direction, it's bothering me but it should be last priority until all mods are completed

Quote from: ngcq1811 on December 16, 2017, 04:05:22 PM
Somehow I check in everyday for an update, and today I creamed myself. Now I can spread freedom and democracy throughout the Rim in proper attire.
Hello, thank you, glad you are excited, hope to get everything sorted soon so I can make these kits into actual military factions

Quote from: sevrun on December 17, 2017, 03:23:48 PM
Who do I have to drop a MOAB on to get this in a non-steam version? ;)

OMG... Never mind.  failure to follow simple instructions on my end.... i.e. I'm an idiot.

It will come in approx few days, but it is available for manual download even to steam users, yes

Also, the Marines are my favourite so their descriptions has to be the best  8) 8)

Quote from: asquirrel on December 17, 2017, 06:23:58 PM
Had to look that power guy up.

https://www.youtube.com/watch?v=PlmQI8sewQc

Installed your mods.  Getting this error -

Could not load UnityEngine.Texture2D at Things/Security/ClaymoreMine in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Thanks for letting me know about this guys, oops. It's for the claymore mine that I decided to move to Rimmunations - weapons mod, it's removed now I hope no more problems will show up.

Quote from: SpaceDorf on December 17, 2017, 03:33:50 PM
I like the rimmu-nations.

Puppies and Kittens are the eneny.

"The Chicken are the download link  :-[
Thank you for the subtle reminder.

I'm glad you like them Dorf, always worrying when I dont hear from you because you are supposed to be everywhere kinda like the Doctor from Doctor Who but without the blue phone booth and the young attractive women that you abduct from their worlds
Title: Re: [B18] Plucker's MODLIST - 3 New mods, US Military, Rimmu-Nation (Non-DRM Beta)
Post by: SpaceDorf on December 18, 2017, 07:44:04 AM
Quote from: Chicken Plucker on December 18, 2017, 07:35:38 AM

but without the blue phone booth and the young attractive women that you abduct from their worlds

I knew I was doing something wrong ..

=== EDIT ===

Would there be a way for the stoves to collect recipies added to the campfire by other mods ?

GouRimet for example turns simple meals into vegimush and meatalls so you can easy control which ressource gets cooked but the stoves only recieve vegimush .. which sucks when caravaning.
also it misses the additional recipies like burn corpses for compost or creating smoked meat..

and of course the awesome bulk recipies.

Title: Re: [B18] Plucker's MODLIST - 3 New mods, US Military, Rimmu-Nation (Non-DRM Beta)
Post by: Chicken Plucker on December 19, 2017, 06:31:27 AM
Quote from: SpaceDorf on December 18, 2017, 07:44:04 AM
Quote from: Chicken Plucker on December 18, 2017, 07:35:38 AM

but without the blue phone booth and the young attractive women that you abduct from their worlds

I knew I was doing something wrong ..

=== EDIT ===

Would there be a way for the stoves to collect recipies added to the campfire by other mods ?

GouRimet for example turns simple meals into vegimush and meatalls so you can easy control which ressource gets cooked but the stoves only recieve vegimush .. which sucks when caravaning.
also it misses the additional recipies like burn corpses for compost or creating smoked meat..

and of course the awesome bulk recipies.

Hey DORF, I considered burning corpses but I took a look at the stoves' real life counterparts and they seem too small to burn corpses

As for other ingredients from other mods, that's trickier since it will cause an error if I list it and someone isn't using GouRimet, I'll consider making a little vegan and carni meal for the camping mod

Edit: added prisoner outfit mod for B18

Edit Edit: (https://i.imgur.com/4p9OAM4.png) BEHOLD, THE MIGHTY HOBO STEW THAT SHALL BE MADE OF WHATEVER IS AVAILABLE


Edit x3: Updated US Military mod and RimmuNation camping stuff to have hobo stew. Fixed errors caused by initial uploads
Title: Re: [B18] Plucker's MODLIST - Prisoner outfit mod, kits updated (NEW POLL)
Post by: SpaceDorf on December 19, 2017, 11:29:45 AM
Yeah, Burning Corpses might be a bit far fetched, you are right,
and coding every recipe and prefetching the mod might be a bit much.

I just thought it might be possible, since there was a way to create automated mining jobs for modded ressources.

Hobo Stew sound really disgusting, by the way.

And misquoting my favorite christmas movie :
(https://ludeon.com/forums/index.php?action=dlattach;topic=37014.0;attach=23693)

[attachment deleted by admin: too old]
Title: Re: [B18] Plucker's MODLIST - Prisoner outfit mod, kits updated (NEW POLL)
Post by: Chicken Plucker on December 19, 2017, 09:06:48 PM
Updated and patched all Rimmu-Nation mods, brand new bench type for clothing and for weapons the old one is now separate.

(https://i.imgur.com/NlwOSyP.png) (https://i.imgur.com/wtZlbKq.png)

Rimmu-Nation weapons mod is now available in beta since only Rifles, Snipers and CQB weapons are available, if anybody finds any errors or other issues please let me know.

Mods are finishing up soon.

@SpaceDorf - Can you please travel back in time to A17 so I don't have to update my mods again? please

Edit: I just realized how lackluster the Rimmu-Nation debut is since there are a ton of well textured well balanced weapons mods that have been around for a long time, I will just leave a few examples of weapons to pander to the M16 fans since almost half of the rifles in the mod are M4 variants, gg ez, now firefights can look a lot more tacticool with the excessive weapons attachments on your excessively dressed pawns with the rimmu-nations tacticool clothings to boot

(https://i.imgur.com/d0CksnB.png) (https://i.imgur.com/Rlxgas4.png)
(https://i.imgur.com/aXBtQfm.png) (https://i.imgur.com/mbIvWn2.png) (https://i.imgur.com/oSLelpf.png) (https://i.imgur.com/DQ5V1kj.png)

There's more, and when the Steam version arrives there will be previews and trailers. More tommorrow, hopefully coding is all finished tommorrow.

Edit: Oh shoot, forgot to mention, if you have the old workbench installing Rimmu-Nations clothing your save might break unless you install the new weapons mod upon downloading the update, due to the fact that the defname for the weapons workbench being removed from the clothing mod.

very sorry, just to remind everyone the non steam available mods are still in beta.
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation mods updated, Weaponry beta
Post by: asquirrel on December 19, 2017, 10:54:17 PM
B18 Rimmu-Nation Weapons unfinished.rar resets my mod list and gives me a truckload of errors.  I've attached a screenshot of my mods.

Looks like there is a conflict with your mod, high caliber mod, and USCM Colonial Marines mod.  Because some of the errors point to Rimmu-Nation but other errors point to files in other weapon mods.

Here's a link to my log file -
https://gist.github.com/acf0a0cb018bbdc3ab6c328524470c0d

Weird, since everything was working fine with the previous version you uploaded before today.  I had downloaded your mods a few days ago and they were running great.  Maybe I didn't have Rimmu-Nation weapons installed.  I did you have Rimmu-Nation weapons updated before today for B18? 

I'm going to continue to use your other mods but just leave your weapons mod unchecked until hopefully we can figure out what is going on.



[attachment deleted by admin: too old]
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation mods updated, Weaponry beta
Post by: Chicken Plucker on December 19, 2017, 11:11:32 PM
Quote from: asquirrel on December 19, 2017, 10:54:17 PM
B18 Rimmu-Nation Weapons unfinished.rar resets my mod list and gives me a truckload of errors.  I've attached a screenshot of my mods.

Looks like there is a conflict with your mod, high caliber mod, and USCM Colonial Marines mod.  Because some of the errors point to Rimmu-Nation but other errors point to files in other weapon mods.

Here's a link to my log file -
https://gist.github.com/acf0a0cb018bbdc3ab6c328524470c0d

Weird, since everything was working fine with the previous version you uploaded before today.  I had downloaded your mods a few days ago and they were running great.  Maybe I didn't have Rimmu-Nation weapons installed.  I did you have Rimmu-Nation weapons updated before today for B18? 

I'm going to continue to use your other mods but just leave your weapons mod unchecked until hopefully we can figure out what is going on.

Hello thanks for immediately telling me and sorry for having to make you re-enable all those mods.

This problem is now fixed, it was a missing texture because I didn't fix the directory of the work table right, so the game reset all the mods because it couldn't find the directory. The mod now works  :'( :'(
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation mods updated, Weaponry beta
Post by: nedlee on December 20, 2017, 06:14:11 AM
Your mod looks so sweet  :) :) :)
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation mods updated, Weaponry beta
Post by: Chicken Plucker on December 20, 2017, 10:00:32 AM
Quote from: nedlee on December 20, 2017, 06:14:11 AM
Your mod looks so sweet  :) :) :)

Thanks, if only the coding was sweet too hehehehe  :o

All existing errors upon enabling Rimmu-Nation and US Military mods on their own is now fixed
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation mods updated, Weaponry beta
Post by: hauvega on December 20, 2017, 10:03:38 AM
CP Wonderful work!   
;D
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation mods updated, Weaponry beta
Post by: Chicken Plucker on December 20, 2017, 10:27:26 AM
Quote from: hauvega on December 20, 2017, 10:03:38 AM
CP Wonderful work!   
;D

Thank you, I wish I could finish everything soon so I can show this trailer I have animated  8) 8)

P.S. I love your signature!
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation and US Military Kit errors fixed
Post by: hauvega on December 20, 2017, 10:57:31 AM
I found an error.  There is a texture missing OCPUCap_front in POG folder.
This pops up:
Failed to find any texture while constructing Multi(initPath=Things/Apparel/POG_Hats/OCPUCap, color=RGBA(0.635, 0.616, 0.596, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation and US Military Kit errors fixed
Post by: Chicken Plucker on December 20, 2017, 11:04:00 AM
Quote from: hauvega on December 20, 2017, 10:57:31 AM
I found an error.  There is a texture missing OCPUCap_front in POG folder.
This pops up:
Failed to find any texture while constructing Multi(initPath=Things/Apparel/POG_Hats/OCPUCap, color=RGBA(0.635, 0.616, 0.596, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

I have fixed this now thank you for telling me, I forgot to move the textures to the folder it belongs, oops!
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation and US Military Kit errors fixed
Post by: asquirrel on December 20, 2017, 11:18:11 AM
Hey CP!

I just re-downloaded the Rimmu-Nation Weapons rar file from the icon link at the first page.  Went in and deleted the  weapons folder from my mod folder.  Then extracted the new weapons.rar folder into my rimworld mods directory.  Still getting errors (see atttached pic).  Is the one on the first page updated?  Maybe I'm doing something wrong?

[attachment deleted by admin: too old]
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation and US Military Kit errors fixed
Post by: Chicken Plucker on December 21, 2017, 08:07:27 AM
Quote from: asquirrel on December 20, 2017, 11:18:11 AM
Hey CP!

I just re-downloaded the Rimmu-Nation Weapons rar file from the icon link at the first page.  Went in and deleted the  weapons folder from my mod folder.  Then extracted the new weapons.rar folder into my rimworld mods directory.  Still getting errors (see atttached pic).  Is the one on the first page updated?  Maybe I'm doing something wrong?

Hello, can you please show me the first line of the error when it begins and mentions rimmu-nation? Just from what I can see from the error log it mentions guns not included in the mod, but I am aware this is the game resetting everything

Edit: Updated US Military Kit and Camping Stuff to have cookable MREs for the electric stove, includes bulk cooking
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation and US Military Kit errors fixed
Post by: asquirrel on December 21, 2017, 10:03:29 AM
Hi CP!

I see  what looks to be a bunch of Rimmunation Weapons errors starting at line 12926.   The error involving Rimmunation Weapons starts with -
Could not load UnityEngine.AudioClip at CQB/RNShotMP5 in any active mod or in base resources.  Then you see a ton of errors with the weapons.  Then you have a bunch of RimmuNation weapons affected.

However, there are also errors before that with references to other mods (basically more weapons / explosives, etc.)  I see USCM (colonial marines mod), Remote Explosives mod and  High Caliber mod.  I searched for the file name with the error and it pointed to those mod folders. 

Here is my output_log file link at Github:

https://gist.github.com/8a156743c0f04a482e8b9287e0674631

I've attached a screenshot of the errors where I believe starts with RimmuNation Weapons. 



[attachment deleted by admin: too old]
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation and US Military Kit errors fixed
Post by: Chicken Plucker on December 21, 2017, 11:11:57 AM
Quote from: asquirrel on December 21, 2017, 10:03:29 AM
Hi CP!

I see  what looks to be a bunch of Rimmunation Weapons errors starting at line 12926.   The error involving Rimmunation Weapons starts with -
Could not load UnityEngine.AudioClip at CQB/RNShotMP5 in any active mod or in base resources.  Then you see a ton of errors with the weapons.  Then you have a bunch of RimmuNation weapons affected.

However, there are also errors before that with references to other mods (basically more weapons / explosives, etc.)  I see USCM (colonial marines mod), Remote Explosives mod and  High Caliber mod.  I searched for the file name with the error and it pointed to those mod folders. 

Here is my output_log file link at Github:

https://gist.github.com/8a156743c0f04a482e8b9287e0674631

I've attached a screenshot of the errors where I believe starts with RimmuNation Weapons.

Hello thank you, I see from the log that it actually starts with the missing texture of the table again that I goofed up, maybe I did not upload an updated one at all, or I missed something still. I'm sorry for this error

I have updated the file again, please tell me if you still get this problem
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation and US Military Kit MRE cookable fix
Post by: asquirrel on December 21, 2017, 11:35:15 AM
So I should just download the rimmunations weapons and that's it?  Download from the icon, right?
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation and US Military Kit errors fixed
Post by: Robloxsina66 on December 21, 2017, 07:33:53 PM
Quote from: Chicken Plucker on December 21, 2017, 11:11:57 AM
Quote from: asquirrel on December 21, 2017, 10:03:29 AM
Hi CP!

I see  what looks to be a bunch of Rimmunation Weapons errors starting at line 12926.   The error involving Rimmunation Weapons starts with -
Could not load UnityEngine.AudioClip at CQB/RNShotMP5 in any active mod or in base resources.  Then you see a ton of errors with the weapons.  Then you have a bunch of RimmuNation weapons affected.

However, there are also errors before that with references to other mods (basically more weapons / explosives, etc.)  I see USCM (colonial marines mod), Remote Explosives mod and  High Caliber mod.  I searched for the file name with the error and it pointed to those mod folders. 

Here is my output_log file link at Github:

https://gist.github.com/8a156743c0f04a482e8b9287e0674631

I've attached a screenshot of the errors where I believe starts with RimmuNation Weapons.

Hello thank you, I see from the log that it actually starts with the missing texture of the table again that I goofed up, maybe I did not upload an updated one at all, or I missed something still. I'm sorry for this error

I have updated the file again, please tell me if you still get this problem



I have a problem I downloaded military kit and I had an error


[Steamworks.NET] SteamAPI.Init() failed. Possible causes: Steam client not running, launched from outside Steam without steam_appid.txt in place, running with different privileges than Steam client (e.g. "as administrator")
Verse.Log:Warning(String)
Verse.Steam.SteamManager:InitIfNeeded()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Mod RimworldMapReroll-2.2.3 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.18.1722</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "USApparelMakeableBase" for node "ThingDef". Full node: <ThingDef ParentName="USApparelMakeableBase"><defName>Apparel_PMCTacticalJacket</defName><label>tactical jacket</label><description>It's a jacket, but it's tactical with lots of pockets and a velcro patch.</description><recipeMaker><researchPrerequisite>ComplexClothing</researchPrerequisite></recipeMaker><graphicData><texPath>Things/Apparel/Display/Shell/TacticalJacket</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><costStuffCount>70</costStuffCount><stuffCategories><li>Fabric</li><li>Leathery</li></stuffCategories><thingCategories><li>Apparel</li><li>USPMC_Clothing</li></thingCategories><statBases><Mass>1.5</Mass><MaxHitPoints>180</MaxHitPoints><WorkToMake>17000</WorkToMake><ArmorRating_Blunt>0.05</ArmorRating_Blunt><ArmorRating_Sharp>0.08</ArmorRating_Sharp><ArmorRating_Heat>0.04</ArmorRating_Heat><ArmorRating_Electric>0.15</ArmorRating_Electric><Insulation_Cold>-20</Insulation_Cold><Insulation_Heat>-1</Insulation_Heat></statBases><equippedStatOffsets><MoveSpeed>-0.03</MoveSpeed><AimingDelayFactor>-0.05</AimingDelayFactor><ShootingAccuracy>0.04</ShootingAccuracy><MentalBreakThreshold>-0.01</MentalBreakThreshold></equippedStatOffsets><apparel><bodyPartGroups><li>Neck</li><li>Torso</li><li>Shoulders</li><li>Arms</li><li>Waist</li></bodyPartGroups><wornGraphicPath>Things/Apparel/PMC_Shell/TacticalJacket</wornGraphicPath><layers><li>Shell</li></layers><tags><li>Outlander</li><li>Military</li><li>Spacer</li></tags><defaultOutfitTags><li>Soldier</li><li>Worker</li></defaultOutfitTags></apparel></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "USApparelMakeableBase" for node "ThingDef". Full node: <ThingDef ParentName="USApparelMakeableBase"><defName>Apparel_PMCTacticalJacketMulticam</defName><label>tactical jacket (Multicam)</label><description>It's a jacket, but it's tactical with lots of pockets and a velcro patch. Multi-camo pattern.</description><recipeMaker><researchPrerequisite>ComplexClothing</researchPrerequisite></recipeMaker><graphicData><texPath>Things/Apparel/Display/Shell/TacticalJacketMulticam</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><costStuffCount>70</costStuffCount><stuffCategories><li>Fabric</li><li>Leathery</li></stuffCategories><thingCategories><li>Apparel</li><li>USPMC_Clothing</li></thingCategories><statBases><Mass>1.5</Mass><MaxHitPoints>180</MaxHitPoints><WorkToMake>17000</WorkToMake><ArmorRating_Blunt>0.05</ArmorRating_Blunt><ArmorRating_Sharp>0.08</ArmorRating_Sharp><ArmorRating_Heat>0.04</ArmorRating_Heat><ArmorRating_Electric>0.15</ArmorRating_Electric><Insulation_Cold>-20</Insulation_Cold><Insulation_Heat>-1</Insulation_Heat></statBases><equippedStatOffsets><MoveSpeed>-0.03</MoveSpeed><AimingDelayFactor>-0.05</AimingDelayFactor><ShootingAccuracy>0.04</ShootingAccuracy><MentalBreakThreshold>-0.01</MentalBreakThreshold></equippedStatOffsets><apparel><bodyPartGroups><li>Neck</li><li>Torso</li><li>Shoulders</li><li>Arms</li><li>Waist</li></bodyPartGroups><wornGraphicPath>Things/Apparel/PMC_Shell/TacticalJacketMulticam</wornGraphicPath><layers><li>Shell</li></layers><tags><li>Outlander</li><li>Military</li><li>Spacer</li></tags><defaultOutfitTags><li>Soldier</li><li>Worker</li></defaultOutfitTags></apparel></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "USApparelMakeableBase" for node "ThingDef". Full node: <ThingDef ParentName="USApparelMakeableBase"><defName>Apparel_PMCM81TacticalJacket</defName><label>tactical jacket (M81)</label><description>It's a jacket, but it's tactical with lots of pockets and a velcro patch. M81 camo.</description><recipeMaker><researchPrerequisite>ComplexClothing</researchPrerequisite></recipeMaker><graphicData><texPath>Things/Apparel/Display/Shell/TacticalJacketM81</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><costStuffCount>70</costStuffCount><stuffCategories><li>Fabric</li><li>Leathery</li></stuffCategories><thingCategories><li>Apparel</li><li>USPMC_Clothing</li></thingCategories><statBases><Mass>1.5</Mass><MaxHitPoints>180</MaxHitPoints><WorkToMake>17000</WorkToMake><ArmorRating_Blunt>0.05</ArmorRating_Blunt><ArmorRating_Sharp>0.08</ArmorRating_Sharp><ArmorRating_Heat>0.04</ArmorRating_Heat><ArmorRating_Electric>0.15</ArmorRating_Electric><Insulation_Cold>-20</Insulation_Cold><Insulation_Heat>-1</Insulation_Heat></statBases><equippedStatOffsets><MoveSpeed>-0.03</MoveSpeed><AimingDelayFactor>-0.05</AimingDelayFactor><ShootingAccuracy>0.04</ShootingAccuracy><MentalBreakThreshold>-0.01</MentalBreakThreshold></equippedStatOffsets><apparel><bodyPartGroups><li>Neck</li><li>Torso</li><li>Shoulders</li><li>Arms</li><li>Waist</li></bodyPartGroups><wornGraphicPath>Things/Apparel/PMC_Shell/TacticalJacketM81</wornGraphicPath><layers><li>Shell</li></layers><tags><li>Outlander</li><li>Military</li><li>Spacer</li></tags><defaultOutfitTags><li>Soldier</li><li>Worker</li></defaultOutfitTags></apparel></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AdjustableColoredLights: Adding Harmony Postfix to CompGlower.CompGetGizmosExtra
Verse.Log:Message(String)
AdjustableColoredLights.Main:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

AdjustableColoredLights: Adding Harmony Postfix to CompGlower.PostExposeData
Verse.Log:Message(String)
AdjustableColoredLights.Main:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation and US Military Kit errors fixed
Post by: Robloxsina66 on December 21, 2017, 07:45:36 PM
Quote from: Robloxsina66 on December 21, 2017, 07:33:53 PM
Quote from: Chicken Plucker on December 21, 2017, 11:11:57 AM
Quote from: asquirrel on December 21, 2017, 10:03:29 AM
Hi CP!

I see  what looks to be a bunch of Rimmunation Weapons errors starting at line 12926.   The error involving Rimmunation Weapons starts with -
Could not load UnityEngine.AudioClip at CQB/RNShotMP5 in any active mod or in base resources.  Then you see a ton of errors with the weapons.  Then you have a bunch of RimmuNation weapons affected.

However, there are also errors before that with references to other mods (basically more weapons / explosives, etc.)  I see USCM (colonial marines mod), Remote Explosives mod and  High Caliber mod.  I searched for the file name with the error and it pointed to those mod folders. 

Here is my output_log file link at Github:

https://gist.github.com/8a156743c0f04a482e8b9287e0674631

I've attached a screenshot of the errors where I believe starts with RimmuNation Weapons.

Hello thank you, I see from the log that it actually starts with the missing texture of the table again that I goofed up, maybe I did not upload an updated one at all, or I missed something still. I'm sorry for this error

I have updated the file again, please tell me if you still get this problem



I have a problem I downloaded military kit and I had an error


[Steamworks.NET] SteamAPI.Init() failed. Possible causes: Steam client not running, launched from outside Steam without steam_appid.txt in place, running with different privileges than Steam client (e.g. "as administrator")
Verse.Log:Warning(String)
Verse.Steam.SteamManager:InitIfNeeded()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

RimWorld 0.18.1722 rev1198
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Mod RimworldMapReroll-2.2.3 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.18.1722</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "USApparelMakeableBase" for node "ThingDef". Full node: <ThingDef ParentName="USApparelMakeableBase"><defName>Apparel_PMCTacticalJacket</defName><label>tactical jacket</label><description>It's a jacket, but it's tactical with lots of pockets and a velcro patch.</description><recipeMaker><researchPrerequisite>ComplexClothing</researchPrerequisite></recipeMaker><graphicData><texPath>Things/Apparel/Display/Shell/TacticalJacket</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><costStuffCount>70</costStuffCount><stuffCategories><li>Fabric</li><li>Leathery</li></stuffCategories><thingCategories><li>Apparel</li><li>USPMC_Clothing</li></thingCategories><statBases><Mass>1.5</Mass><MaxHitPoints>180</MaxHitPoints><WorkToMake>17000</WorkToMake><ArmorRating_Blunt>0.05</ArmorRating_Blunt><ArmorRating_Sharp>0.08</ArmorRating_Sharp><ArmorRating_Heat>0.04</ArmorRating_Heat><ArmorRating_Electric>0.15</ArmorRating_Electric><Insulation_Cold>-20</Insulation_Cold><Insulation_Heat>-1</Insulation_Heat></statBases><equippedStatOffsets><MoveSpeed>-0.03</MoveSpeed><AimingDelayFactor>-0.05</AimingDelayFactor><ShootingAccuracy>0.04</ShootingAccuracy><MentalBreakThreshold>-0.01</MentalBreakThreshold></equippedStatOffsets><apparel><bodyPartGroups><li>Neck</li><li>Torso</li><li>Shoulders</li><li>Arms</li><li>Waist</li></bodyPartGroups><wornGraphicPath>Things/Apparel/PMC_Shell/TacticalJacket</wornGraphicPath><layers><li>Shell</li></layers><tags><li>Outlander</li><li>Military</li><li>Spacer</li></tags><defaultOutfitTags><li>Soldier</li><li>Worker</li></defaultOutfitTags></apparel></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "USApparelMakeableBase" for node "ThingDef". Full node: <ThingDef ParentName="USApparelMakeableBase"><defName>Apparel_PMCTacticalJacketMulticam</defName><label>tactical jacket (Multicam)</label><description>It's a jacket, but it's tactical with lots of pockets and a velcro patch. Multi-camo pattern.</description><recipeMaker><researchPrerequisite>ComplexClothing</researchPrerequisite></recipeMaker><graphicData><texPath>Things/Apparel/Display/Shell/TacticalJacketMulticam</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><costStuffCount>70</costStuffCount><stuffCategories><li>Fabric</li><li>Leathery</li></stuffCategories><thingCategories><li>Apparel</li><li>USPMC_Clothing</li></thingCategories><statBases><Mass>1.5</Mass><MaxHitPoints>180</MaxHitPoints><WorkToMake>17000</WorkToMake><ArmorRating_Blunt>0.05</ArmorRating_Blunt><ArmorRating_Sharp>0.08</ArmorRating_Sharp><ArmorRating_Heat>0.04</ArmorRating_Heat><ArmorRating_Electric>0.15</ArmorRating_Electric><Insulation_Cold>-20</Insulation_Cold><Insulation_Heat>-1</Insulation_Heat></statBases><equippedStatOffsets><MoveSpeed>-0.03</MoveSpeed><AimingDelayFactor>-0.05</AimingDelayFactor><ShootingAccuracy>0.04</ShootingAccuracy><MentalBreakThreshold>-0.01</MentalBreakThreshold></equippedStatOffsets><apparel><bodyPartGroups><li>Neck</li><li>Torso</li><li>Shoulders</li><li>Arms</li><li>Waist</li></bodyPartGroups><wornGraphicPath>Things/Apparel/PMC_Shell/TacticalJacketMulticam</wornGraphicPath><layers><li>Shell</li></layers><tags><li>Outlander</li><li>Military</li><li>Spacer</li></tags><defaultOutfitTags><li>Soldier</li><li>Worker</li></defaultOutfitTags></apparel></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Could not find parent node named "USApparelMakeableBase" for node "ThingDef". Full node: <ThingDef ParentName="USApparelMakeableBase"><defName>Apparel_PMCM81TacticalJacket</defName><label>tactical jacket (M81)</label><description>It's a jacket, but it's tactical with lots of pockets and a velcro patch. M81 camo.</description><recipeMaker><researchPrerequisite>ComplexClothing</researchPrerequisite></recipeMaker><graphicData><texPath>Things/Apparel/Display/Shell/TacticalJacketM81</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><costStuffCount>70</costStuffCount><stuffCategories><li>Fabric</li><li>Leathery</li></stuffCategories><thingCategories><li>Apparel</li><li>USPMC_Clothing</li></thingCategories><statBases><Mass>1.5</Mass><MaxHitPoints>180</MaxHitPoints><WorkToMake>17000</WorkToMake><ArmorRating_Blunt>0.05</ArmorRating_Blunt><ArmorRating_Sharp>0.08</ArmorRating_Sharp><ArmorRating_Heat>0.04</ArmorRating_Heat><ArmorRating_Electric>0.15</ArmorRating_Electric><Insulation_Cold>-20</Insulation_Cold><Insulation_Heat>-1</Insulation_Heat></statBases><equippedStatOffsets><MoveSpeed>-0.03</MoveSpeed><AimingDelayFactor>-0.05</AimingDelayFactor><ShootingAccuracy>0.04</ShootingAccuracy><MentalBreakThreshold>-0.01</MentalBreakThreshold></equippedStatOffsets><apparel><bodyPartGroups><li>Neck</li><li>Torso</li><li>Shoulders</li><li>Arms</li><li>Waist</li></bodyPartGroups><wornGraphicPath>Things/Apparel/PMC_Shell/TacticalJacketM81</wornGraphicPath><layers><li>Shell</li></layers><tags><li>Outlander</li><li>Military</li><li>Spacer</li></tags><defaultOutfitTags><li>Soldier</li><li>Worker</li></defaultOutfitTags></apparel></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

AdjustableColoredLights: Adding Harmony Postfix to CompGlower.CompGetGizmosExtra
Verse.Log:Message(String)
AdjustableColoredLights.Main:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

AdjustableColoredLights: Adding Harmony Postfix to CompGlower.PostExposeData
Verse.Log:Message(String)
AdjustableColoredLights.Main:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()







that was Rimm-nation clothing sorry
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation and US Military Kit errors fixed
Post by: Chicken Plucker on December 21, 2017, 08:01:17 PM
Quote from: asquirrel on December 21, 2017, 11:35:15 AM
So I should just download the rimmunations weapons and that's it?  Download from the icon, right?

Hello asquirrel, pardon the late reply I have been pushing an upload to steam workshop all day, yes I update the mods but the links stay the same thanks to Google Drive, I will continue working on the weapons and hopefully no more errors happen

Quote from: Robloxsina66 on December 21, 2017, 07:45:36 PM

that was Rimm-nation clothing sorry

Hello, this was updated yesterday, I have seen this error thank you, please try the new Rimmu-Nations clothing link and see if you still get errors
Title: Re: [B18] Plucker's MODLIST - US Military updated 23/12/2017
Post by: Chicken Plucker on December 22, 2017, 10:04:04 PM
Updated the US Military Kit to balance the expedition stove and corrected the flag patch facing the wrong direction for Ranger uniform. Rimmu-Nations weapons mod now has melee and LMGs, hopefully gonna be finalized soon.

Previews in steam for the US Military Kit is now labelled, might do these for the British Kit later
Title: Re: [B18] Plucker's MODLIST - US Military Kit updated 23/12/2017
Post by: asquirrel on December 22, 2017, 11:03:02 PM
Thing is still exploding with errors as soon as I enable your Rimmunation Weapons mod.  :(  I deleted all your mods from the mod folder, redownloaded all the mods again and extracted all of them int my rimword/mods folder.

Here is a link to my log file:
https://gist.github.com/8ceba0c4103530d9d303a9b82d256fcf

[attachment deleted by admin: too old]
Title: Re: [B18] Plucker's MODLIST - US Military Kit updated 23/12/2017
Post by: Chicken Plucker on December 23, 2017, 09:28:25 AM
Quote from: asquirrel on December 22, 2017, 11:03:02 PM
Thing is still exploding with errors as soon as I enable your Rimmunation Weapons mod.  :(  I deleted all your mods from the mod folder, redownloaded all the mods again and extracted all of them int my rimword/mods folder.

Here is a link to my log file:
https://gist.github.com/8ceba0c4103530d9d303a9b82d256fcf

Hello, if you are willing to, can you please enable the mod on it's own and show me the error log? Thank you
Title: Re: [B18] Plucker's MODLIST - US Military Kit updated 23/12/2017
Post by: Sam Gray on December 23, 2017, 11:06:42 AM
Doom factions mod updating anytime soon?
Title: Re: [B18] Plucker's MODLIST - US Military Kit updated 23/12/2017
Post by: Chicken Plucker on December 24, 2017, 08:40:13 AM
Quote from: CyanSam on December 23, 2017, 11:06:42 AM
Doom factions mod updating anytime soon?

Not anytime soon, no. Sorry.

Updated the U.S. Military Kit, buffed the EOD suit to survive explosions better and nerfed it's heat protection. I also updated the Rimmu-Nation weaponry, 99% done with that mod.

No news on errors, I have tested the mod by itself and no errors turn up so I cannot replicate asquirrel's problem, I will assume it's a mod conflict
Title: Re: [B18] Plucker's MODLIST - US Military Kit updated 24/12/2017
Post by: asquirrel on December 24, 2017, 11:49:32 PM
CP!  I found the conflict.  After going through 100+ mods and enabling / disabling them, it turns out to be a conflict with your mod and a mod called Mechanoid's extraordinaire.  Here's the mod link -

https://ludeon.com/forums/index.php?topic=35058.0

As soon as I enabled that with your mod it crashed everything.  I disabled it and everything loads without a crash.
Title: Re: [B18] Plucker's MODLIST - US Military Kit updated 24/12/2017
Post by: RyanRim on December 25, 2017, 06:35:19 AM
Best Christmas Present! Chicken Pluckers Mods! America, Fuck Yeah!


Also, wtf, we have 8 voted for burning kittens and puppies, what is our community going down to.
Title: Re: [B18] Plucker's MODLIST - US Military Kit updated 24/12/2017
Post by: SpaceDorf on December 25, 2017, 07:42:49 AM
Quote from: RyanRim on December 25, 2017, 06:35:19 AM
Also, wtf, we have 8 voted for burning kittens and puppies, what is our community going down to.

Thats what you get for constantly comparing Rimworld with Dwarf Fortress.
Title: Re: [B18] Plucker's MODLIST - US Military Kit updated 24/12/2017
Post by: Chicken Plucker on December 25, 2017, 08:34:18 AM
Updated British Military and US Military mod to reduce stolen valor, pirates are no longer spawning with operator gear or current standard issue gear, they only spawn with commonplace masks and outdated clothing such as golf war helmets.

Rimmu-Nation weapons recieves more weapons, Colt Python, M1 Garand, XM8 and many more, the Rimmu-Nation mods are now out of beta and are finished. Just needs to be uploaded to Steam with it's own trailer now.

Thanks all for the feedback and reports, I think only issue I have to remember now is apparel burning for stoves not working

Edit: Also ghillie suit now has the same temperature stats as a jacket, but provides less debuff for hot conditions due to the leaves. Also Pirates only spawn with AK-47 series weapons now and other "bad guy" soviet guns or common place guns and not M4s with supressors or XM25s that will blow your colony out of orbit

Quote from: asquirrel on December 24, 2017, 11:49:32 PM
CP!  I found the conflict.  After going through 100+ mods and enabling / disabling them, it turns out to be a conflict with your mod and a mod called Mechanoid's extraordinaire.  Here's the mod link -

https://ludeon.com/forums/index.php?topic=35058.0

As soon as I enabled that with your mod it crashed everything.  I disabled it and everything loads without a crash.

Huh, thanks for finding out, that is so odd since as far as I know all that mod does is add new mechanoids, nothing in my weapons should affect mechanoid spawned weapons either so I'm stumped. I'm sorry for this issue, I am not sure how to fix it if Mechanoid Extraordinare has C# coding that affects my mod, maybe it's similarly named sprites or sound effects

Quote from: RyanRim on December 25, 2017, 06:35:19 AM
Best Christmas Present! Chicken Pluckers Mods! America, Fuck Yeah!


Also, wtf, we have 8 voted for burning kittens and puppies, what is our community going down to.

Well, Rimworld as far as I know is the number one cannibal and organ harvesting game according to Reddit, so I'm not sure burning kittens and puppies are the worst thing people vote for

Quote from: SpaceDorf on December 25, 2017, 07:42:49 AM
Quote from: RyanRim on December 25, 2017, 06:35:19 AM
Also, wtf, we have 8 voted for burning kittens and puppies, what is our community going down to.

Thats what you get for constantly comparing Rimworld with Dwarf Fortress.

Hello again Dorf, how is your warhammer WIP going? I think I am free to actually help now since I have learned how to do quick textures bwahahhahahahahhaha
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation updated (again) 25/12/2017
Post by: Chicken Plucker on December 25, 2017, 09:47:58 AM
US Military kit updated, whoops, Army Ranger combat shirt texture was showing the OCP BDU instead
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation updated (again) 25/12/2017
Post by: Chicken Plucker on December 25, 2017, 10:36:39 AM
Okay I have done some testing @asquirrel, thanks to havuega for pointing this out. Rimmu-Nation - Weapons no longer conflicts with Mechanoids Extraordinaire, at the time errors happened the explosives were not finished yet and they used vanilla base coding and tags which ME affects, after a test having both mods enabled they work just fine now since I changed the makeable base and tags of my explosives and heavy weapons.

This is good news, cheers
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation updated (AGAIN) 25/12/2017
Post by: Chicken Plucker on December 25, 2017, 10:51:49 AM
Updated again, sleeping bags caused infection healing rates to slow instead of minorly helping it, so I updated it's stats. Also the civilian MRE now uses any ingredients and the USMC MRE now only has a nutrition value of 0.75.

Sorry guys, I hope that's the last of it
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: SpaceDorf on December 25, 2017, 12:11:57 PM
I hope it is.
It's frackin christmas man.

I was wondering about that error. I use both mods as well but had no time to use the in between versions.

Also please don't ask about any mods I might be workingbon myself.
I just don't get anything done.

P.s.

Your clothing ootions are so many that I wished there was an overview.
Since I don't even know what some of them are supposed to do.
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: pktongrimworld on December 25, 2017, 01:27:45 PM
erm, any ... errr plans. to errm, make those chicken in your original post a in game thing? XD

a race of sentient chickens? :D maybe?
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: Chicken Plucker on December 25, 2017, 02:09:41 PM
Quote from: SpaceDorf on December 25, 2017, 12:11:57 PM
I hope it is.
It's frackin christmas man.

I was wondering about that error. I use both mods as well but had no time to use the in between versions.

Also please don't ask about any mods I might be workingbon myself.
I just don't get anything done.

P.s.

Your clothing ootions are so many that I wished there was an overview.
Since I don't even know what some of them are supposed to do.

An overview? whatcha mean, show the names in previews?

Sadly now I have to make more, there will be factions running around with the equipment so that should be a good reason when the time comes why theres one billion outfits

Also uh.. I know the feeling of wanting to abandon the entire world and be somewhere else, that ends up causing WIPs to never finish  8)

Quote from: pktongrimworld on December 25, 2017, 01:27:45 PM
erm, any ... errr plans. to errm, make those chicken in your original post a in game thing? XD

a race of sentient chickens? :D maybe?

Hey, unfortunately I have a million billion things to make so working hard to make an animal faction that uses guns and all that stuff is not something I can even put on my list, they can only be looked at now and be all pretty for downloading  :o
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: asquirrel on December 25, 2017, 02:32:42 PM
Thanks CP for fixing that error!  I just enabled mechanoids extrordinare and it's working fine now! :)
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: SpaceDorf on December 25, 2017, 03:45:37 PM
Quote from: Chicken Plucker on December 25, 2017, 02:09:41 PM

An overview? whatcha mean, show the names in previews


No, all I meant was some kind of ExcellTable
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: Chicken Plucker on December 25, 2017, 04:28:00 PM
Quote from: SpaceDorf on December 25, 2017, 03:45:37 PM
Quote from: Chicken Plucker on December 25, 2017, 02:09:41 PM

An overview? whatcha mean, show the names in previews


No, all I meant was some kind of ExcellTable

Hello, sorry Dorf but I don't have the time or the patience to use excell for the gear.. it has been 9 long years since I used it in high school and it was the most boring lesson in the history of all mankind (I am exaggerating, it was only the second most boring lesson in all of mankind)

Quote from: asquirrel on December 25, 2017, 02:32:42 PM
Thanks CP for fixing that error!  I just enabled mechanoids extrordinare and it's working fine now! :)

No problem, special thanks to havuega for pointing it out for me, I wouldn't have noticed
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: marvin__ on December 25, 2017, 07:59:36 PM
Holy shit, hyped for this!
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: Chicken Plucker on December 25, 2017, 10:20:42 PM
Quote from: marvin__ on December 25, 2017, 07:59:36 PM
Holy shit, hyped for this!

Hey marvin, hyped for what? They are available to download already, just the steam versions aren't but even steam users can manually install the non-DRM mod versions
Title: Re: [B18] Plucker's MODLIST - US Military Kit updated 24/12/2017
Post by: RyanRim on December 26, 2017, 05:32:27 AM

Quote from: RyanRim on December 25, 2017, 06:35:19 AM
Best Christmas Present! Chicken Pluckers Mods! America, Fuck Yeah!


Also, wtf, we have 8 voted for burning kittens and puppies, what is our community going down to.

Well, Rimworld as far as I know is the number one cannibal and organ harvesting game according to Reddit, so I'm not sure burning kittens and puppies are the worst thing people vote for

Quote from: SpaceDorf on December 25, 2017, 07:42:49 AM
Quote from: RyanRim on December 25, 2017, 06:35:19 AM
Also, wtf, we have 8 voted for burning kittens and puppies, what is our community going down to.

Thats what you get for constantly comparing Rimworld with Dwarf Fortress.


Hmm I did not know they have organ harvesting games lists there. I must be on Reddit more.
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: biorcsman on December 26, 2017, 05:58:29 AM
Hey CP! Are you planning to make your mods' gears(especially weapons) compatible with CE mod? Those weapons are so awesome. :o
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: marvin__ on December 26, 2017, 07:41:22 AM
Quote from: Chicken Plucker on December 25, 2017, 10:20:42 PM
Quote from: marvin__ on December 25, 2017, 07:59:36 PM
Holy shit, hyped for this!

Hey marvin, hyped for what? They are available to download already, just the steam versions aren't but even steam users can manually install the non-DRM mod versions

I'm a brainlet, sorry for that
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: SpaceDorf on December 26, 2017, 08:14:04 AM
@CP I share your feelings about Excel and its odfice brothers but it has its used.

On the other Hand this is something I could do  myself
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: Harry_Dicks on December 26, 2017, 09:14:32 AM
Is there anyway to pull only certain outfits/weapons from some of these mods? I'm thinking I might be able to figure it out myself, but was curious if anyone had a quick/easy way, or maybe a guide to help me get the ball rolling? Thanks!

Also CP great mods, I love how well the artwork looks! Hope you had a merry Christmas, and have a happy New Year!
Title: Re: [B18] Plucker's MODLIST - Military Kits, Rimmu-Nation update AGAIN x2 25/12/2017
Post by: SpaceDorf on December 26, 2017, 09:42:15 AM
It is possible.

But you have to think about what you require for them :

The item definition and texture path
The recipies and workbench and this texture path.
The definition who gets to use the single equipment..

What I really want to say is it would be easier to deactivate the items you don't like by putting them in comment brackets like this :
<!-- xml code -->
Title: Re: [B18] Plucker's MODLIST - US Military Kit updated 24/12/2017
Post by: Chicken Plucker on December 26, 2017, 10:09:14 AM
Rimmu-Nation Clothing has been updated, this mod now includes the ghillie suit from the ghillie suit mod from A17 with updated textures:

A17 Ghillie Suit mod:
(https://i.imgur.com/ZqZuq6L.png) (https://i.imgur.com/4QkAxZ6.png) (https://i.imgur.com/T8oAd7I.png)
(https://i.imgur.com/0vXmXWt.png) (https://i.imgur.com/yNW5Fgg.png) (https://i.imgur.com/52fN5w7.png)

Updated Rimmu-Nation Ghillie Suit:

(https://i.imgur.com/b7oG6U4.png) (https://i.imgur.com/OGAsu0w.png) (https://i.imgur.com/3anBjsD.png)
(https://i.imgur.com/Ql9T9uV.png) (https://i.imgur.com/MnOFDhw.png) (https://i.imgur.com/XwBZ27Z.png)

Also added this M1 Helmet with help from my friend Odstriman who made it:
(https://i.imgur.com/p62M0jP.png) (https://i.imgur.com/jBL15Jn.png)  (https://i.imgur.com/GNPljjG.png)


And finally, this is a WIP preview of a Rimmu-Nation advertisment, hopefully Steam version comes out this week!

(https://i.imgur.com/59qkv9x.png)


Extra note: British Military helmets that cost steel only has been increased with ingredient cost, the ghillie suit stats have been changed to fit in with the new Rimmu-Nation Ghillie Suit



Quote from: RyanRim on December 26, 2017, 05:32:27 AM

Hmm I did not know they have organ harvesting games lists there. I must be on Reddit more.

Here, it is this national treasure that proves it: https://www.reddit.com/r/RimWorld/comments/7k9ox6/well_done_reddit/

Quote from: biorcsman on December 26, 2017, 05:58:29 AM
Hey CP! Are you planning to make your mods' gears(especially weapons) compatible with CE mod? Those weapons are so awesome. :o

Hello biorcsman, I'm sorry but I don't have plans to do it myself because I am out of time to figure out what I have to add or fix for the CE version, I'm gonna need help from someone who converts weapon packs to CE, and by help I really mean they do all the work while I sit here relaxing and cheering them on

Quote from: Harry_Dicks on December 26, 2017, 09:14:32 AM
Is there anyway to pull only certain outfits/weapons from some of these mods? I'm thinking I might be able to figure it out myself, but was curious if anyone had a quick/easy way, or maybe a guide to help me get the ball rolling? Thanks!

Also CP great mods, I love how well the artwork looks! Hope you had a merry Christmas, and have a happy New Year!

If you make me a list of clothing and weapons you want, I'll happily make you a customized thing if you don't know how to edit the .xml yourself, hopefully this list isn't too long!

Okay I just realized you want to figure it out yourself, it's easy to get the specific weapon/clothing defs, all you have to look out for is the workbenches and worktomake files to make sure the clothing you separate are makeable and will show up, otherwise picking what you want and deleting the rest is easy.

Quote from: SpaceDorf on December 26, 2017, 09:42:15 AM
It is possible.

But you have to think about what you require for them :

The item definition and texture path
The recipies and workbench and this texture path.
The definition who gets to use the single equipment..

What I really want to say is it would be easier to deactivate the items you don't like by putting them in comment brackets like this :
<!-- xml code -->

Hello again Mr. Dorf, I hope you are having a guten day
Title: Re: [B18] Plucker's MODLIST - British Military Kit, Rimmu-Nation Clothing 26/12/2017
Post by: biorcsman on December 26, 2017, 04:15:38 PM
Do you have spread sheet of Rimmu-Nation Weapons gears? I guess need it for rebalancing weapons to make them compatible with CE.
Title: Re: [B18] Plucker's MODLIST - British Military Kit, Rimmu-Nation Clothing 26/12/2017
Post by: Chicken Plucker on December 26, 2017, 09:06:38 PM
The DOOM Kit is under maintenance, please vote on the poll if you care at all about that mod, if not, please carry on eating donuts without sharing some for the rest of us, thanks.


Quote from: biorcsman on December 26, 2017, 04:15:38 PM
Do you have spread sheet of Rimmu-Nation Weapons gears? I guess need it for rebalancing weapons to make them compatible with CE.

Replied to in PM
Title: Re: [B18] Plucker's MODLIST - Updates 26/12/2017 (DOOM mod POLL)
Post by: RyanRim on December 27, 2017, 07:22:19 AM
Again 4 people have voted for kittens and puppies. I sense a fetish here.
Title: Re: [B18] Plucker's MODLIST - Updates 26/12/2017 (DOOM mod POLL)
Post by: SpaceDorf on December 27, 2017, 09:51:23 AM
NOBODY TOUCHES MY DONUT !

I voted left, because I like the details of the new praetor suite, but I prefer the leather parts and helmet of the old armor.
Title: Re: [B18] Plucker's MODLIST - Updates 26/12/2017 (DOOM mod POLL)
Post by: gurrenlemfox on December 28, 2017, 08:42:21 AM
any way to keep both versions like make 2 doom armor? , the old version looks great, but I know some people like the 2016 doom armor

Edit : I think the new armor looks like it only have the torso of it, but the old armor have the  looks of full body armor
Title: Re: [B18] Plucker's MODLIST - Updates 26/12/2017 (DOOM mod POLL)
Post by: Xenophobe on December 28, 2017, 09:41:59 AM
Why not both? You could make one stronger than the other, and make the weaker one lighter on the pawn.
Title: Re: [B18] Plucker's MODLIST - Updates 26/12/2017 (DOOM mod POLL)
Post by: Chicken Plucker on December 31, 2017, 02:54:34 AM
Rimmu-Nation is now live on steam with preview images and the animated trailer:
(https://i.imgur.com/sZyuL79.png)

https://www.youtube.com/watch?v=5hYvzMb-I4g

Update notes: Changed description for RN clothing and camping gear, not much else, Rimmu-Nation - Weapons has an updated SKS texture.


Quote from: SpaceDorf on December 27, 2017, 09:51:23 AM
NOBODY TOUCHES MY DONUT !

I voted left, because I like the details of the new praetor suite, but I prefer the leather parts and helmet of the old armor.

I touched your donut  >:(

Quote from: gurrenlemfox on December 28, 2017, 08:42:21 AM
any way to keep both versions like make 2 doom armor? , the old version looks great, but I know some people like the 2016 doom armor

Edit : I think the new armor looks like it only have the torso of it, but the old armor have the  looks of full body armor
Quote from: Xenophobe on December 28, 2017, 09:41:59 AM
Why not both? You could make one stronger than the other, and make the weaker one lighter on the pawn.


Thanks for your input and for the voters, I will consider adding both, I haven't had progress on the new armor, only the front view for hulk is available.

I was considering to cancel the new armor if it wasn't going to replace the old one, but since people like it I will see to finishing it.
Title: Re: [B18] Plucker's MODLIST - Updates 31/12/2017 (DOOM mod POLL)
Post by: Canute on December 31, 2017, 04:16:04 AM
Nice funny video,
but don't you think an AK-47 for schoolkids isn't a bit to big, a MP5 fit better in the bookcase ? :-)
Title: Re: [B18] Plucker's MODLIST - Updates 31/12/2017 (DOOM mod POLL)
Post by: xlNightless on December 31, 2017, 07:48:52 AM
¡Amazing!
Title: Re: [B18] Plucker's MODLIST - Updates 31/12/2017 (DOOM mod POLL)
Post by: SpaceDorf on December 31, 2017, 10:01:12 AM
I am torn between the oppinion that an HK MP5 is to expensive for children.

On the other hand a reliable German Weapon is a lot safer for small children.

Go buy German Weapons !!
Title: Re: [B18] Plucker's MODLIST - Updates 31/12/2017 (DOOM mod POLL)
Post by: Chicken Plucker on December 31, 2017, 11:04:45 PM
TAC-50 sniper rifle added for the Rimmu-Nation weapons, MRE Meal has been nerfed and now requires double the ingredients cost for cooking.

Happy new year! B18 2018, goodbye A17 2017.
brb have to update my life, everything is broken now

Quote from: Canute on December 31, 2017, 04:16:04 AM
Nice funny video,
but don't you think an AK-47 for schoolkids isn't a bit to big, a MP5 fit better in the bookcase ? :-)

hello there, buying your children an MP5 is like buying your children the newest iPhone, they are guaranteed to mistreat this very expensive tool, you are better off getting them a Nokia, something heavy duty that can survive atomic bomb blasts. It's cheaper too.

Quote from: xlNightless on December 31, 2017, 07:48:52 AM
¡Amazing!

Answered your question in PM

Quote from: SpaceDorf on December 31, 2017, 10:01:12 AM
I am torn between the oppinion that an HK MP5 is to expensive for children.

On the other hand a reliable German Weapon is a lot safer for small children.

Go buy German Weapons !!

I cannot buy any weapons because the UK has banned everything, please help me Dorf
Title: Re: [B18] Plucker's MODLIST - RN Weapons, Camping updates 01/01/2018 (DOOM mod POLL)
Post by: Chicken Plucker on January 01, 2018, 02:34:18 PM
Update notes:

US Military Kit and Rimmu-Nation camping stuff updated - "Bivvy Bags" are now sleeping bags because of constant complaining. I get it, Bivvy Bags are covers, I can't name the item "Bivvy Bag with sleeping bag inside" because it's too long and I like the cadence.

Rimmu-Nation now has G3 and a new M240B texture.
Title: Re: [B18] Plucker's MODLIST - RN Weapons, Camping updates 01/01/2018 (DOOM mod POLL)
Post by: SpaceDorf on January 01, 2018, 02:50:05 PM
I will see if I can send some care packages over to you.

And I admit you are right about the ak47 / mp5 debate. Better to ease the children into the proper use of weapons.
Title: Re: [B18] Plucker's MODLIST - RN Weapons, Camping updates 01/01/2018 (DOOM mod POLL)
Post by: Trigon on January 03, 2018, 01:47:06 PM
Are you currently considering updating some of your old faction mods such as the war mongrels? I really liked having the mercenary duster for my extreme desert playthroughs.
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation airstrikes update 04/01/2018
Post by: Chicken Plucker on January 04, 2018, 02:23:04 AM
(https://i.imgur.com/c3xBd8k.png)

Airstrike update weeoweeeoweeeo (For Rimmu-Nation Weapons)

Notes: I'm no longer finishing the new praetor suit, the sample image was only the front view for hulk, I am unwilling to finish the armor and spend more time delaying updates before university starts again and I'm out of action since many prefer the old armor anyway. I have also tested the new helmet on a female head and it looked so much bigger than the head that I just changed my mind since the old helmet fitted better.

Maybe minor texture changes in the future

Quote from: Trigon on January 03, 2018, 01:47:06 PM
Are you currently considering updating some of your old faction mods such as the war mongrels? I really liked having the mercenary duster for my extreme desert playthroughs.

It will come after I finish updating all the DOOM mods, which won't take as long as remaking the US Military and British Military mods thanks to a help from NestOfMoons who went ahead and did his own patches, just gotta work through his patches.

Quote from: SpaceDorf on January 01, 2018, 02:50:05 PM
I will see if I can send some care packages over to you.

And I admit you are right about the ak47 / mp5 debate. Better to ease the children into the proper use of weapons.

I think the first best weapon to give a child is love, so they will grow indestructible because they will be warrior poets, I'm gonna go sleep I don't know what I am saying.
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation airstrikes update 04/01/2018
Post by: RyanRim on January 04, 2018, 05:42:33 AM
Quote from: Chicken Plucker on January 04, 2018, 02:23:04 AM


Maybe minor texture changes in the future

It will come after I finish updating all the DOOM mods, which won't take as long as remaking the US Military and British Military mods thanks to a help from NestOfMoons who went ahead and did his own patches, just gotta work through his patches.


You better continue making those mods, or we'll go all soviet on you.
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation airstrikes update 04/01/2018
Post by: SpaceDorf on January 04, 2018, 09:23:11 AM
Quote from: Chicken Plucker on January 04, 2018, 02:23:04 AM
(https://i.imgur.com/c3xBd8k.png)
I think the first best weapon to give a child is love, so they will grow indestructible because they will be warrior poets, I'm gonna go sleep I don't know what I am saying.
Now I have the Beatles stuck in my head .. "All you need is Love."
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation airstrikes update 04/01/2018
Post by: Umbreon117 on January 04, 2018, 10:23:50 AM
Quote from: SpaceDorf on January 04, 2018, 09:23:11 AM
Quote from: Chicken Plucker on January 04, 2018, 02:23:04 AM
(https://i.imgur.com/c3xBd8k.png)
I think the first best weapon to give a child is love, so they will grow indestructible because they will be warrior poets, I'm gonna go sleep I don't know what I am saying.
Now I have the Beatles stuck in my head .. "All you need is Love."
Blast it, now you got ME thinking of it!!!
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation airstrikes update 04/01/2018
Post by: asquirrel on January 04, 2018, 07:39:39 PM
Hey CP!  What updates have the airstrike, Ghille suit and Doom armor?  I want to download them so they are part of my game, chop chop. 

Watching the trailers and the stuff you release and I'm thinking with your talent you should be going places.  I don't know where.  Someplace great.  Like a five star all inclusive private resort in Cancun where you get to sleep on a round, rotating waterbed with some James Brown playing, and you have an area  in your room where you can watch live midget Lucha wresting. 
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation airstrikes update 04/01/2018
Post by: Chicken Plucker on January 04, 2018, 10:08:55 PM
Quote from: RyanRim on January 04, 2018, 05:42:33 AM

You better continue making those mods, or we'll go all soviet on you.

It's very scary for me right now because when my university ends I am supposed to be a grown man and get a full-time job and pay taxes and my huge debt, I don't think I have much time to carry on modding. Only goal right now is to update everything so even if I can't  make new mods my work is done.

Quote from: SpaceDorf on January 04, 2018, 09:23:11 AM
Now I have the Beatles stuck in my head .. "All you need is Love."

I believe their idea of love that they promoted at the time, was getting high in drugs and toads while having multiple sexual partners. I wish I could learn what it truly means to make sacrifices for others without expecting things in return.

I sit down doing these mods and spend hours on the art while having the Bible play in the background, and I have ever since I started modding. Never a day went by where I could finish a mod listening to anything else. Even after all this time I have learned very little about love.

Quote from: asquirrel on January 04, 2018, 07:39:39 PM
Hey CP!  What updates have the airstrike, Ghille suit and Doom armor?  I want to download them so they are part of my game, chop chop. 

Watching the trailers and the stuff you release and I'm thinking with your talent you should be going places.  I don't know where.  Someplace great.  Like a five star all inclusive private resort in Cancun where you get to sleep on a round, rotating waterbed with some James Brown playing, and you have an area  in your room where you can watch live midget Lucha wresting. 

Hello, the mods with airstrike update is Rimmu-Nation weapons, Ghillie suit is in the Rimmu-Nation clothing and the DOOM gear is still not updated. I only opened a poll. I wish what you said was true but it's very difficult to be an artist because it's highly competitive and doesn't necessarily offer a steady job since it relies on you going to person to person.

What I wanted to do after university this year was to get fit and join the army to do army stuff, learn how to drive, learn how to not take a shower for days and sleep outside in bivvi bags and be an adult that takes responsibility.

Then maybe after 5 years of doing that I can pay my uni loans, other than that I don't think I'll be in Cancun to sleep around with some James Brown playing and midgets Lucha wrestling
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation airstrikes update 04/01/2018
Post by: asquirrel on January 04, 2018, 10:44:13 PM
Well man, I wish you nothing but the best.  Maybe the military can put those amazing artistic and technical skills you have to good use (which doesn't involve you getting shot at - even infrequently).  Your artwork and programming is great and your videos are freaking hilarious! :)
Title: Re: [B18] Plucker's MODLIST - US Military Kit - Error patch 05/01/2018
Post by: Chicken Plucker on January 05, 2018, 02:01:10 AM
Updated the US Military kit and included patch notes in front page so other can have a better time figuring out what the heck I updated and when

Quote from: asquirrel on January 04, 2018, 10:44:13 PM
Well man, I wish you nothing but the best.  Maybe the military can put those amazing artistic and technical skills you have to good use (which doesn't involve you getting shot at - even infrequently).  Your artwork and programming is great and your videos are freaking hilarious! :)

Thank you, it's all a mystery for now if the future will go down like that, I'm glad you like the videos, it used to be my thing before Rimworld modding and I put so much effort into them, I was happy seeing around less than 100 views with my friends commenting, things have changed very much hahaha

Although it's not something I can stay and do forever, it's just a hobby for me doing the mods, and the sad truth is, we won't always have time for hobbies or to do things we like because of all the things that need to get done before our time trully runs out
Title: Re: [B18] Plucker's MODLIST - US Military Kit - Error patch 05/01/2018
Post by: SpaceDorf on January 05, 2018, 03:02:38 AM
I finally saw your Rimmu-Nation and US Military Video and it was amazing.

The Love for what you are doing be it mod or video, and propably your studies, are felt and seen in your projects.
Title: Re: [B18] Plucker's MODLIST - US Military Kit - Error patch 05/01/2018
Post by: Canute on January 05, 2018, 04:31:45 AM
People Lets find a proper job for Chicken Plucker !
So he can made video's and mod's all day over.
Maybe Ludeon will hire him for PR and coding ? :-)
Title: Re: [B18] Plucker's MODLIST - US Military Kit - Error patch 05/01/2018
Post by: RyanRim on January 05, 2018, 04:39:31 AM
Quote from: Canute on January 05, 2018, 04:31:45 AM
People Lets find a proper job for Chicken Plucker !
So he can made video's and mod's all day over.
Maybe Ludeon will hire him for PR and coding ? :-)

Indeed, we need someone to support the Tynan's dry humor.
Title: Re: [B18] Plucker's MODLIST - US Military Kit - Error patch 05/01/2018
Post by: SpaceDorf on January 05, 2018, 04:45:07 AM
And someone to do sound editing if Tynan confuses Alpha and Beta again  :o
Title: Re: [B18] Plucker's MODLIST - US Military Kit - Error patch 05/01/2018
Post by: RyanRim on January 05, 2018, 05:31:14 AM
Quote from: SpaceDorf on January 05, 2018, 04:45:07 AM
And someone to do sound editing if Tynan confuses Alpha and Beta again  :o

Which started the craze of over 10 modders naming the mod version to A18 lol
Title: Re: [B18] Plucker's MODLIST - US Military Kit - Error patch 05/01/2018
Post by: Chicken Plucker on January 05, 2018, 02:57:17 PM
Portable stoves updated for US Military Kit and Rimmu-Nation camping gear as explained in the front page. Sorry it took this long to fix this issue, it was an annoying one that cost resources


Quote from: SpaceDorf on January 05, 2018, 03:02:38 AM
I finally saw your Rimmu-Nation and US Military Video and it was amazing.

The Love for what you are doing be it mod or video, and propably your studies, are felt and seen in your projects.

I love the Lord very much too, I will have zero motivation to do productive things and would have kept on backsliding on an addiction I had, if it were not for his almighty hand.

I wanna make a Rimworld series actually, but the two trailers alone cost a lot for me to pay voice actors, the series would be old stories from gameplay, I thought it would have been cool to see our stories come to life, the heartbreaking experiences of feeling trully responsible when a pawn dies because of our decisions

Quote from: Canute on January 05, 2018, 04:31:45 AM
People Lets find a proper job for Chicken Plucker !
So he can made video's and mod's all day over.
Maybe Ludeon will hire him for PR and coding ? :-)


They will have to train me, or else all the coding done will be copy pasted from someone else who did all the work  ;D
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018
Post by: Chicken Plucker on January 06, 2018, 04:07:02 PM
Okay, okay I know I said I was gonna update DOOM first guys, but I got complaints about the armor not being "Symmetrical" for the UAC and it just put me off because now I have to make all the UAC frikkin armors again.

Instead of that, I am re-making Umbra Company and they have a new uniform
(https://i.imgur.com/BBRmRjY.png)
(https://i.imgur.com/HGbQati.png)

I also got voice lines from a voice actor, I will animate the origin story that I originally made as a gif, hopefully it comes out great
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018
Post by: Chicken Plucker on January 06, 2018, 07:14:16 PM
(https://i.imgur.com/B2U1biV.png) (https://i.imgur.com/x1YzJlp.png) (https://i.imgur.com/kvqldAv.png)

(https://i.imgur.com/n8GmYpI.png) (https://i.imgur.com/Wajf8RA.png) (https://i.imgur.com/4eswwoF.png)

Umbra Company will now have old Russian Tanks, I started a new poll. I might change their tanks, I might not. Need opinions if anybody wants me to allow this faction to have orbital bombardments to use against your colony

Edit:

War Doggos

(https://i.imgur.com/FHZwW7Y.png) (https://i.imgur.com/8aEy2ab.png) (https://i.imgur.com/mo83v9I.png)
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018
Post by: Harry_Dicks on January 06, 2018, 08:00:37 PM
Quote from: Chicken Plucker on January 06, 2018, 07:14:16 PM
(https://i.imgur.com/B2U1biV.png) (https://i.imgur.com/x1YzJlp.png) (https://i.imgur.com/kvqldAv.png)

(https://i.imgur.com/n8GmYpI.png) (https://i.imgur.com/Wajf8RA.png) (https://i.imgur.com/4eswwoF.png)

Umbra Company will now have old Russian Tanks, I started a new poll. I might change their tanks, I might not. Need opinions if anybody wants me to allow this faction to have orbital bombardments to use against your colony

Edit:

War Doggos

(https://i.imgur.com/FHZwW7Y.png) (https://i.imgur.com/8aEy2ab.png) (https://i.imgur.com/mo83v9I.png)

Wow those dogs are looking really great.
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: ChaosChronicler on January 06, 2018, 08:02:23 PM
I voted yes but only on the condition that there is a counter balance (like a heads up)
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: asquirrel on January 06, 2018, 08:39:52 PM
Those mother lovin' Orassans bomb me left and right anyway.  Bring on tanks and airstrikes.  That's what the reload savegame button is for. 
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: Chicken Plucker on January 07, 2018, 05:02:50 AM
(https://i.imgur.com/xQDBXm7.png)

(https://i.imgur.com/aA55Y2e.png)

Hey guys! progress report, the tanks look terrifying in the game especially with all the explosions they bring, though it makes me a bit sad there's no engine noises or things getting destroyed along it's path. Oh well, they behave like mechanoids so they're still pretty awesome.
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: RyanRim on January 07, 2018, 05:18:26 AM
Lemme guess, the Umbra Comp is actually Umbrella Corporation. Wait why do they use tanks then. But hell yea to war doggos and kittens.
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: ChaosChronicler on January 07, 2018, 01:00:28 PM
I don't know. I feel as though they should be drones than actual crewed tanks if they are behaving like mechanoids. Would be an interesting background for them, taking salvaged mechanoid A.I and throw it in a custom H.K like body:
(https://static.comicvine.com/uploads/original/10/100757/1977522-terminator_t1.png)
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: asquirrel on January 07, 2018, 03:50:38 PM
Freaking awesome!  Are there pawns inside the tanks?  Are you using code from a vehicle mod?
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: Chicken Plucker on January 07, 2018, 05:28:16 PM
Quote from: RyanRim on January 07, 2018, 05:18:26 AM
Lemme guess, the Umbra Comp is actually Umbrella Corporation. Wait why do they use tanks then. But hell yea to war doggos and kittens.

No, they are based off Shadow Company from Modern Warfare 2 and they will have war doggos with body armor, as homage to the COD Ghosts memefest where they had to announce that the newest thing they added in the game are "dogs"

(https://i.imgur.com/yADO9G0.png)

Quote from: ChaosChronicler on January 07, 2018, 01:00:28 PM
I don't know. I feel as though they should be drones than actual crewed tanks if they are behaving like mechanoids. Would be an interesting background for them, taking salvaged mechanoid A.I and throw it in a custom H.K like body:

Hey there, thank you and yes I agree they have to be UGVs to make sense. So far I was testing and I wasn't sure what to decide yet

Quote from: asquirrel on January 07, 2018, 03:50:38 PM
Freaking awesome!  Are there pawns inside the tanks?  Are you using code from a vehicle mod?

I am not using the vehicle mod, too buggy, instead they will be a "UGV" race, unmanned ground vehicles that are based off the mechanoid. I don't have C# skills unfortunately, to make these mountable vehicles
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: asquirrel on January 07, 2018, 05:40:59 PM
Not to be morbid or cruel, but can you have dogs with explosives on them that can charge the enemy and then blow up when they are right on top of the enemy? Or maybe run up to the enemy, drop off the bomb and then run for it while things go boom?  When will your tank update be released?
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: Harry_Dicks on January 07, 2018, 06:06:33 PM
Quote from: asquirrel on January 07, 2018, 05:40:59 PM
Not to be morbid or cruel, but can you have dogs with explosives on them that can charge the enemy and then blow up when they are right on top of the enemy? Or maybe run up to the enemy, drop off the bomb and then run for it while things go boom?  When will your tank update be released?

Only if you are forever plagued the rest of your game with the occasional howl, chirp, and cry from the ghosts of your puppers, forever reliving your horrible nightmare. You will never, ever forget what you have done.
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: Chicken Plucker on January 07, 2018, 10:01:47 PM
UC tank types are changed, BTR-70 and M551 Sherridan.

(https://i.imgur.com/yKLwSFa.png) (https://i.imgur.com/RWPVv1O.png) (https://i.imgur.com/xvEoCdX.png)

(https://i.imgur.com/V4mBXKU.png) (https://i.imgur.com/VKZ2Kva.png) (https://i.imgur.com/qeB85NU.png)


Quote from: asquirrel on January 07, 2018, 05:40:59 PM
Not to be morbid or cruel, but can you have dogs with explosives on them that can charge the enemy and then blow up when they are right on top of the enemy? Or maybe run up to the enemy, drop off the bomb and then run for it while things go boom?  When will your tank update be released?

Hey there, doesn't sound like Umbra Company's type of tactic, I think they're the kind that would burn down villages if they were ordered to, but not blow up their own war doggos
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: Chicken Plucker on January 08, 2018, 12:52:12 AM
(https://i.imgur.com/bM2oDBX.gif)

progress report on Umbra Company, the tanks are pretty ceeoooool, ran into problems with sizing and the right quality or sounds, but it's all sorted. It's optional for me to add another MBT or just keep things as-is
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: SpaceDorf on January 08, 2018, 02:32:18 AM
Wow .. just wow.

I saw the new sprites on my mobile first, where they allready looked amazing, but now on a real screen the look even more so.

And again I wish I could create half as beautiful textures as you.
Thanks again for the little guy.


Now I wonder if those Tanks are compatible with Giddy-up!  ::)
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: Harry_Dicks on January 08, 2018, 02:37:31 PM
Quote from: SpaceDorf on January 08, 2018, 02:32:18 AM
Wow .. just wow.

I saw the new sprites on my mobile first, where they allready looked amazing, but now on a real screen the look even more so.

And again I wish I could create half as beautiful textures as you.
Thanks again for the little guy.


Now I wonder if those Tanks are compatible with Giddy-up!  ::)

Oh, my, GOD. I'm thinking about swapping in certain kitty-kat named tank sprites, Hugo Boss manufactured attire outfits, and making all enemy factions have Polish flags. I can finally become a suave looking tanky-boi and crush Slavic hopes and dreams.

Something like this (http://l7.alamy.com/zooms/8851fd7e6eda414186b941269c1415a4/german-tank-commander-during-an-exercise-1939-cpj64f.jpg)
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: SpaceDorf on January 08, 2018, 04:13:40 PM
That looks like a dick-pick
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: Harry_Dicks on January 08, 2018, 04:45:59 PM
Quote from: SpaceDorf on January 08, 2018, 04:13:40 PM
That looks like a dick-pick

That would give morning wood a whole new meaning.
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: Chicken Plucker on January 09, 2018, 07:16:30 AM
Hello, good news, mod is almost finished. There were some compatibility issues with Rimmu-Nation, also I had to sort out balancing with the airstrikes but it's all done now.

Here are some pictures on the upcoming unit types you will deal with if you use the mod:

(https://i.imgur.com/Y4Q7M44.png)

CQB
Mainly the ones you will run into, spawn with a variety of shotguns and SMGs

(https://i.imgur.com/4I4eDUF.png)

Assault
The more ranged assault class, SCARs and ACRs are their weapons.

(https://i.imgur.com/tBV1rxT.png)

Heavy
They use LMGs, Grenade Launchers and Rocket Launchers, these are a problem if ignored because they can do more damage to a group thanks to the explosives.

(https://i.imgur.com/85x0plj.png)

Snipers
The only uniform I kept from the A17 Umbra Company, the Spectre sniper units spawn with 4 types or sniper rifles. They get hard to spot despite the glowing red names, especially during all the commotion if you're fighting tanks and the other unit types.

(https://i.imgur.com/B5lsFE3.png)

Spec Ops
They come during the higher raid tickets, spawning with both assault rifles and sniper rifles


(https://i.imgur.com/L84UbJo.png)

Airstrike call-in
The most dangerous unit, without a doubt, you have little time to spot the red laser designator, you have 6 seconds when you start hearing the beep, if your colonists are close together or you are not well protected, expect heavy losses.

Very difficult to eliminate during high raid tickets due to being surrounded by other unit types, your best bet is to run until the bombardment is used, it's very difficult to avoid an airstrike being launched after many tests.

More importantly, if you're sitting there comfortably thinking you're safe having multiple resurrector mech serums due to mods that allow you to have high amounts, think again. The bombardments are able to completely destroy a body, not allowing you to revive a colonist once they have been blown to smithereens.

(https://i.imgur.com/91NqQma.png)

UGV Tanks
The unmanned ground vehicles, they take a lot of damage, stats for the APCs are copied from the centipede, the Main Battle Tanks have more resistance against explosions, especially the more modern MBTs I will add for other factions later.

The best way to fight these are similar to methods used fighting centipedes, out-range them and keep moving. Otherwise, you will be overwhelmed. Try to pick off infantry first, if you engage infantry being backed up by these vehicles, expect at least someone getting downed or killed if you take too long to take them out.


EDIT:
Oh and I forgot to include, Umbra Company does not flee fights, you have to kill all of them during raids, or befriend them before it gets to the point of them sending tanks with higher raid tickets.


Sad News:
(https://i.imgur.com/ltVRJWM.png)

War Doggos have been cut
There's an error I can't figure out that pops up during raids with the attack dogs, I had to disable them. Sadly you will not see these pups in the final mod unless someone comes to help me make it happen.

The doggos show up for raids, everything else works fine but this odd error that pops up. I don't understand what happens but upon cutting out the doggo pawntype it was fixed.


Quote from: SpaceDorf on January 08, 2018, 02:32:18 AM
Wow .. just wow.

I saw the new sprites on my mobile first, where they allready looked amazing, but now on a real screen the look even more so.

And again I wish I could create half as beautiful textures as you.
Thanks again for the little guy.


Now I wonder if those Tanks are compatible with Giddy-up!  ::)

Hey Dorf, I'm happy you are happy, I got motivated just from reading that! The tanks might not be.

Maybe Giddy-up sorted out mechanoids, but I doubt it does. Also thank you, I am being overhyped with the praises, but there is plenty to criticize with my textures bwahaha

I know for sure these enemies are more deadly with run-and-gun mod.

Quote from: Harry_Dicks on January 08, 2018, 02:37:31 PM
Quote from: SpaceDorf on January 08, 2018, 02:32:18 AM
Wow .. just wow.

I saw the new sprites on my mobile first, where they allready looked amazing, but now on a real screen the look even more so.

And again I wish I could create half as beautiful textures as you.
Thanks again for the little guy.


Now I wonder if those Tanks are compatible with Giddy-up!  ::)

Oh, my, GOD. I'm thinking about swapping in certain kitty-kat named tank sprites, Hugo Boss manufactured attire outfits, and making all enemy factions have Polish flags. I can finally become a suave looking tanky-boi and crush Slavic hopes and dreams.

Something like this (cut)

If you want to make your own mod I can get you the tank textures, though for uniform as much as I wanna help, my hands are already tied so someone else has to do uniform textures for your faction. That's all if you wanna make it though, polski polski

Quote from: Harry_Dicks on January 08, 2018, 04:45:59 PM
Quote from: SpaceDorf on January 08, 2018, 04:13:40 PM
That looks like a dick-pick

That would give morning wood a whole new meaning.

Maybe Dorf just meant a picture of you, Harry_Dicks
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: RyanRim on January 09, 2018, 09:17:46 AM
Thats a very nice job, I really love the looks. However Im kinda sad that you keep finding errors (or just excuses  ::)) about the animals you want to bring in. Of course the doggos arent such a big loss, when we got tanks.
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: RyanRim on January 09, 2018, 09:21:02 AM
Quote from: Harry_Dicks on January 08, 2018, 04:45:59 PM
Quote from: SpaceDorf on January 08, 2018, 04:13:40 PM
That looks like a dick-pick

That would give morning wood a whole new meaning.

I'm already imaging a new start dialogue
"Herr Rozwadowski, we found wood"
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: SpaceDorf on January 09, 2018, 09:26:40 AM
Quote from: RyanRim on January 09, 2018, 09:21:02 AM
Quote from: Harry_Dicks on January 08, 2018, 04:45:59 PM
Quote from: SpaceDorf on January 08, 2018, 04:13:40 PM
That looks like a dick-pick

That would give morning wood a whole new meaning.

I'm already imaging a new start dialogue
"Herr Rozwadowski, we found wood"

Give it to me Baby, ahah ahah ..
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: RyanRim on January 09, 2018, 11:37:02 AM
Quote from: SpaceDorf on January 09, 2018, 09:26:40 AM
Quote from: RyanRim on January 09, 2018, 09:21:02 AM
Quote from: Harry_Dicks on January 08, 2018, 04:45:59 PM
Quote from: SpaceDorf on January 08, 2018, 04:13:40 PM
That looks like a dick-pick

That would give morning wood a whole new meaning.

I'm already imaging a new start dialogue
"Herr Rozwadowski, we found wood"

Give it to me Baby, ahah ahah ..

(https://media.giphy.com/media/kLM9I1g8jsiAM/giphy.gif)
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: asquirrel on January 09, 2018, 12:17:07 PM
Very cool!  Hey CP, would you be able to make a flamethrower turret mod and a regular flamethrower for us?   I want a flame turret so I can go all Command and Conquer on bugs when they show up or people foolish enough to kick my bases front door down.  :)
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: Harry_Dicks on January 09, 2018, 01:17:04 PM
Quote from: asquirrel on January 09, 2018, 12:17:07 PM
Very cool!  Hey CP, would you be able to make a flamethrower turret mod and a regular flamethrower for us?   I want a flame turret so I can go all Command and Conquer on bugs when they show up or people foolish enough to kick my bases front door down.  :)

Don't forget about Tiberium Rim!
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: asquirrel on January 09, 2018, 03:49:27 PM
Quote from: Harry_Dicks on January 09, 2018, 01:17:04 PM
Quote from: asquirrel on January 09, 2018, 12:17:07 PM
Very cool!  Hey CP, would you be able to make a flamethrower turret mod and a regular flamethrower for us?   I want a flame turret so I can go all Command and Conquer on bugs when they show up or people foolish enough to kick my bases front door down.  :)

I want flame turrets but I don't want the tiberium poisoning.  I haven't really read abou that mod in detail.  Does it have flame turrets and can I disable the tiberium?
Don't forget about Tiberium Rim!
Title: Re: [B18] Plucker's MODLIST - Stoves disappearing fix 05/01/2018 (New POLL)
Post by: Harry_Dicks on January 09, 2018, 04:28:59 PM
Quote from: asquirrel on January 09, 2018, 03:49:27 PM
Quote from: Harry_Dicks on January 09, 2018, 01:17:04 PM
Quote from: asquirrel on January 09, 2018, 12:17:07 PM
Very cool!  Hey CP, would you be able to make a flamethrower turret mod and a regular flamethrower for us?   I want a flame turret so I can go all Command and Conquer on bugs when they show up or people foolish enough to kick my bases front door down.  :)

I want flame turrets but I don't want the tiberium poisoning.  I haven't really read abou that mod in detail.  Does it have flame turrets and can I disable the tiberium?
Don't forget about Tiberium Rim!

Honestly I feel the same way. I kinda wanted everything but the actual tiberium and poisoning, hah!
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation Weapons update 09/01/2018 (New POLL)
Post by: SpaceDorf on January 10, 2018, 03:00:31 AM
I think you can

You could also look into RimAtomics (https://ludeon.com/forums/index.php?topic=25124.0) which has Tesla Coils, Obelisk's and ICBM's

Also Plucker, Congrats for being mentioned on Tynans Blog. I must have missed that over the holidays.
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: Chicken Plucker on January 12, 2018, 12:42:46 PM
(https://i.imgur.com/vOxiKpM.png)

Special thanks to Albion for making the Portal Turret addition possible, he helped me walk through the C# for hours! what a legend

Lots of changes for all outfit mods, all Rimmu-Nation mods have been updated. New weapons, new turrets, Steam Workshop has labelled previews for all items in Rimmu-Nation weapons now.

Quote from: asquirrel on January 09, 2018, 12:17:07 PM
Very cool!  Hey CP, would you be able to make a flamethrower turret mod and a regular flamethrower for us?   I want a flame turret so I can go all Command and Conquer on bugs when they show up or people foolish enough to kick my bases front door down.  :)

Hey, I'll have to think about this for some other time, because either I'm gonna need C# for continuous fire, or I just make the fire projectile faster than the minigun, causing the weapon to be ridiculously overpowered, then again, what do I know about balance amirite?? ehehehe


Sorry for the long silence, been busy updating, still working on Umbra Company, requiring C# work for Tanks in it
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: Albion on January 12, 2018, 01:00:20 PM
Quote from: Chicken Plucker on January 12, 2018, 12:42:46 PM
Special thanks to Albion for making the Portal Turret addition possible, he helped me walk through the C# for hours! what a legend
Glad I was able to help you.
You helped me with some textures so I'm pleased to be able to return the favor.
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: SpaceDorf on January 12, 2018, 01:23:09 PM
Sweet Turrets.
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: Harry_Dicks on January 12, 2018, 01:27:32 PM
Will Security Tools be its own mod? Maybe release it as a sub mod? =]
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: Chicken Plucker on January 12, 2018, 01:56:44 PM
Quote from: SpaceDorf on January 12, 2018, 01:23:09 PM
Sweet Turrets.

Hello thanks Dorf I did the correction, also I just remembered your belated congratulations, so thank you for that too, I will go back to my hole and continue updating stuff and have hurting hands due to all the typing

Quote from: Harry_Dicks on January 12, 2018, 01:27:32 PM
Will Security Tools be its own mod? Maybe release it as a sub mod? =]

Hello, probably not, I will release the Portal Turret as a standalone mod, but not the turrets from Rimmu-Nation since I find it unnecessary
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: asquirrel on January 12, 2018, 04:26:25 PM
Hey CP!

A17 Umbra Company and the turret mod isn't finished yet, right?  I just want to make sure I'm not missing any of your mods in my game. :)
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: Chicken Plucker on January 12, 2018, 04:32:24 PM
Quote from: asquirrel on January 12, 2018, 04:26:25 PM
Hey CP!

A17 Umbra Company and the turret mod isn't finished yet, right?  I just want to make sure I'm not missing any of your mods in my game. :)

Umbra Company is not finished, the turrets come with Rimmu-Nation Weapons

Also I just updated Rimmu-Nation weapons for the billionth time, I mispelled Aperture again! Added multibarrel research wall for sentry gun.
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: asquirrel on January 12, 2018, 04:38:09 PM
Oh man.  Turrets are done.  Downloading now! :)
Title: Re: [B18] Plucker's MODLIST - Rebalancing work, burn apparel fix (13/01/18)
Post by: Chicken Plucker on January 13, 2018, 03:33:11 PM
did an update, factions are coming soon, Swenzi and Albion have been helping me with stuff, the tanks will explode upon death instead of awkwardly moving around the floor for help like mechanoids, also you will be able to ask the US/British Military to assist you anytime and send friendly raid requests without losing relations unlike outlanders or tribals
Title: Re: [B18] Plucker's MODLIST - Rebalancing work, burn apparel fix (13/01/18)
Post by: Chicken Plucker on January 14, 2018, 01:59:59 AM
Got bad news about DOOM kit, the new Praetor suit textures I decided I wanna finish after all is all missing.

The helmets have been deleted and I must have mistakenly not backed it up, which is not a first. Ouch. Anyway, real sorry to anyone who wanted to see the new armor in use, but it's gone, sadly.
Title: Re: [B18] Plucker's MODLIST - Rebalancing work, burn apparel fix (13/01/18)
Post by: Harry_Dicks on January 14, 2018, 03:08:29 AM
Quote from: Chicken Plucker on January 14, 2018, 01:59:59 AM
Got bad news about DOOM kit, the new Praetor suit textures I decided I wanna finish after all is all missing.

The helmets have been deleted and I must have mistakenly not backed it up, which is not a first. Ouch. Anyway, real sorry to anyone who wanted to see the new armor in use, but it's gone, sadly.

The helmets have been deleted and I must have mistakenly not backed it up, which is not a first. I must have mistakenly not backed it up, not a first. not a first. not a first.

I'm sorry for your loss, but you make it sound pretty funny ;D
Title: Re: [B18] Plucker's MODLIST - Rebalancing work, burn apparel fix (13/01/18)
Post by: SpaceDorf on January 14, 2018, 10:22:09 AM
That is one of the main reasoning to use something like GitHub.

But sorry for your loss from me as well.
Can't you use the uploaded graphics to rescue at least a bit
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: SpaceDorf on January 14, 2018, 12:31:42 PM
Quote from: Chicken Plucker on January 12, 2018, 04:32:24 PM

Also I just updated Rimmu-Nation weapons for the billionth time, I mispelled Aperture again! Added multibarrel research wall for sentry gun.

While your at it.
Aperture is still mispelled in the Changelog  :P :P
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: Chicken Plucker on January 15, 2018, 10:21:33 PM
Some old faces added to front page in BETA, second post now has old patch notes


(http://i.imgur.com/0fWXEqA.png)

To be added: Chainsaw, B18 has broken melee sound effects, need to fix


(https://i.imgur.com/0Hastpm.png)

To be added: Tanks do not explode and instantly die upon death, they get downed like mechanoids, will be sorted later.
Also, tank body parts are still named after centipede body parts, these will be fixed once out of beta.

_______________________

Quote from: Harry_Dicks on January 14, 2018, 03:08:29 AM
Quote from: Chicken Plucker on January 14, 2018, 01:59:59 AM
Got bad news about DOOM kit, the new Praetor suit textures I decided I wanna finish after all is all missing.

The helmets have been deleted and I must have mistakenly not backed it up, which is not a first. Ouch. Anyway, real sorry to anyone who wanted to see the new armor in use, but it's gone, sadly.

The helmets have been deleted and I must have mistakenly not backed it up, which is not a first. I must have mistakenly not backed it up, not a first. not a first. not a first.

I'm sorry for your loss, but you make it sound pretty funny ;D

Yes, I have lost a dissertation draft before since I thought it was not a good idea to back up a paper that your future depended on, thankfully one note saved it online without my permission


Quote from: SpaceDorf on January 14, 2018, 12:31:42 PM
Quote from: Chicken Plucker on January 12, 2018, 04:32:24 PM

Also I just updated Rimmu-Nation weapons for the billionth time, I mispelled Aperture again! Added multibarrel research wall for sentry gun.

While your at it.
Aperture is still mispelled in the Changelog  :P :P

Okay mang, fine, I updated the turret name as a whole even though it was not  >:(

How is your mod going dorf? I wish to see you release it one day

Also, I have managed to track down 2 surviving textures of the new praetor suit:

(https://i.imgur.com/qYeRKfb.png) (https://i.imgur.com/hZav6yg.png)

It's not too bad, but it sucks I lost the side and back view for the helmet though it's never too late to add them later.
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: Harry_Dicks on January 15, 2018, 10:37:45 PM
Quote from: Chicken Plucker on January 15, 2018, 10:21:33 PM
Yes, I have lost a dissertation draft before since I thought it was not a good idea to back up a paper that your future depended on, thankfully one note saved it online without my permission

Jesus Christ dude! Get a fucking external that just does an auto backup for you? I got a 4TB WD maybe 4 years ago for like $100. I'm sure they are getting to be dirt cheap nowadays.
Title: Re: [B18] Plucker's MODLIST - DOOM Kit, Umbra Company BETA release (15/01/18)
Post by: asquirrel on January 15, 2018, 10:49:42 PM
Thanks CP for the beta update! :)  With your school files, may I suggest you store them on a remote drive like Dropbox or Google Drive?  You could always encrypt the files in case you are worried about someone stealing your work.
Title: Re: [B18] Plucker's MODLIST - DOOM Kit, Umbra Company BETA release (15/01/18)
Post by: Canute on January 16, 2018, 07:02:48 AM
Hi CP,
i just wanted to test out the Umbra faction, but i got many errors after installing it.
Does it need another mod to work with ? Because i think most of the errors are releted to some weapons/damage types.
https://gist.github.com/5be60fa97d069a5654344b8aa21c0d74
Title: Re: [B18] Plucker's MODLIST - Massive rebalancing work, new stuff (12/01/18)
Post by: Chicken Plucker on January 16, 2018, 10:22:21 AM
Quote from: Harry_Dicks on January 15, 2018, 10:37:45 PM
Quote from: Chicken Plucker on January 15, 2018, 10:21:33 PM
Yes, I have lost a dissertation draft before since I thought it was not a good idea to back up a paper that your future depended on, thankfully one note saved it online without my permission

Jesus Christ dude! Get a fucking external that just does an auto backup for you? I got a 4TB WD maybe 4 years ago for like $100. I'm sure they are getting to be dirt cheap nowadays.

Oi, stop using the Lord's name in vain >:(

Quote from: asquirrel on January 15, 2018, 10:49:42 PM
Thanks CP for the beta update! :)  With your school files, may I suggest you store them on a remote drive like Dropbox or Google Drive?  You could always encrypt the files in case you are worried about someone stealing your work.

Well, I am using google drive for my mods here, and I do have a hard drive. It's not a matter of having access to these, it's just me if I even bother to back up.

Quote from: Canute on January 16, 2018, 07:02:48 AM
Hi CP,
i just wanted to test out the Umbra faction, but i got many errors after installing it.
Does it need another mod to work with ? Because i think most of the errors are releted to some weapons/damage types.
https://gist.github.com/5be60fa97d069a5654344b8aa21c0d74


Hey Canute, I just updated it, found out an old broken update wasn't replaced in Google Drive because my storage was full, now it hopefully works, please delete the old download

This mod uses things from Rimmu-Nation weapons, but it's meant to work on it's own
Title: Re: [B18] Plucker's MODLIST - Umbra Company BETA error fixes (16/01/18)
Post by: asquirrel on January 16, 2018, 11:38:39 AM
Hey CP! I tried the Umbra Company yesterday.  Good lord those APCs have a ton of hitpoints and their guns are deadly.   Luckily I am running another mod where I was able to "aquire" some Walkblem charge sniper rifles and associated armor and was able to defeat them with some aggravation.  It was a poison ship event which spawned about 5 apcs, 2 centipedes, a couple of hounds and a vespa (from mechanoids extraordinaire).   
Title: Re: [B18] Plucker's MODLIST - Umbra Company BETA error fixes (16/01/18)
Post by: Harry_Dicks on January 16, 2018, 12:01:13 PM
Quote from: asquirrel on January 16, 2018, 11:38:39 AM
Luckily I am running another mod where I was able to "aquire" some Walkblem charge sniper rifles and associated armor and was able to defeat them with some aggravation.

Walking Problem updated his Trading Economy a couple days ago and said that he nerfed the sniper rifle. I haven't tried it out yet since the update, because those weapons ruined a game for me last time. I even capture one from the mining company and go to war with them just for this one pawn. Once I had 2 of them, I could hold off any raid and no one ever gets hurt, just kite enemies forever. Might be worth checking out the updated version though, if you don't want such strong weapons. Only thing is, I wish you could have all of the trade caravans come from just one faction. I already have too many factions from mods, I don't want to add 6 more just to have 6 more factions to trade with. Game is already so bogged down, that's the last I need. Thankfully, you can use RF - Faction Control to turn off all of the traders you don't need. It was really nice being able to sell practically everything I didn't need to one trade for maybe 20K silver, and then always having enough cash on hand to buy 600 components all at once when you need to stock up.
Title: Re: [B18] Plucker's MODLIST - Umbra Company BETA error fixes (16/01/18)
Post by: asquirrel on January 16, 2018, 12:21:28 PM
Hey HD!  They are nerfed but they are still pretty badass. If you're going to fight Walkblem at range and they have those sniper rifles you're going to still take some serious damage any may not win the encounter.  My strategy to get weapons is to ambush them with melee guys at the beginning.  They drop their weapons when hit and will have to go toe to toe with your guys.   The walkblem weapons are also a mixed bag.  They can easily destroy loot if they hit the same area again where an enemy pawn had been downed / killed. I've seen them cause so much damage they literally disintegrated the enemy pawn and all the loot.  Thanks for that tip on the RF Faction Control mod.   Going to add it to my 100+ running mods. :)
Title: Re: [B18] Plucker's MODLIST - Umbra Company BETA error fixes (16/01/18)
Post by: Harry_Dicks on January 16, 2018, 01:49:37 PM
No problem. Honestly I would recommend all of his mods, they are all must haves for me now: https://ludeon.com/forums/index.php?topic=36687.0
Title: Re: [B18] Plucker's MODLIST - Umbra Company BETA error fixes (16/01/18)
Post by: Canute on January 16, 2018, 01:56:01 PM
QuoteHey Canute, I just updated it, found out an old broken update wasn't replaced in Google Drive because my storage was full, now it hopefully works, please delete the old download

This mod uses things from Rimmu-Nation weapons, but it's meant to work on it's own
Ok, a few errors less.
But i think you miss some sound files in the release.

https://gist.github.com/ce6f879b8971c221db097259ef0c9152

And please a line at the mod folder names. At the nation mod you put the B18 at the end, at the Umbra faction at the front.
Maybe add a CP as prefix, and the B18 as suffix.
CP Umbra Company  B18   or
[CP] Umbra Company [B18].
Title: Re: [B18] Plucker's MODLIST - Umbra Company BETA error fixes (16/01/18)
Post by: Harry_Dicks on January 16, 2018, 02:02:11 PM
Quote from: Canute on January 16, 2018, 01:56:01 PM
Maybe add a CP as prefix, and the B18 as suffix.
CP Umbra Company  B18   or
[CP] Umbra Company [B18].

Yes I want to fill my hard drive with all sorts of CP abbreviations everywhere ::)
Title: Re: [B18] Plucker's MODLIST - Umbra Company BETA error fixes (16/01/18)
Post by: Chicken Plucker on January 16, 2018, 06:27:08 PM
Quote from: asquirrel on January 16, 2018, 11:38:39 AM
Hey CP! I tried the Umbra Company yesterday.  Good lord those APCs have a ton of hitpoints and their guns are deadly.   Luckily I am running another mod where I was able to "aquire" some Walkblem charge sniper rifles and associated armor and was able to defeat them with some aggravation.  It was a poison ship event which spawned about 5 apcs, 2 centipedes, a couple of hounds and a vespa (from mechanoids extraordinaire).

Hey squirrel, I fixed the link, the old one I uploaded didn't have Spudskatr's rogue mechanoids fix, hopefully it's sorted now. I also nerfed APC explosion and bullet resistance weaker then the main battle tank types

Quote from: Canute on January 16, 2018, 01:56:01 PM
QuoteHey Canute, I just updated it, found out an old broken update wasn't replaced in Google Drive because my storage was full, now it hopefully works, please delete the old download

This mod uses things from Rimmu-Nation weapons, but it's meant to work on it's own
Ok, a few errors less.
But i think you miss some sound files in the release.

https://gist.github.com/ce6f879b8971c221db097259ef0c9152

And please a line at the mod folder names. At the nation mod you put the B18 at the end, at the Umbra faction at the front.
Maybe add a CP as prefix, and the B18 as suffix.
CP Umbra Company  B18   or
[CP] Umbra Company [B18].

You don't know how much typing I had to do, but it's done. Also Steam Workshop uploads have my stuff branded with "CP" and "B18" it just sounds so un-family friendly, but at least the mod-lists look cleaner now

Quote from: Harry_Dicks on January 16, 2018, 02:02:11 PM
Quote from: Canute on January 16, 2018, 01:56:01 PM
Maybe add a CP as prefix, and the B18 as suffix.
CP Umbra Company  B18   or
[CP] Umbra Company [B18].

Yes I want to fill my hard drive with all sorts of CP abbreviations everywhere ::)

Only in the about.xml, you should see my steam workshop modlist now, first thing people see is "CP" either they think I'm a narcissist or something else
Title: Re: [B18] Plucker's MODLIST - All mods updated (16/01/18)
Post by: asquirrel on January 16, 2018, 06:38:47 PM
Thanks CP! :)
Title: Re: [B18] Plucker's MODLIST - Umbra Company BETA error fixes (16/01/18)
Post by: Canute on January 17, 2018, 03:28:23 AM
Quote from: Chicken Plucker on January 16, 2018, 06:27:08 PM
You don't know how much typing I had to do, but it's done. Also Steam Workshop uploads have my stuff branded with "CP" and "B18" it just sounds so un-family friendly, but at least the mod-lists look cleaner now

You said it should be a standalone mod, not me ! :-)
I just reported these errors.
You just needed to say, the Rimnu nation mod is required for these.

But good work with both.

Title: Re: [B18] Plucker's MODLIST - All mods updated (16/01/18)
Post by: Chicken Plucker on January 17, 2018, 03:36:21 AM
Currently re-making War Mongrels uniform. Sorry to those who liked the old Umbra Company and War Mongrels gear that had lots of skulls, but I am reducing the skulls because I am aiming for more realistic uniform for the themes.

New:
(https://i.imgur.com/s3EygL5.png) (https://i.imgur.com/B6ArR4L.png) (https://i.imgur.com/0wCyiMy.png)

Old:
(https://i.imgur.com/uICCK5m.png) (https://i.imgur.com/QoQMKfs.png) (https://i.imgur.com/vYQgGh7.png)

I will also scrap their old patch to something else, so this is a goodbye to the old War Mongrels. (Will probably keep the new design close)

(https://i.imgur.com/zxVRauM.png)

Quote from: asquirrel on January 16, 2018, 06:38:47 PM
Thanks CP! :)

No problem asquirrel, lemme know if you run into anymore issues!

Quote from: Canute on January 17, 2018, 03:28:23 AM
Quote from: Chicken Plucker on January 16, 2018, 06:27:08 PM
You don't know how much typing I had to do, but it's done. Also Steam Workshop uploads have my stuff branded with "CP" and "B18" it just sounds so un-family friendly, but at least the mod-lists look cleaner now

You said it should be a standalone mod, not me ! :-)
I just reported these errors.
You just needed to say, the Rimnu nation mod is required for these.

But good work with both.



I was talking about updating all mods to have [CP] and (B18) tags, fixing the faction mod was a lot shorter than going through and updating everything  :P
Title: Re: [B18] Plucker's MODLIST - US Military Kit update (17/01/18) (New POLL)
Post by: Canute on January 18, 2018, 09:43:56 AM
I think the Spectre Air bombardment is coming from the Umbra faction.
But you miss to give that item any category, it can't be stored in any stockpile.

Overall the Umbra faction are a nice overall thread. Stronger then raider with vanila weapons but not overpowered strenght like Commando's from Glittertech at example.
Good are that most of them got normal+ quality weapons.
Title: Re: [B18] Plucker's MODLIST - Umbra Company BETA error fixes (16/01/18)
Post by: Harry_Dicks on January 18, 2018, 01:17:13 PM
Quote from: Chicken Plucker on January 16, 2018, 06:27:08 PM
Also Steam Workshop uploads have my stuff branded with "CP" and "B18" it just sounds so un-family friendly

Bwahaha that's great ;D
Title: Re: [B18] Plucker's MODLIST - US Military Kit update (17/01/18) (New POLL)
Post by: Chicken Plucker on January 19, 2018, 05:00:01 AM
(https://i.imgur.com/tERaSd8.png)

(https://i.imgur.com/YFrUlx1.png)
War Mongrels latest news (cheeki breeki iv damke)

New headgear (so far):
(https://i.imgur.com/g4saWea.png) (https://i.imgur.com/XRNAxZ8.png) (https://i.imgur.com/d3qL4YC.png)

(https://i.imgur.com/Nvoceym.png) (https://i.imgur.com/MbusOjM.png) (https://i.imgur.com/ZABfyG4.png)

(https://i.imgur.com/ZAW1nJ4.png) (https://i.imgur.com/qe6UDYV.png) (https://i.imgur.com/mrFHZ0B.png)


New uniforms:

Serb fatigues (M93)
(https://i.imgur.com/XfEdfHF.png) (https://i.imgur.com/XaB2VB3.png) (https://i.imgur.com/aHNMR3o.png)
(https://i.imgur.com/mTUMwdg.png) (https://i.imgur.com/5C0TGb4.png) (https://i.imgur.com/1qJZeqj.png)


Telnyashka:
(https://i.imgur.com/IxWLFqs.png) (https://i.imgur.com/GfQmeef.png) (https://i.imgur.com/lB1mDnl.png)
(https://i.imgur.com/n2bdf5Q.png) (https://i.imgur.com/YWHsZ7O.png) (https://i.imgur.com/bhTWWCG.png)

GORKA-4:
(https://i.imgur.com/l9gagxW.png) (https://i.imgur.com/4FAFJtq.png) (https://i.imgur.com/aOlBUF6.png)
(https://i.imgur.com/JkinZ6l.png) (https://i.imgur.com/TDy5X7f.png)  (https://i.imgur.com/BuYxHtx.png)

Planned features: New helmets, with M93 Serb camo cover. New body armor, tactical harness for this faction and tracksuits.

Current Adidas tracksuit slavic squatting outfit WIP:
(https://i.imgur.com/3hROLLI.png)

Another planned feature, musical instrument, one soldier will play music during a raid.


Returning outfits:

(https://i.imgur.com/F8hRjNP.png) (https://i.imgur.com/y3OeZdm.png)
(https://i.imgur.com/cLCdQ78.png) (https://i.imgur.com/gccSune.png) (https://i.imgur.com/QiSnCCJ.png)


Lastly, War Mongrels leader "Alpha" will be featured in an animated backstory upon Steam Workshop version of this mod is released.
Here is a before and after of her:


(https://i.imgur.com/mnESLG8.png) (https://i.imgur.com/v66tL20.png)
Before                       After

To anyone who liked the older style during A17,
the style is evolving towards Slavic style military, with a few touches of modern and advanced gear.
I'm confident that the changes, like with Umbra Company will be positive despite massive amounts of old textures being discarded.


Quote from: Canute on January 18, 2018, 09:43:56 AM
I think the Spectre Air bombardment is coming from the Umbra faction.
But you miss to give that item any category, it can't be stored in any stockpile.

Overall the Umbra faction are a nice overall thread. Stronger then raider with vanila weapons but not overpowered strenght like Commando's from Glittertech at example.
Good are that most of them got normal+ quality weapons.


Thank you for letting me know, I fixed this issue now, the weapon is no longer menu hidden. I thought it would be interesting not to show up, but it seems it stops it from being stocked. I could have destroyed it on drop but that's just no fun.
Title: Re: [B18] Plucker's MODLIST - US Kit, Rimmu-Nation updates (19/01/18) (New POLL)
Post by: Harry_Dicks on January 19, 2018, 09:48:56 AM
Serbia Strong! Remove kebab!
Title: Re: [B18] Plucker's MODLIST - US Kit, Rimmu-Nation updates (19/01/18) (New POLL)
Post by: Chicken Plucker on January 22, 2018, 05:11:31 AM
War Mongrels, utilizing old Russian gear

(https://i.imgur.com/DuYZYYJ.png) (https://i.imgur.com/enzqLvF.png) (https://i.imgur.com/01bmEqq.png) (https://i.imgur.com/Y4bXwVE.png)

Latest news, Swenzi has helped me finish an update for tanks. They now explode upon death, not get downed. (Not updated for Umbra Company yet)

Also good news on DOOM chainsaw sounds, O Negative, author of Halo weapons has found a fix thanks to someone who figured out how to make custom melee damage.

Finishing up on textures so I can finally code War Mongrels. I'm gonna have to worry about university too though, new policy says they kick out anyone who misses 4 days in a row, something about budget cuts for absence statistics, I've missed 3 so far. Gotta get up outta hea
Title: Re: [B18] Plucker's MODLIST - US Kit, Rimmu-Nation updates (19/01/18) (New POLL)
Post by: Canute on January 22, 2018, 06:19:17 AM
Exploding tanks?
I think you watched to many Hollywood blockbusters when every car crash end into an explosion ! :-)
Sure they can explode but everytime ? And why doesn't wear the melee-soldier some heart monitor MADness vest ?
Title: Re: [B18] Plucker's MODLIST - US Kit, Rimmu-Nation updates (19/01/18) (New POLL)
Post by: Chicken Plucker on January 22, 2018, 07:18:24 AM
Quote from: Canute on January 22, 2018, 06:19:17 AM
Exploding tanks?
I think you watched to many Hollywood blockbusters when every car crash end into an explosion ! :-)
Sure they can explode but everytime ? And why doesn't wear the melee-soldier some heart monitor MADness vest ?

Are you trying to make me bloody rant Canute? Rimworld isn't real life, you may have noticed that everyone needs to walk close to each other at close range to shoot each other with guns. I don't like the tanks going on the floor and wagging around while they are downed.

If Umbra Company is your ally, and the tank is downed, guess what? You can't shut them down because Umbra Company will become an enemy immediately.

So why do I want them to explode? Well because the C# is coded so that the tank is destroyed as soon as it is downed, instead of dying. If I didn't have any explosions, it will instead look like Harry Houdini was driving the tanks and they just vanish and leave resources.

If you want, write me a C# code that sets the tank on fire and go up in smokes instead of blowing up, or however tanks behave outside of Hollywood, I will patiently wait
Title: Re: [B18] Plucker's MODLIST - US Kit, Rimmu-Nation updates (19/01/18) (New POLL)
Post by: Canute on January 22, 2018, 07:37:14 AM
I see your point, and didn't even though at the point umbra get friendly.
I just thought/hoped they are an allways enemy faction.

Yep, the vehicles don't need to be unconsious laying around.
But instead of an explosion (or at last one with radius 0), why not spawn 1-3 Umbra soldier.

Title: Re: [B18] Plucker's MODLIST - US Kit, Rimmu-Nation updates (19/01/18) (New POLL)
Post by: Chicken Plucker on January 22, 2018, 07:42:19 AM
Quote from: Canute on January 22, 2018, 07:37:14 AM
I see your point, and didn't even though at the point umbra get friendly.
I just thought/hoped they are an allways enemy faction.

Yep, the vehicles don't need to be unconsious laying around.
But instead of an explosion (or at last one with radius 0), why not spawn 1-3 Umbra soldier.

The vehicles are UGVs, they are empty vehicles with mechanoid parts installed, but really it was my excuse not having to make a properly working vehicle because I don't know how to do that.

That's why I'm in a long term project with Swenzi and the "Justice League Avengers Initiative Sinister Six Legion of Doom of Rimworld", so far Swenzi broke his computer, but I have plenty of textures on standby for vehicles. Most of the coding stuff is on his end
Title: Re: [B18] Plucker's MODLIST - US Kit, Rimmu-Nation updates (19/01/18) (New POLL)
Post by: Canute on January 22, 2018, 10:19:01 AM
Np, keep it like you want.
Maybe later with Swenzi's help you can find a better solution.

And hey the idea with the MADness vest wasn't a 100% joke, think about it. It some kind of motivation for the attacking troops to be victorious. Or nothing remain to get buried ! :-)
Title: Re: [B18] Plucker's MODLIST - US Kit, Rimmu-Nation updates (19/01/18) (New POLL)
Post by: Chicken Plucker on January 22, 2018, 11:45:26 AM
Quote from: Canute on January 22, 2018, 10:19:01 AM
Np, keep it like you want.
Maybe later with Swenzi's help you can find a better solution.

And hey the idea with the MADness vest wasn't a 100% joke, think about it. It some kind of motivation for the attacking troops to be victorious. Or nothing remain to get buried ! :-)

What is a madness vest? You are driving me MAD with all of these requests (sorry for bad pun)
Title: Re: [B18] Plucker's MODLIST - US Kit, Rimmu-Nation updates (19/01/18) (New POLL)
Post by: Canute on January 22, 2018, 12:02:19 PM
Doh, yeah ok.
MADness device is from a mod i think Rimsenal. A kamikaze bomb, like a Doomsday rocket launcher without the launcher.
In this case, something like an armor vest, but instead of armor plates it got explosives.
When the user die (death not incap.), the vest explode.
I think at some of your crazy faction this behavior might fit and could be a real dangerous threat.

And this is just an idea, not a request.
If you like it use it, if not -> trashcan.

Title: Re: [B18] Plucker's MODLIST - US Kit, Rimmu-Nation updates (23/01/18)
Post by: Chicken Plucker on January 23, 2018, 06:00:40 PM
(https://i.imgur.com/8u7rE6S.png)

Updates available, I'm exhausted.
Title: Re: [B18] Plucker's MODLIST - Chainsaw is back! Lots of other updates. (26/01/18)
Post by: Chicken Plucker on January 26, 2018, 01:40:59 PM
Special thanks to O-Negative, the chainsaw is back babyeeeeeeeeeeeeeeee
Title: Re: [B18] Plucker's MODLIST - Chainsaw is back! Lots of other updates. (26/01/18)
Post by: Chicken Plucker on January 26, 2018, 05:12:53 PM
(https://i.imgur.com/Cv3zg2e.png)

(https://i.imgur.com/0yLfSeq.png)

(https://i.imgur.com/9RVfb9o.png)

UAC Furnitures added
Title: Re: [B18] Plucker's MODLIST - Chainsaw is back! UAC Furnitures added. (26/01/18)
Post by: Chicken Plucker on January 27, 2018, 06:55:37 PM
updated a marksman bench issue with Umbra Company
Title: Re: [B18] Plucker's MODLIST - Chainsaw is back! UAC Furnitures added. (27/01/18)
Post by: RyanRim on January 28, 2018, 03:13:39 AM
Them furnitures look cool. Kudos to people who demand adidas jumpsuit slavic patch.
Title: Re: [B18] Plucker's MODLIST - Chainsaw is back! UAC Furnitures added. (27/01/18)
Post by: The_Mild on January 29, 2018, 06:47:47 PM
Do you think we can get like a spreadsheet or something with every weapon or armor you added, if not, oh well...
And this happened to me a while ago, just wanted someone to know, I have the c&p mod and got raided by the Umbra company with a 13 and 4 year old...gotta love their unconventional tactics.
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: Chicken Plucker on February 08, 2018, 12:26:44 PM
BAOM update

THE OFFICIAL TO-DO LIST FOR US FACTIONS
Upcoming faction mod features

- US Air force BDU and their AFSOC
- Rank system for soldiers
- Tanks
- Rimmu-Nation weapon compatability
- Chewing tobacco and Rip IT energy drink (multiple flavours and chewing leaf tobacco)
- Soldiers carrying IFAK, medic bag and MREs
___________________________________________________

Furnitures:
- Air force chair
-Target practice
- folding cot bed, foot lockers, folding stool
- gasoline generator "5kW" or 10k diesel generator
- noticeboards/wall of fame/shame
- ammo crate chair (rocket crate propped up by smaller ammo crates), old XBOX consoles nobody wants to play, computers
- DRASH D-1000B HEATER, military AC
- Tent walls cloth system, prison cell walls?
- New sandbags, retextured, costs cloth? maybe.
- HESCO walls, T wall
- cheap leonium flooring
- Tripod lights
- Shipping containers and tents, requires C# coder
- Rimmu-Nation SAM turret
- skedco litter stretcher


Quote from: The_Mild on January 29, 2018, 06:47:47 PM
Do you think we can get like a spreadsheet or something with every weapon or armor you added, if not, oh well...
And this happened to me a while ago, just wanted someone to know, I have the c&p mod and got raided by the Umbra company with a 13 and 4 year old...gotta love their unconventional tactics.

Hey there, sorry for the late reply, I was dead for a while. I burned out. I don't have a list at all, no plans to make one because there's just so many. I have plans to remove some for 1.0 in fact. As for the child, that's funny cause in the code I was supposed to set a maximum age, no minimal age, I'm assuming some kind of mod that adds children (like the pregnancy mod) affected this.

Quote from: RyanRim on January 28, 2018, 03:13:39 AM
Them furnitures look cool. Kudos to people who demand adidas jumpsuit slavic patch.

Thanks Ryan bra 8)
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: Harry_Dicks on February 08, 2018, 01:45:52 PM
Quote from: Chicken Plucker on February 08, 2018, 12:26:44 PM
Upcoming faction mod features

- Rank system for soldiers

Could you elaborate on this? I made a post a few weeks ago thinking about how I wish there was a sort of "military rank" page that you could assign pawns to squads. Each squad cold have a sergeant, and then in the colony you would have one commander, a guy who sorta leads all the men into battle, and also another person who is the more strategic military planning role. Anyway, all of these different ranks and roles would have had different bonuses the give to the pawn in that slot. I wanted to have two tabs at the bottom of the screen. One for military rank & squads, and another tab for a colony council (mayor/leader, commander, strategic defense, head engineer, head scientist, head doctor, head of agriculture/botanist, head warden, head chef, etc.).

There is the mod Colony Leadership, you can get it out of the HardcoreSK mod pack. But with it on, and if you use God Mode, you can make any pawn you want in your colony a dictator. When they are a leader, they have a "leader" needs bar that gets leveled up. As their leader "level" levels up, so do the bonuses that their leader aura gives off. There are 4 different types of leaders, and the type of leader a pawn is, is based off of how the pawns skill points are located. Engineer, warrior, botanist, and scientist, I think they were.

So if you have a warrior leader, then all the pawns fighting around them will have bonuses to their combat abilities, via a hediff buff that is coming off of a leader as an aura. Pretty awesome if you ask me. I thought it would be really cool to expand upon this idea. I would have needed someone to do the C#, but I would be willing to go through and do all the xml stuff for the different ranks, buffs, hediffs, etc. Also, the idea with the colony council is that all of the positions would have their owns benefits they could affect. Not only as an aura, but maybe colony wide.

Maybe you have a terrible head doctor, so they make everyone's medical quality and such go down in percent. But I think it would be more interesting if they had mechanics you could actually interact with with. Like maybe the commander has special abilities that he can use in battle. The head doctor can perform some special surgery. The head engineer will let you build new types of buildings. Depending on how you build your engineer. Maybe you build him towards utility, and he let's you create drawbridges. Or maybe you make him more towards direct defense, and he can build a new turret with unique abilities.

So, uhhhh, is it anything like that? At least with the rank and buff part, or anything? Or is it more of a rank that you can assign to anyone, and they will have a rank in their name, or maybe the rank symbol?

Sorry I start to ramble sometimes ::)
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: Ruisuki on February 17, 2018, 04:52:17 PM
talented artist
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: Chicken Plucker on February 19, 2018, 12:02:31 PM
(https://i.imgur.com/BqCJTBp.png) (https://i.imgur.com/nHalnno.png) (https://i.imgur.com/3zeaz2J.png)

Been away, Mr. Brrainz the amazing Zombieland author asked for a tanky zombie person using the fat body, and I happen to be doing War Mongrels and their Russian/Serbian themed gear anyway, so I handed him over some textures.

Expect a zombie boi with this look sometime in the zombieland mod!

Quote from: Harry_Dicks on February 08, 2018, 01:45:52 PM
Quote from: Chicken Plucker on February 08, 2018, 12:26:44 PM
Upcoming faction mod features

- Rank system for soldiers

Could you elaborate on this?

*Snip*

Hello Harry, sorry I have been away and on the day you wrote this, I meant to reply but I didn't.
Why? It will be forever a mystery. (Just kidding, I am a procrastinator, that's why.)

It is simple, the same way Umbra Company has ranks or pirates have labels e.g. "Drifter of the x pirate band" or "Mercenary Sniper of the x pirate band" or "Chief of the x tribe"

With that, I can assign different gear depending on the pawn type, which is pretty much what the ranks are. It was a lot more simple than you thought, I wish I could add symbols so I could get them wrong and military people will criticize me for messing everything up, but I can't cause it will further complicate things

Quote from: Ruisuki on February 17, 2018, 04:52:17 PM
talented artist

Thank you  :'(
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: Harry_Dicks on February 19, 2018, 01:33:38 PM
Quote from: Chicken Plucker on February 19, 2018, 12:02:31 PM
Expect a zombie boi with this look sometime in the zombieland mod!
That is a fantastic looking textures, and I think one of my favorites so far.

Quote from: Chicken Plucker on February 19, 2018, 12:02:31 PM
With that, I can assign different gear depending on the pawn type, which is pretty much what the ranks are. It was a lot more simple than you thought, I wish I could add symbols so I could get them wrong and military people will criticize me for messing everything up, but I can't cause it will further complicate things
This sounds really interesting. So will this be for just the AI factions?
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: Chicken Plucker on February 19, 2018, 07:56:52 PM
Quote from: Harry_Dicks on February 19, 2018, 01:33:38 PM
Quote from: Chicken Plucker on February 19, 2018, 12:02:31 PM
Expect a zombie boi with this look sometime in the zombieland mod!
That is a fantastic looking textures, and I think one of my favorites so far.

Quote from: Chicken Plucker on February 19, 2018, 12:02:31 PM
With that, I can assign different gear depending on the pawn type, which is pretty much what the ranks are. It was a lot more simple than you thought, I wish I could add symbols so I could get them wrong and military people will criticize me for messing everything up, but I can't cause it will further complicate things
This sounds really interesting. So will this be for just the AI factions?

Yes, if there ever comes an option in the main game to have rankings, leadership or the option to be associated with a faction, I'll happily do mod stuff for it, but sadly I don't think we're getting that kind of thing for 1.0 (or any future update, rip, tynan pls y u think game is finished it is not)
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: SimplySublime on February 20, 2018, 06:57:57 PM
Any way we could get a non steam download link please?
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: Ruisuki on February 20, 2018, 07:15:56 PM
Quote from: Chicken Plucker on February 19, 2018, 07:56:52 PM
Quote from: Harry_Dicks on February 19, 2018, 01:33:38 PM
Quote from: Chicken Plucker on February 19, 2018, 12:02:31 PM
Expect a zombie boi with this look sometime in the zombieland mod!
That is a fantastic looking textures, and I think one of my favorites so far.

Quote from: Chicken Plucker on February 19, 2018, 12:02:31 PM
With that, I can assign different gear depending on the pawn type, which is pretty much what the ranks are. It was a lot more simple than you thought, I wish I could add symbols so I could get them wrong and military people will criticize me for messing everything up, but I can't cause it will further complicate things
This sounds really interesting. So will this be for just the AI factions?

Yes, if there ever comes an option in the main game to have rankings, leadership or the option to be associated with a faction, I'll happily do mod stuff for it, but sadly I don't think we're getting that kind of thing for 1.0 (or any future update, rip, tynan pls y u think game is finished it is not)
Maybe he's saving these QOL features for dlc lol
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: Harry_Dicks on February 20, 2018, 07:17:17 PM
Are those considered QOL additions? I think of them more as just new systems and content.
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: Chicken Plucker on February 21, 2018, 07:41:10 AM
Quote from: SimplySublime on February 20, 2018, 06:57:57 PM
Any way we could get a non steam download link please?

Already there uploaded in google drive, as written in the front page:

How to download: Click the Chicken pictures.

Quote from: Ruisuki on February 20, 2018, 07:15:56 PM
Maybe he's saving these QOL features for dlc lol

Only DLC the game ever had were name in game and etc. Now they're taken away because the game is being finalized. One of the things I like about Rimworld, I believe Tynan said something about not cutting out content for DLC a long time ago, but I'm not sure if he ever did say that.
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: Drglord on March 09, 2018, 05:27:57 PM
Getting this error in the load up. With Umbra Mod.

Could not load UnityEngine.Texture2D at Things/Projectile/Proj_AT4Rocket in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

I am guessing some dependency left over from rimmunation? I thought Umbra was supposed to be standalone. If not the case then my bad i am sorry to bother you.
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: Heni on March 11, 2018, 06:15:31 PM
Pluckers i like very much of your textures and mods! I wish to see the (if you team can) the nazi clothes (i am not nazi) and the armors of Starcraft 2... I know that i am asking to much, but you team have a lot of talent! Good work
Title: Re: [B18] Plucker's MODLIST - Umbra Company, Rimmu-Nation weapons update (08/02/18)
Post by: KiotheCloud on March 14, 2018, 11:41:38 AM
Um I ask the medicine tab mod so im gonna ask you aswell but it seems like when ever i place your mod it ends up kinda overlapping the UI not jsut from this mod but also the normal medicine tab

(https://i.imgur.com/QHOYf9d.png)

(https://imgur.com/UYBkdDo.png)
Title: Re: [B18] Plucker's MODLIST - Apparels changing colors now fixed, and mor (15/03/18)
Post by: Chicken Plucker on March 15, 2018, 01:10:54 AM
UPDATED BAYBEEE IM BACK FROM THE DEAD WAHAHAHAHA

Quote from: Drglord on March 09, 2018, 05:27:57 PM
Getting this error in the load up. With Umbra Mod.

Could not load UnityEngine.Texture2D at Things/Projectile/Proj_AT4Rocket in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

I am guessing some dependency left over from rimmunation? I thought Umbra was supposed to be standalone. If not the case then my bad i am sorry to bother you.

Thanks for letting me know, its now patched

Quote from: Heni on March 11, 2018, 06:15:31 PM
Pluckers i like very much of your textures and mods! I wish to see the (if you team can) the nazi clothes (i am not nazi) and the armors of Starcraft 2... I know that i am asking to much, but you team have a lot of talent! Good work

Its in the backlog of ideas, thanks!

Quote from: KiotheCloud on March 14, 2018, 11:41:38 AM
Um I ask the medicine tab mod so im gonna ask you aswell but it seems like when ever i place your mod it ends up kinda overlapping the UI not jsut from this mod but also the normal medicine tab

Hey that's pretty cool, I don't know why my medicine is in that mod list since my only intention was to add extra medicine, but this thing is beyond my grasp, if you expect me to patch it and get it off that mod's UI, then sorry, I wouldn't know how to!

For vanilla, it doesnt overlap with the UI, both IFAK and medic bags does not appear in the medicine tab, instead they are listed under their normal medicine counterparts (glitter for medic bag, medicine for IFAK)
Title: Re: [B18] Plucker's MODLIST - More updates, new Task Force: STALKER mod (15/03/18)
Post by: Chicken Plucker on March 15, 2018, 08:27:17 AM

New faction added:
(https://i.imgur.com/hjwcQxo.png)

(https://i.imgur.com/HShQmka.png)

(https://i.imgur.com/5JJjENn.png)


Mod description:
The Ghosts, officially known as Task Force: STALKER.
They are composed of the remnants of the U.S. Special Operations Forces around the year of 2027, in an alternate Earth torn apart by war.

Current bugs I have to bloody fix right this instant:
Faction is not supposed to be hostile at start, brb


Multiple bugs are now fixed, if you downloaded this mod during the beginning hour, please update!

(https://i.imgur.com/DmEsZsW.png)
Title: Re: [B18] Plucker's MODLIST - More updates, new faction mod (15/03/18)
Post by: KiotheCloud on March 15, 2018, 10:44:24 AM
Nah its fine thx for the quick reply its not really that game breaking its just quite annoying cause of the set default blocking the meds but its fine either way i can just precisely click the med for it to actually set to it.

I like your mods so this small visual bug is nothing compared to the fun I am having with this mod cheers m8 thx again
Title: Re: [B18] Plucker's MODLIST - Updates, Elite Crew faction added (16/03/18)
Post by: Chicken Plucker on March 16, 2018, 03:05:43 AM

New faction added:
(https://i.imgur.com/A8w8WNO.png)

Test Footage and video preview of mod:
https://www.youtube.com/watch?v=SAiUah3VX6M&feature=youtu.be

(https://i.imgur.com/TQn259T.png)

Mod description:
The Elite Crew, sometimes referred to as the "1337 Krew" or "Leet Krew",
is a Terrorist faction, Middle-Eastern fundamentalists based on world domination and other evil deeds.
Title: Re: [B18] Plucker's MODLIST - Updates, Elite Crew faction added (16/03/18)
Post by: Mosser on March 16, 2018, 06:39:34 AM
Hi CP, I tried to download your umbra company mod and realized that although the name of the file is "umbra company", it actually contains task force stalker mod
Title: Re: [B18] Plucker's MODLIST - Updates, Elite Crew faction added (16/03/18)
Post by: Chicken Plucker on March 16, 2018, 09:10:51 AM
Quote from: Mosser on March 16, 2018, 06:39:34 AM
Hi CP, I tried to download your umbra company mod and realized that although the name of the file is "umbra company", it actually contains task force stalker mod

Hey, hey! I believe I have fixed it now since the Elite Crew addition, I saw it at google drive and I just went "oof"
Title: Re: [B18] Plucker's MODLIST - Elite Crew faction added, Hotfix RN:Weapons (16/03/18)
Post by: Chicken Plucker on March 16, 2018, 12:39:48 PM
Hotfixed errors involving the C4 for Rimmu-Nation weapons, whenever Elite Crew was loaded above Rimmu-Nation weapons it caused errors for the bomber pawnkind.
Title: Re: [B18] Plucker's MODLIST - Elite Crew faction added, Hotfix RN:Weapons (16/03/18)
Post by: von_schtirlitz on March 17, 2018, 04:15:03 PM
Are these faction mods RN:W dependent or are they their own thing? Would be really cool and challenging to have these guys in CE with the existing RN:W patch.
Title: Re: [B18] Plucker's MODLIST - Elite Crew faction added, Hotfix RN:Weapons (16/03/18)
Post by: Chicken Plucker on March 17, 2018, 05:44:40 PM
Quote from: von_schtirlitz on March 17, 2018, 04:15:03 PM
Are these faction mods RN:W dependent or are they their own thing? Would be really cool and challenging to have these guys in CE with the existing RN:W patch.

Independent from RN: W, though the factions wouldn't be compatible since they would be carrying no ammo. Also the tanks would need to be patched for CE as well
Title: Re: [B18] Plucker's MODLIST - Balancing updates, fixes (18/03/2018) (NEW POLL)
Post by: Chicken Plucker on March 18, 2018, 11:16:27 AM
new update is up, folder names have been changed, I advise the users to delete the old mod folders, thanks!
Title: Re: [B18] Plucker's MODLIST - Task Force 141 added. New Updates! (19/03/2018) (POLL)
Post by: Chicken Plucker on March 19, 2018, 07:12:06 AM

New faction added:
(https://i.imgur.com/Vr6cUfF.png)



(https://i.imgur.com/tmYLMnQ.png)

Mod description:
After the events of [REDACTED], a rogue Lt. Gen. Shepherd was killed in action by Cpt. John "Soap" MacTavish and the Task Force 141 was disavowed.

All the remaining members of Task Force 141 are either eliminated or on the run.


(https://i.imgur.com/YfO1vLd.png)

(https://i.imgur.com/3uyXslq.png)

(https://i.imgur.com/0R1wkrH.png)

(https://i.imgur.com/9rVL5je.png)

(https://i.imgur.com/FXFb9bT.png)
Title: Re: [B18] Plucker's MODLIST - War Mongrels added. New Updates! (24/03/2018) (POLL)
Post by: Chicken Plucker on March 24, 2018, 03:33:46 AM

New faction added:
(https://i.imgur.com/AJ7vnA0.png)



(https://i.imgur.com/lzSGjp6.png)

Mod description:
War Mongrels or "собаки войны" are infamous for "ethnic cleansings". What started off as a small paramilitary group based in Eastern Europe, ended up as a world-wide problem.




Test video of Serbian Strong:
https://www.youtube.com/watch?v=nOduygM5a3c&feature=youtu.be

(https://i.imgur.com/AvMAmN6.png)

(https://i.imgur.com/UWi6DqZ.png)

(https://i.imgur.com/L6cVvwT.png)

(https://i.imgur.com/FPDDv7O.png)
Title: Re: [B18] Plucker's MODLIST - War Mongrels added. New Updates! (24/03/2018) (POLL)
Post by: Chicken Plucker on March 24, 2018, 05:03:32 AM
A little test video of an Elite Crew bomber having a 1v1 with a BMP-3 fighting vehicle

(https://i.imgur.com/daDZCVK.png)
https://www.youtube.com/watch?v=tKPGA0X3DS4

(in case anybody wants to see how BMP-3s behave and how effective their armor is, okay that's enough I'm gonna sleep.)
Title: Re: [B18] Plucker's MODLIST - War Mongrels added. New Updates! (24/03/2018) (POLL)
Post by: Chicken Plucker on March 24, 2018, 01:42:57 PM
(https://i.imgur.com/ZMyasuU.png)

https://www.youtube.com/watch?v=5JynYvEFN6g

just did some testing, Task Force 141 vs Spetsnaz, obviously whoever wins in combat changes depending on the variables and situation or advantages, but I thought it was just a fun thing to see.


I changed the update notes in front page, I'd like to specify that I deleted files involving C4 and airstrikes for factions that do not use them (e.g. Task Force 141, Task Force STALKER) which might cause saves breaking IF you do not use Rimmu-Nation: Weapons or the other factions that have those files. (hopefully a rare amount of you)

I'm sorry about this, but deleting them was the only way to make Serbia Strong or C4 bomb plant sounds work, because it caused issues having them around. Thankfully, you can fix your save by having Rimmu-Nation Weapons enabled, since it has all of that at base.

If you always had RN: W enabled, there's nothing to worry about.

Apologies for future problems like these, always a lot of issues at testing


PS: Special thanks to Skullywag for setting me free from my Poll curse, it's no longer broken!
Title: Re: [B18] Plucker's MODLIST - War Mongrels added. New Updates! (24/03/2018) (POLL)
Post by: carnifex2005 on March 27, 2018, 01:21:11 AM
Hi. Thanks for the great mods. I downloaded and installed the War Mongrels mod but found that I can't craft anything at the "Vodka Tailor" bench. I do  have the Steam version of the Rimnu-nation mod. Does that update automatically for compatibility with the War Mongrels mod or will I have to download that mod separate from Steam?
Title: Re: [B18] Plucker's MODLIST - War Mongrels added. New Updates! (24/03/2018) (POLL)
Post by: Chicken Plucker on March 27, 2018, 01:32:17 AM
Quote from: carnifex2005 on March 27, 2018, 01:21:11 AM
Hi. Thanks for the great mods. I downloaded and installed the War Mongrels mod but found that I can't craft anything at the "Vodka Tailor" bench. I do  have the Steam version of the Rimnu-nation mod. Does that update automatically for compatibility with the War Mongrels mod or will I have to download that mod separate from Steam?

Thanks for informing me, latest update has fixed it. There was a missing WorkGiver I forgot to add, so colonists would ignore bills, but now its been added.

Also some items will need research before they show up on the work bench, such as the power armor needing power armor research
Title: Re: [B18] Plucker's MODLIST - War Mongrels added. New Updates! (24/03/2018) (POLL)
Post by: carnifex2005 on March 27, 2018, 02:12:14 AM
Quote from: Chicken Plucker on March 27, 2018, 01:32:17 AM
Quote from: carnifex2005 on March 27, 2018, 01:21:11 AM
Hi. Thanks for the great mods. I downloaded and installed the War Mongrels mod but found that I can't craft anything at the "Vodka Tailor" bench. I do  have the Steam version of the Rimnu-nation mod. Does that update automatically for compatibility with the War Mongrels mod or will I have to download that mod separate from Steam?

Thanks for informing me, latest update has fixed it. There was a missing WorkGiver I forgot to add, so colonists would ignore bills, but now its been added.

Also some items will need research before they show up on the work bench, such as the power armor needing power armor research

Thanks for the quick update. Issue is fixed now.
Title: Re: [B18] Plucker's MODLIST - New SAS and British textures (28/03/2018) (POLL)
Post by: Chicken Plucker on March 28, 2018, 02:12:31 AM

New major update:
(https://i.imgur.com/EaUZc19.png)

(https://i.imgur.com/zWsROtt.png)

(https://i.imgur.com/esiND2T.png)

(https://i.imgur.com/QtgPTtv.png)

(https://i.imgur.com/ikWTKim.png)

(https://i.imgur.com/YmQDPUo.png)

(https://i.imgur.com/ASo4mBA.png)

(https://i.imgur.com/XxjD0G3.png)


More previews: http://steamcommunity.com/sharedfiles/filedetails/?id=1206139060


I haven't slept all night, British military faction is coming soon. Goodni- morning
Title: Re: [B18] Plucker's MODLIST - New SAS textures, bug patch (28/03/2018) (POLL)
Post by: Chicken Plucker on March 28, 2018, 03:42:44 AM
just fixed a minor hiccup, sorry for those who just downloaded, the UKSF using the same helmet issue is fixed, along with the RMC beret being replaced
Title: Re: [B18] Plucker's MODLIST - New 2x1 workbench for US and UK, and more (29/03/2018)
Post by: Chicken Plucker on March 28, 2018, 10:04:58 PM
lots of updates, gonna be working on the British Armed Forces coding now, all textures are finished!

(except for the harness and Parka I haven't updated yet, rip)
Title: Re: [B18] Plucker's MODLIST - New 2x1 workbench for US and UK, and more (29/03/2018)
Post by: lakajadiwa on March 31, 2018, 03:07:11 AM
Hello CP, I found an issue with the War mongrels mod while playing. Once they set up their siege, the screen turns grey. You can still see the UI and player names, however anything on the screen such as walls/ground or anything can no longer be seen. I attached the error messages that happened.

[attachment deleted due to age]
Title: Re: [B18] Plucker's MODLIST - New 2x1 workbench for US and UK, and more (29/03/2018)
Post by: Chicken Plucker on March 31, 2018, 02:11:47 PM
Quote from: lakajadiwa on March 31, 2018, 03:07:11 AM
Hello CP, I found an issue with the War mongrels mod while playing. Once they set up their siege, the screen turns grey. You can still see the UI and player names, however anything on the screen such as walls/ground or anything can no longer be seen. I attached the error messages that happened.

Thanks for letting me know. The UGVs cause these errors (cause they can't build), I was supposed to disable sieges for War Mongrels but I forgot to, it should now be fixed.

The fix however only disables sieges, so unfortunately for existing errors, you have to kill their attacking pawns, but if the screen is grey you might need to load an autosave, so I apologize for the problems caused by the oversight
Title: Re: [B18] Plucker's MODLIST - War Mongrel siege patch (30/03/2018)
Post by: Chicken Plucker on April 02, 2018, 12:32:25 AM
Hello all, no updates or new mods for a bit. It's the final stretch for my university work, and I can't afford to do modding at this moment.

I'll be back later with some cool stuff, cheers!
Title: Re: [B18] Plucker's MODLIST - British Armed Forces, Military Furniture (07/04/18)
Post by: Chicken Plucker on April 07, 2018, 03:29:28 AM

New faction(s) added:
(https://i.imgur.com/fEYPcyd.png)



(https://i.imgur.com/LQVJtYb.png) (https://i.imgur.com/WYykvEJ.png) (https://i.imgur.com/R8Gu2x4.png)

Mod description:
The United Kingdom is at a national state of emergency, and the only hope of ever restoring the country's tea is by invading a brave new world.

Upon arriving at this Rim Planet, awaiting reinforcements from her ally nations, Her Majesty's Armed Forces are tasked with providing aid and weapons for counter-insurgency efforts, assisting local outlanders to neutralize any hostile faction that will carry out attacks against the British Armed Forces and it's allies.

God save the Queen.


(https://i.imgur.com/Nn2dlJH.png)

(https://i.imgur.com/55vkyBx.png)

(https://i.imgur.com/7n188iL.png)

(https://i.imgur.com/6avuN1x.png)


New mod added:
(https://i.imgur.com/5p7DXUb.png)

Mod description:
Is your life so hardcore that you need to eat, sleep and peep looking tacticool, as if you are at war 24/7?!
   
WE GOT YOU!

This mod adds military themed furniture, from ammo can stools, ammo crate tables, footlockers and cot beds, you're gonna feel like you're deployed overseas
despite the fact that you have never seen a single moment of combat for your entire life!

(https://i.imgur.com/0I3eCv1.png)

(https://i.imgur.com/AovV8Me.png)
Title: Re: [B18] Plucker's MODLIST - British Armed Forces, Military Furniture (07/04/18)
Post by: Chicken Plucker on April 07, 2018, 05:26:29 PM
minor update, made the Serb airstrike craft-able after some requests.

I'm still not done on my uni work, but I felt like doing mods instead, rip. Enjoy all!
Title: Re: [B18] Plucker's MODLIST - British Armed Forces, Military Furniture (07/04/18)
Post by: Canute on April 07, 2018, 05:49:23 PM
Just don't the your study die.  I want see a Dipl. Ing. Chicken Plucker someday ! :-)
Title: Re: [B18] Plucker's MODLIST - British Armed Forces, Military Furniture (07/04/18)
Post by: Chicken Plucker on April 07, 2018, 10:20:19 PM
Quote from: Canute on April 07, 2018, 05:49:23 PM
Just don't the your study die.  I want see a Dipl. Ing. Chicken Plucker someday ! :-)

PhD. in Chickenomics, but I have to do both modding and my last uni project because as the Bible says: "There is no peace, saith my God, to the wicked."
Title: Re: [B18] Plucker's MODLIST - Military Furniture, medical update (09/04/18)
Post by: Chicken Plucker on April 08, 2018, 11:23:40 PM
New updates:
(https://i.imgur.com/uHResiE.png)

Military Furniture
- IV support and Instrument table added for cot beds and stretcher for medical bed conversion. Requires "Drug Production" research
(hard to make it compatible for vanilla beds without possibly causing mod conflict with others, so its only for military furniture)
- Stretcher spot renamed to "emergency stretcher"
- Double military cot bed description fixes

(https://i.imgur.com/r1QZaJ3.png)

Rimmu-Nation - Weapons
- Added M4A1 (milspec) and M27 IAR for future US Armed Forces faction equipment
Title: Re: [B18] Plucker's MODLIST - Military Furniture, medical update (09/04/18)
Post by: samyf124 on April 09, 2018, 08:17:46 PM
I don't know if this a bug or something when I raid the other factions like the War Mongrels they would not have a gun
Title: Re: [B18] Plucker's MODLIST - Military Furniture, medical update (09/04/18)
Post by: Chicken Plucker on April 10, 2018, 12:42:33 AM
Quote from: samyf124 on April 09, 2018, 08:17:46 PM
I don't know if this a bug or something when I raid the other factions like the War Mongrels they would not have a gun

Hey! Welcome to the forums, this is most likely a mod conflict caused by mods like combat extended. The Rimmu-Nation weapons aren't compatible with that even with the CE patch someone else made since its outdated
Title: Re: [B18] Plucker's MODLIST - Military Furniture, medical update (09/04/18)
Post by: Canute on April 10, 2018, 03:50:09 AM
Ugh,
Make Ghillie suit (UC)   80 wood ?
Wouldn't 80 texiles + 2 wood more realistic ?
80 wood weight 80x 0,4 kg  = 32 kg.
And the Ghillie just weight 0,32 kg, where does goes all the other wood ?


I know i mention this before.
But all these vehicles you made are very dangerous and you don't get anything when you destroy them, that's bother me.
Basicly these vehicles are just big pile's of steel. So why not create a furniture/art/idontknowwhat that is created instead of a corpse.
You need to deconstruct (hught amount of work) that to gain some resources. Or just leave steel slags which could be smelt.
Title: Re: [B18] Plucker's MODLIST - Military Furniture, medical update (09/04/18)
Post by: Chicken Plucker on April 10, 2018, 04:55:24 AM
Quote from: Canute on April 10, 2018, 03:50:09 AM
Ugh,
Make Ghillie suit (UC)   80 wood ?
Wouldn't 80 texiles + 2 wood more realistic ?
80 wood weight 80x 0,4 kg  = 32 kg.
And the Ghillie just weight 0,32 kg, where does goes all the other wood ?

Textiles affect bullet penetration, I also kept it non-textile because of the color issue back then, but its no issue anymore.

If the game had leaves, I wouldn't use wood, but thats not a resource. Similar to beds not needing textiles, despite being comfortable being made of 100% raw resources.
Title: Re: [B18] Plucker's MODLIST - Military Furniture, medical update (09/04/18)
Post by: Canute on April 10, 2018, 05:47:31 AM
So far i understood/remember the special forces/sniper use fibre net ponchos they improve with local flora.
Or ghilie's made from synthetic fibre with flora imitate's and no natural flora products which would dry out anyway before they are on mission.
https://en.wikipedia.org/wiki/Ghillie_suit

Edit:
Another thing i notice, other faction use appareal from your factions too.
Basicly nothing against this, but i think tribes shouldn't wear them at last.
Set the tech level for the appareal higher, or maybe made them exclusive for the special faction.
Title: Re: [B18] Plucker's MODLIST - Military Furniture, medical update (09/04/18)
Post by: Chicken Plucker on April 10, 2018, 11:43:36 AM
Quote from: Canute on April 10, 2018, 05:47:31 AM
So far i understood/remember the special forces/sniper use fibre net ponchos they improve with local flora.
Or ghilie's made from synthetic fibre with flora imitate's and no natural flora products which would dry out anyway before they are on mission.
https://en.wikipedia.org/wiki/Ghillie_suit

Edit:
Another thing i notice, other faction use appareal from your factions too.
Basicly nothing against this, but i think tribes shouldn't wear them at last.
Set the tech level for the appareal higher, or maybe made them exclusive for the special faction.

The clothings being worn by tribes are a big issue I've gotten complaints about numerous times, it's hard coded in the game to automatically force every NPC during winter to wear an outfit that gives a certain amount of insulation during winter, and I can't stop it even when I change the apparel tags.

As for the ghillie suit, again, I understand they have artificial stuff in there, but I'm leaving it with wood similar to how the darn beds are made of wood only despite showing a mattress in the sprite

Canute come on man youre nitpicking me over here and Im trying to relax and eat chickens boi
Title: Re: [B18] Plucker's MODLIST - Military Furniture, medical update (09/04/18)
Post by: Canute on April 10, 2018, 02:49:57 PM
You ate too much chicken last week anyway and this week you should invest some time into fish&chips or this kind. :-))

Ok, i am not a modder and beside some XML editing i didn't do any. But from my forum readings i though there is a tag to prevent other faction to use that stuff.
And force the tribals to use parka's.
The FurCoat from FashionRIMsta doing the other way, and tribal love to use these instead of parka's.


Title: Re: [B18] Plucker's MODLIST - Military Furniture, medical update (09/04/18)
Post by: Chicken Plucker on April 10, 2018, 03:24:44 PM
Quote from: Canute on April 10, 2018, 02:49:57 PM
You ate too much chicken last week anyway and this week you should invest some time into fish&chips or this kind. :-))

Ok, i am not a modder and beside some XML editing i didn't do any. But from my forum readings i though there is a tag to prevent other faction to use that stuff.
And force the tribals to use parka's.
The FurCoat from FashionRIMsta doing the other way, and tribal love to use these instead of parka's.

I checked FashionRIMsta just now because I thought you just gave me the secret to patching this issue, but it seems FashionRIMsta has nothing fancy in C# to stop tribals from using parkas I make.

The fur coat and desert coat are only used by tribals because they are tagged to be used by tribals. Spoon seemed to have forced them with it the "<generateCommonality>1</generateCommonality>" line, but other than that, nothing too fancy, but its a simple yet brilliant solution

I'll think about it, maybe I'll have to make a custom tribal parka for ALL my mods and patch it in just so they dont dress in camo
Title: Re: [B18] Plucker's MODLIST - Military Furniture, medical update (09/04/18)
Post by: Canute on April 10, 2018, 04:12:11 PM
Or just patch the parka to add these line.
Title: Re: [B18] Plucker's MODLIST - Military Furniture, medical update (09/04/18)
Post by: Chicken Plucker on April 10, 2018, 04:29:55 PM
Quote from: Canute on April 10, 2018, 04:12:11 PM
Or just patch the parka to add these line.

NPCs that arent tribals would then most likely spawn with the vanilla parka (probably even when its not winter), and that would annoy people using other outfit mods. The commonality would be 100%

I can see power armor using factions being forced to use Parka, if they were tagged to use other vanilla outfits
Title: Re: [B18] Plucker's MODLIST - British Armed Forces, RMC leader fixes (11/04/18)
Post by: Chicken Plucker on April 11, 2018, 11:57:52 AM
minor update for the British Armed Forces, I really should be getting back to my uni work, I'll be back with a vengeance and maybe more mods and updates!
Title: Re: [B18] Plucker's MODLIST - Military Furniture - Maxi chicken buckets (13/04/18)
Post by: Chicken Plucker on April 13, 2018, 05:36:22 AM
(https://i.imgur.com/RLLjvd1.png)

Updated military furniture, I messed up badly, I am very very very very very very very very very very very very very very very very sorry guys
Title: Re: [B18] Plucker's MODLIST - Military Furniture - Maxi chicken buckets (13/04/18)
Post by: Umbreon117 on April 13, 2018, 09:17:27 AM
Quote from: Chicken Plucker on April 13, 2018, 05:36:22 AM
(https://i.imgur.com/RLLjvd1.png)

Updated military furniture, I messed up badly, I am very very very very very very very very very very very very very very very very sorry guys
So you are willing to let us eat your brethren?
Title: Re: [B18] Plucker's MODLIST - Military Furniture - Maxi chicken buckets (13/04/18)
Post by: Chicken Plucker on April 13, 2018, 12:06:34 PM
Quote from: Umbreon117 on April 13, 2018, 09:17:27 AM
So you are willing to let us eat your brethren?

I am often mistaken to be a chicken, but I am actually a chicken ninja master that has learned how to feed about 30 chickens for about $1.25 a day, thanks to Justin Rhodes


New updates:

Rimmu-Nation - Weapons
(https://i.imgur.com/b6UK8Sq.png)

- 3 new spacer weapons, based off "Resistance Retribution" weapons. Auger WS, BM001 Razor, Longshot 1S-1K
- SAM turret, 60mm mortar

________________________

The DOOM Kit

- Minor chainsaw related error fixed
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation: Retribution Update (13/04/18)
Post by: Canute on April 13, 2018, 02:50:50 PM
Didn't you want learn ?
Should we call your landlord so he will cut your phone and internet ? :-))
No posting, no update until we hear from you, that you are finished !

Ofcouse you still can continue and work as freeworker artist/modder with a lowbudget income at the future.
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation: Retribution Update (13/04/18)
Post by: Chicken Plucker on April 13, 2018, 04:58:59 PM
Quote from: Canute on April 13, 2018, 02:50:50 PM
Didn't you want learn ?
Should we call your landlord so he will cut your phone and internet ? :-))
No posting, no update until we hear from you, that you are finished !

Ofcouse you still can continue and work as freeworker artist/modder with a lowbudget income at the future.

You caught me red handed, I haven't been doing progress on my uni project, and I instead have been doing some modding because it's more fun and a lot less boring than the forced project brief you have to carefully follow.

Anyway, one more minor fix and I will be quiet now.. (unless I have another thing to fix rip)
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation: Retribution Update (13/04/18)
Post by: kis12134 on April 15, 2018, 11:01:34 AM
Are your faction/furniture/etc mods going to be exclusive to the forums or will you eventually upload them to the workshop?
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation: Retribution Update (13/04/18)
Post by: Chicken Plucker on April 15, 2018, 06:58:10 PM
Quote from: kis12134 on April 15, 2018, 11:01:34 AM
Are your faction/furniture/etc mods going to be exclusive to the forums or will you eventually upload them to the workshop?

Workshop when all features intended to be implemented are there, such as faction fighting vehicles carrying pawns, mission board and reinfrocement radio/phone for the military furniture mod, and of course, animated backstory trailers for some of the factions.
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation: Retribution Update (13/04/18)
Post by: Canute on April 16, 2018, 03:37:40 AM
Not to forget a study table and relax chair for the Chief programmer of the tactical cyber warfare ! :-)
Title: Re: [B18] Plucker's MODLIST - Rimmu-Nation: Retribution Update (13/04/18)
Post by: Chicken Plucker on April 21, 2018, 08:04:24 PM
Quote from: Canute on April 16, 2018, 03:37:40 AM
Not to forget a study table and relax chair for the Chief programmer of the tactical cyber warfare ! :-)

Wanna know what's better than studying?

TACTICOOL RADIOS!
(https://i.imgur.com/MsyUaky.png)
Title: Re: [B18] Plucker's MODLIST - Military Furniture: Tacticool Radios (23/04/18)
Post by: Canute on April 24, 2018, 03:08:40 AM
Hi CP,
no don't answer until you are finished !

I just got an droppod attack on my base, and the pod's put out some of these vehicles.
I don't think these should fit into a droppod attack.

And i got a visit from some other faction, the first one i got strong respect. They are that dangerous like the Commando's from Glittertech.
The ones with the Hound unit power armor and Gauss/Rail(?) Rifle.
Special the weapon are deadly, and their power armor made it hard to kill them.

Another point:
Could you please rename your weapon's a bit more unique ?
Currently i got 3 different Railgun at my setup (Misc. Core, SparklingWorlds, and yours).
Sure after a while you can identify the different weapon on their textures.
But a Railgun is just a weapon type like sniper or assault rifle, and these you named like their RL counterpart too. :-)
Title: Re: [B18] Plucker's MODLIST - Military Furniture: Tacticool Radios (23/04/18)
Post by: kis12134 on April 25, 2018, 05:07:26 PM
Have you thought about adding some weapon racks and ammo crates as storage? The ones most mods have don't really have a military look to them, which is a real shame.
Title: Re: [B18] Plucker's MODLIST - Military Furniture: Tacticool Radios (23/04/18)
Post by: tresflores on April 25, 2018, 05:58:48 PM
any timeline for making your gun mods combat extended compatible?
Title: Re: [B18] Plucker's MODLIST - Military Furniture: Tacticool Radios (23/04/18)
Post by: Chicken Plucker on May 05, 2018, 02:54:14 PM
Announcement:

Hello all, I'm writing this message on phone. May 4 2018 was a spectacular day where everything Ive done wrong caught up with me, and it has led to my computer's HDD death.

I can't see recovering from all the lost work especially since my university degree is also in play now, the computers death has caused me to not submit the work due and now I've lost quite a lot.

I'm temporarily away until things are restored, project red horse is on hold and so is my future for now.

I don't lose faith in the Lord for this catastrophe that came about, because Romans 8:28 "in all things God works for the good of those that love him."

Sorry for all the unanswered questions and lack of replies, I'm in a bit of a pickle, but whatever is available for now in this mod list I hope you all have fun and that you have better days ahead than I've had. Cheers.
Title: Re: [B18] Plucker's MODLIST - Military Furniture: Tacticool Radios (23/04/18)
Post by: Heni on May 05, 2018, 05:38:09 PM
Plucker, can you please make the Bulk IFAK Medicine and Bulk the BAG medicine, they are very usefull, thanks for you hard work team!
Title: Re: [B18] Plucker's MODLIST - Military Furniture: Tacticool Radios (23/04/18)
Post by: Gerrymon on May 06, 2018, 12:15:47 PM
Breakdown events is a btch. Hopefully you got a decent constructor that capable of fixing your things there. Ok I am sorry.
Thats really terrible. Hope it wont get worse from now. Dont lose hope, we'll be waiting for you!
Title: Re: [B18] Plucker's MODLIST - Military Furniture: Tacticool Radios (23/04/18)
Post by: Jackalvin on May 07, 2018, 09:16:37 AM
-Sad Titanic music butchered on a flute-
I'm sorry about your computer, focus on not failing college or whatever wtf even is a degree oh no i'm never getting into college

-ahem-, anyway...
It appears that you do faction work, correct (I know, I need to sound polite tho)? Ever think about making gear for G.O.Is from the S.C.P Wiki? Like the G.O.C or the C.I?

Just asking...
Title: Re: [B18] Plucker's MODLIST - Military Furniture: Tacticool Radios (23/04/18)
Post by: Madman666 on May 08, 2018, 04:47:15 PM
Well. I sure hope you'll be able to restore whatever you lost on that broken HDD of yours and successfully complete your work. Stay strong. It'd be really sad to leave that nice project Red Horse unfinished.
Title: Re: [B18] Plucker's MODLIST - Military Furniture: Tacticool Radios (23/04/18)
Post by: Fenocide on May 16, 2018, 02:53:03 AM
Does anyone have a reliable method for dealing with rocket launcher guys? Besides "just shoot them LOL." Grenade launchers are hard, but at least can be outranged. Losing a decent colony because Umbra had 8 RPGs to spare.
Title: Re: [B18] Plucker's MODLIST - Military Furniture: Tacticool Radios (23/04/18)
Post by: Canute on May 16, 2018, 03:18:46 AM
That's why i got at last a few brawler with me.
Ambush them at some corner or behind a wall.
Of if you like to use even simpler, use Rim of Magic.
You can either summon them to you, use elemental/turret as decoy or whatever.
Title: Re: [B18] Plucker's MODLIST - Back in business, ALL MODS UPDATED (03/06/18)
Post by: Chicken Plucker on June 02, 2018, 07:43:06 PM
MASSIVE UPDATE BAYBEEE

I'm back.  8)

University grades came in, I will be graduating by the end of June/July and I have a new HDD refining the recovered files to get back into modding.

I have been in progress updating DOOM Factions in the Red Horse thread in "Unfinished" Sub-Forums.
I wanna thank the Lord for everything, and all of you here who come by to play with these chicken lickin' mods.

Special thanks to Canute for being Canute


Quote from: Heni on May 05, 2018, 05:38:09 PM
Plucker, can you please make the Bulk IFAK Medicine and Bulk the BAG medicine, they are very usefull, thanks for you hard work team!
As requested, there is now a bulk bill to craft IFAKs and medic bags. (Rimmu-Nation and US Military Kit only, the factions that use these medicines do not have the bulk crafting in their coding stuff)

Quote from: Gerrymon on May 06, 2018, 12:15:47 PM
Breakdown events is a btch. Hopefully you got a decent constructor that capable of fixing your things there. Ok I am sorry.
Thats really terrible. Hope it wont get worse from now. Dont lose hope, we'll be waiting for you!

HEY GERRY!

Quote from: Jackalvin on May 07, 2018, 09:16:37 AM
-Sad Titanic music butchered on a flute-
I'm sorry about your computer, focus on not failing college or whatever wtf even is a degree oh no i'm never getting into college

-ahem-, anyway...
It appears that you do faction work, correct (I know, I need to sound polite tho)? Ever think about making gear for G.O.Is from the S.C.P Wiki? Like the G.O.C or the C.I?

Just asking...

Played SCP Secret Laboratories, definetely wanna do C.I. probably after everything else major

Quote from: kis12134 on April 25, 2018, 05:07:26 PM
Have you thought about adding some weapon racks and ammo crates as storage? The ones most mods have don't really have a military look to them, which is a real shame.

Yes I have thought about it, I may worry about it some other time though since it's no real pressing issue and I have got major plans for more factions, especially US Military and DOOM Demons

Quote from: tresflores on April 25, 2018, 05:58:48 PM
any timeline for making your gun mods combat extended compatible?

Sorry, there is none, I didn't wanna spend a long time trying to figure out the complicated CE rules and coding, cause during that time I could be producing more and more new mods.

Though if I get help here sometime with someone who already knows CE patching, I'll just have to copy+paste and a patch for Rimmu-Nation and others would be up just like that.

Quote from: Fenocide on May 16, 2018, 02:53:03 AM
Does anyone have a reliable method for dealing with rocket launcher guys? Besides "just shoot them LOL." Grenade launchers are hard, but at least can be outranged. Losing a decent colony because Umbra had 8 RPGs to spare.

May fix this later, but Run and Gun mod that helps you keep moving. Helps a lot since mobility is key in real combat. (although the enemy gets to fire while they move too, rip)

There's also using your own Rocket launcher guys, while someone fast takes the heat, or you just have a wall to keep the enemies out long enough, and once they break through, you would have the advantage as long as your colonists can have enough firepower to kill the ones coming through fast enough.


There's also using the PC Comms in Military Furniture, lets you call for reinforcements at times like these, but obviously if you don't have a lot of silver, you won't have a friend to have your back all the time. The Mailbox trade beacon lets you send silver to other factions early on.

There were plans for reinforcements or tank production, but that's a far off project I'd have to hire Jecrell for.

Last but not least, the endgame solution, power armors and some futuristic energy weapons from other mods, I recommend Rimmu-Nation's Longbow 1S-1K since it does 1000 damage to anything, but clearly, that's endgame and not everyone can afford fancy laser sights and body enhancing power armor.

Sorry for my limited strategies here, there's really a ton of ways to go on about it, I ended up getting destroyed by HOUND units, cause their railguns are more dangerous than the rocket launchers, plus they don't die due to the power armor vs my normal bullets. Reinforcements using the PC Comms table is what saved my colony except for 3.

(https://i.imgur.com/I64m9fI.png)
Title: Re: [B18] Plucker's MODLIST - ALL MODS UPDATED, for real this time (03/06/18)
Post by: Chicken Plucker on June 02, 2018, 08:58:47 PM
Uh guys.. I made a mistake. Real mass updates are now live.

I apologise for the double post, but this was an emergency  :-[
Title: Re: [B18] Plucker's MODLIST - ALL MODS UPDATED, for real this time (03/06/18)
Post by: Madman666 on June 03, 2018, 05:21:16 AM
You have no idea how cool it is to have you back, CP! Welcome back.
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Chicken Plucker on June 03, 2018, 12:45:53 PM
another update up
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Defection on June 07, 2018, 08:47:37 AM
Are there CE patches for these mods?
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Rezonance on June 08, 2018, 07:53:43 AM
Can you do something about rocket launchers? I saw a 8 man raid of soldiers from the ghost stalker faction and 2 of them were carrying LAWs which basically killed my colonists after a few shots. The soldiers were carrying smoke belts to make matters worse which prevents from being picked off and allows them to just fire rockets all day. I feel like there's just no counterplay to long range explosives in this mod. At least in vanilla, doom/triple launchers have a very long warmup before it fires and have shorter ranges than the sniper rifle.
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Canute on June 08, 2018, 09:07:03 AM
Let me suggest
- use guerilia tactik, shoot at them when they move, once they stop hide behind the corners.
- use brawler, hide until they are close or need to pass a narrow passage.
- Use Rim of Magic mod, and summon some elementals/turret before their nose.
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Chicken Plucker on June 08, 2018, 02:26:57 PM
Okay, second complaint about the rocket launchers. I agree its a problem, I did set the rocket heavies ticket cost high, unfortunately though the game likes to spam them anyway (if only I can specify the amount I can spawn without C#)

So here's what I'm gonna do, I will work on a new security measure for Rimmu-Nation or Military Furniture called "trophy system" based on the real life system that shoots projectiles oncoming to a radius that the trophy system protects.

I'm gonna see if I can use the shield belt stuff for a building and make a portable trophy system you can put down anywhere that can cover your units from rockets or bullets. I'll see how it goes


Edit: Second thought, nerfing the launchers for each and every mod may be a simpler step than working on a trophy system (RIP wallet, no moni to pay coder) so I may just nerf the range or accuracy, or both.

Keep in mind, this also means one less effective weapon against enemy tanks, and the next complaint will be "CP, tanks OP, their cannons 2 stronk, I cent kill dem"

The narrator spams UGV fighting vehicles and tanks too, and one day they won't be magically disappearing in explosions, one day in an update they will drop more soldiers for your colony to fight.
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Canute on June 09, 2018, 02:55:37 AM
Nerf the accuracy wouldn't help much unless you increase the spread that much that the launcher could hit the shooter's own feets. :-)
It doesn't matter much if the missile hit or miss the target by 1-2 tiles, the area effect still damage them.
Lowering the range to Assault rifle range or lower, would eliminate the threat of them and made them useless.
I think a higher range cooldown, for a slower fire rate is maybe the thing.

They arn't doomsday launcher, when you got a Raid of Blue Moon raiders, with serveral Doomsday launcher, you have much more to fear then when a raid got 2-3 LAW's.
And the vehicles are much more dangerous if they comes in fire range. Or these commando's in special power armor's and Gauss weapons with Area damage.

But basicly i wouldn't change anything, people need to learn how to deal with different threat and not just put up their standard defense line.

But maybe ask some other modder for help about the spawn limit's.

Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Rezonance on June 09, 2018, 04:14:52 AM
Jokes on you! I don't have factions that use ugvs installed,only leet krew and ghost stalker faction. I can deal with smoke belted riflemen and snipers, but not smoke belted rocket launchers who can just bomb you from a safe distance without much retaliation or counterplay.

It's a relief to hear this news and and response, thanks!
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Canute on June 09, 2018, 05:01:54 AM
Let me guess, you just use sandbag defence line, and all your range people cover behind them to shoot at the enemies.
Maybe you should try out some different tactics.
And once you manage to kill them, you got your own launcher.
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Madman666 on June 09, 2018, 05:11:25 AM
I am inclined to agree with Canute here. With just wallin up and building a simple trapped hallway long enough, you pretty much don't need to worry about rockets, especially if you also ambush them right next to exit with several melee oriented guys and combat pets. If you don't use killboxes, walls and modded turrets it can be incredibly tough, but you still can use pop-in-out tactics with a single large building full of doors, taking potshots at them until they drop. They will do damage to your colony, but you ll still prevail with minimal losses. It can be problematic to deal with when its a siege, but honestly you can just kite them, which forces them to restart their aiming time, while once again taking potshots of opportunity.

I am incredibly lategame now, without using any modded turrets, just trapped hallway, 6 vanilla turrets and 14 well armed people - i didn't have any problems dealing with LAWs, RPGs, grenade launchers and etc still. Only mechanical units still pose a threat (if they get to shoot at you - you're hosed), but for that i use reinforcements, which often bring their own vehicles.
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Chicken Plucker on June 09, 2018, 01:39:27 PM
Okay lads. I hear you. The launchers will be untouched.

Plans for trophy system and HESCO walls will be noted down for future updates, so there is at least more defensive measures against these things, but the explanation (by Canute) why launchers shouldnt be nerfed make sense, and I agree.

Expecting to fight a group of launchers or anything up front without much tactics or advanced preparation with only infantry will naturally lead to losses, future features were supposed to take care of this stuff like reinforcements and maybe produceable UGVs, but all that is far away for now.

It's good to hear feedback anyway, because new features can be implemented or tweaked
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Madman666 on June 09, 2018, 02:44:25 PM
I am really and i mean really looking forward to reinforcement mechanics change and all things tied to it. It creates really nice synergy with Hospitality mod, with you gaining rep with a faction by accepting their parties for rest and medical help and later using said reputation to call for some heavy backup. The only thing that impedes its effectivenes is the lack of control over reinforcements deplyoment and movement - cause from time to time they stumble in from the corner of the map and wander sloowly while fight happens (pirates always run, backup seems to walk leisurely).

Too bad all that stuff is in C# and can't be altered via simple editing.
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Chicken Plucker on June 10, 2018, 08:55:53 PM
Quote from: Madman666 on June 09, 2018, 02:44:25 PM
I am really and i mean really looking forward to reinforcement mechanics change and all things tied to it. It creates really nice synergy with Hospitality mod, with you gaining rep with a faction by accepting their parties for rest and medical help and later using said reputation to call for some heavy backup. The only thing that impedes its effectivenes is the lack of control over reinforcements deplyoment and movement - cause from time to time they stumble in from the corner of the map and wander sloowly while fight happens (pirates always run, backup seems to walk leisurely).

Too bad all that stuff is in C# and can't be altered via simple editing.

Have no fear until Jecrell disappears, I have a job now, which means commissions will be back soon.

Updates are up, onwards and upwards!
Title: Re: [B18] Plucker's MODLIST - Vending Machines, son & CT flammable fix (11/06/18)
Post by: Madman666 on June 11, 2018, 05:50:26 AM
How much he requests for his services, by the way, if its not confidential? I am gonna start learning C#, but while am still useless at it, i might as well help out by throwing a few bucks your way, since i am one of the most interested in those reinforcement changes :P
Title: Re: [B18] Plucker's MODLIST - Vending Machines, son & CT flammable fix (11/06/18)
Post by: GendutJr on June 14, 2018, 05:00:46 PM
Why i can't extract all your mods?

[attachment deleted due to age]
Title: Re: [B18] Plucker's MODLIST - Vending Machines, son & CT flammable fix (11/06/18)
Post by: Canute on June 15, 2018, 03:26:08 AM
GendutJr,
it works fine at my side and i am using 7z (V15.14) too like you.
You either should redownload it, or update your 7z.

Title: Re: [B18] Plucker's MODLIST - Vending Machines, son & CT flammable fix (11/06/18)
Post by: GendutJr on June 15, 2018, 06:33:52 AM
Canute, thankyou it's worked after i updated it :)
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: tonsrd on June 15, 2018, 07:49:48 PM
Quote from: Madman666 on June 09, 2018, 02:44:25 PM
---

Do you use Cass-extreme StoryTeller or do you use modded ? ( can you change storyteller mid-game ,ive never tried )
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Umbreon117 on June 15, 2018, 07:54:50 PM
Quote from: tonsrd on June 15, 2018, 07:49:48 PM
Quote from: Madman666 on June 09, 2018, 02:44:25 PM
---

Do you use Cass-extreme StoryTeller or do you use modded ? ( can you change storyteller mid-game ,ive never tried )
You definitely can change mid-game.
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: Madman666 on June 16, 2018, 12:54:53 AM
Quote from: tonsrd on June 15, 2018, 07:49:48 PM
Do you use Cass-extreme StoryTeller or do you use modded ? ( can you change storyteller mid-game ,ive never tried )

No, i don't like Cassandra, she s too predictable. I play mostly Randy, Intense on the start and switch to Extreme midgame.
Title: Re: [B18] Plucker's MODLIST - Back in business, more updato potato (03/06/18)
Post by: tonsrd on June 16, 2018, 10:59:04 AM
Quote from: Madman666 on June 16, 2018, 12:54:53 AM
Quote from: tonsrd on June 15, 2018, 07:49:48 PM
Do you use Cass-extreme StoryTeller or do you use modded ? ( can you change storyteller mid-game ,ive never tried )

No, i don't like Cassandra, she s too predictable. I play mostly Randy, Intense on the start and switch to Extreme midgame.

I use Pandora StoryTeller ( higher larger raids. )
and some other mods that I can change the value of in-game to depend on my mood,
-like the % of downed pawns dieing on down ( default is 67% )
-% of ppl dead before a raid flees ( default is 50% )

you spoke in another thread about you were mid-game and weren't getting the sizeable raids ud like have you tried Pandora ?
Title: Re: [B18] Plucker's MODLIST - Vending Machines, son & CT flammable fix (11/06/18)
Post by: Madman666 on June 16, 2018, 11:38:27 AM
No, I am happy enough with my hysterical pal Randy, that either gives me a calm times to get creative with my base or just causes insufferable hell of diseases, raids and other fun things depending on his wild mood swings. So i avoid using modded storytellers, since i just feel no need in them. Pirate raids as i said in that other CP's thread - are getting crazy big, just new elite factions don't (can't say i am that dissapointed about that).

Getting back to what i said there - i doubt CP will balance difficulty of his mod (someone there was complaining about enemies coming with too many LAWs being too hard) around modded storytellers, that throw original balace out of the window, dramatically modifying raid sizes and quantities.
Title: Re: [B18] Plucker's MODLIST - Vending Machines, son & CT flammable fix (11/06/18)
Post by: calantlar on June 17, 2018, 08:42:46 AM
Got a few questions for you.
1. Any chance you could add something to the mod settings menu to allow us to disable vehicles spawning for the various factions?

2. Could we have say a Panzerfaust 3 or a M3 MAAWS orr really any Western reloadable Anti-Tank weapon? (Seeing dudes with AT4's shooting repeatedly hurts "Muh Immurshions" a bit lol)

3. Any plans to add vehicles, UGV's, drones or anything of the sort that the player can make use of?
Title: Re: [B18] Plucker's MODLIST - Vending Machines, son & CT flammable fix (11/06/18)
Post by: Chicken Plucker on June 19, 2018, 01:31:34 PM
Quote from: Madman666 on June 11, 2018, 05:50:26 AM
How much he requests for his services, by the way, if its not confidential? I am gonna start learning C#, but while am still useless at it, i might as well help out by throwing a few bucks your way, since i am one of the most interested in those reinforcement changes :P

The reinforcement in the works were $15, but the stuff I was doing was combined 100+

I would never seek for funding from others, I have gotten suggestions for Patreon, but my work here is free and I don't wanna ask for mulah, for dough, for dosh, for the green, the wonga, the dollar, the badabingbadaboom due to personal issues.

It's not pride, it's that I think the money of others can go to better use since I have a working computer, shelter, food and a comfortable bed. I have no need of donations or patreon, but at the same time, I am not knocking on others who do use them since I don't know their circumstances, I just know that I am just fine and I will use my own quid, my own mammon, my own bread and butter, my own papuh, my own money for my projects.

Quote from: calantlar on June 17, 2018, 08:42:46 AM
Got a few questions for you.
1. Any chance you could add something to the mod settings menu to allow us to disable vehicles spawning for the various factions?

2. Could we have say a Panzerfaust 3 or a M3 MAAWS orr really any Western reloadable Anti-Tank weapon? (Seeing dudes with AT4's shooting repeatedly hurts "Muh Immurshions" a bit lol)

3. Any plans to add vehicles, UGV's, drones or anything of the sort that the player can make use of?

1. At 1.0 I might do a mod version with no UGVs for the ones who do have them. A mod setting wont be possible since that needs a C# master, which I am not, neither can I afford services at the moment.

2. Sure, I'll do MAAWS, and I actually didn't know AT4 and RPG-27 was one time use only before since I don't actually have knowledge of this stuff, but I will fix them in a future patch (not for now though, sry, rip)

3. Project Red Horse thread in unfinished section had planned reinforcements that were free for factions with high relationships, free supplies and arming from factions like US Armed Forces and etc. And produceable UGVs that can help carry stuff in caravans, and for combat use.

Sadly all that cool C# stuff is on hold, due to a broken hard drive and other money related issues, Jecrell, who I seek for paid commissions, is not available to help with these things.

Announcement:

Project Red Horse is on hold, development is on hold thanks to 1.0 and the many changes. I have to update everything.

Steam version will come out without the planned backstory short films since I find it unfair that those who have been waiting this whole time for B18 steam have to wait some more cause 1.0 rolled along. I think I'll release the beta stuff there soon.

Also, many UGV changes coming, special thanks to Albion who coded C# stuff free of charge, what a guy!
Title: Re: [B18] Plucker's MODLIST - Vending Machines, son & CT flammable fix (11/06/18)
Post by: Madman666 on June 19, 2018, 01:58:01 PM
Amazing news. I wonder will you be rebalancing all the fabulous gear your mods have? With armor mechanics overhaul that is. Its now a chance to just completely shrug off a hit rather than reduce damage by N%. I d imagine it'll be quite the pain to fine-tune armors now.

Also with new "diplomacy" mechanic and "ally" faction state its an amazing update for Project Red Horse, with reinforcement calls and all that! :)
Title: Re: [B18] Plucker's MODLIST - Vending Machines, son & CT flammable fix (11/06/18)
Post by: cerebralpolicy on June 19, 2018, 04:40:07 PM
Hey chicken, is there any way you could make some Canadian uniforms? Just to complement the US and British forces.
Title: Re: [B18] Plucker's MODLIST - Vending Machines, son & CT flammable fix (11/06/18)
Post by: Chicken Plucker on June 19, 2018, 05:09:13 PM
Quote from: Madman666 on June 19, 2018, 01:58:01 PM
Amazing news. I wonder will you be rebalancing all the fabulous gear your mods have? With armor mechanics overhaul that is. Its now a chance to just completely shrug off a hit rather than reduce damage by N%. I d imagine it'll be quite the pain to fine-tune armors now.

Also with new "diplomacy" mechanic and "ally" faction state its an amazing update for Project Red Horse, with reinforcement calls and all that! :)

Sounds exciting for me! I do wanna play and see that new stuff but.. updates.  :'( :'( :'(

Quote from: cerebralpolicy on June 19, 2018, 04:40:07 PM
Hey chicken, is there any way you could make some Canadian uniforms? Just to complement the US and British forces.

If I ever finish the billion years updating everything, I will release a small Canadian faction with the US just because everyone keeps asking me to make Canada a faction. pls


New UGV overhaul update is out, also steam releases. Not the release I intended without the fancy presentations, but whatever. 1.0 coming soon and its gonna be a pain catching up.
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Umbreon117 on June 20, 2018, 07:23:19 PM
Good news: I can confirm that the "Drop things out of dead vehicles" works...at least for the first time I fought a vehicle. Haven't fought any others yet.

Bad news: Two of my colonists almost died, with a other almost losing a leg.
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Canute on June 21, 2018, 02:46:27 AM
Craft or buy him a new shiny bionic leg, or regrowth it with a druid ! :-)
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Umbreon117 on June 21, 2018, 08:48:07 AM
Quote from: Canute on June 21, 2018, 02:46:27 AM
Craft or buy him a new shiny bionic leg, or regrowth it with a druid ! :-)
1: Don't have Rimworld of Magic installed.

2: No need, he heal perfectly fine.


Side note: Trader came by the next day. And what did they have? Just a couple of bloody Law's.
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Adamiks on June 21, 2018, 10:44:47 AM
This thread needs a solid description of what the stuff in modpacks actually does
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Chicken Plucker on June 24, 2018, 07:02:14 PM
Quote from: Adamiks on June 21, 2018, 10:44:47 AM
This thread needs a solid description of what the stuff in modpacks actually does

This is why I leave a steam link that has proper previews, if the mod is unreleased for steam, there aren't any.

I didn't wanna make single threads each time like before, and I needed a quick n' easy way of having a modlist with conserved space.

In summary: Laziness
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Adamiks on June 26, 2018, 08:07:04 PM
Yeah, i'm even lazier cause i haven't noticed the steam links before, just scrolled through and assumed it just adds a bunch of equipment. Sorry for that.
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: tonsrd on June 27, 2018, 01:54:41 AM
just faced my first hound "raid" 6 guys I "SaveScummed" 30 times ( just to watch them kill freindlies over and over, not coz I lost pawns and was trying to fight them all )

samespot + hound raid = all my guys died in 2 seconds ( first contact without freindlies ) - it was fun -

-ive got a bug where a "normal" pirate raid only send 1 guy im 60 days in with 500k wealth ( 100mods and custom scenario ) but sends "mod factions with normal 6-12 *shrugs*, ive removed normal and just use modded factions for now.
Title: Re: [B18] Plucker's MODLIST - MOD WONT OPEN
Post by: Elias0311 on July 31, 2018, 11:20:35 AM
********UPDATED 7-ZIP *****************

:)

Hey I keep trying to download your mods but it wont open the zip file.  Can i get some help please?  It will download, but then it gets to a page

"it tells me whoops, there was a problem with the preview"

what am i doing wrong, could i please get some assistance?

*iam clicking on the little chickens.  is there another download?



[attachment deleted due to age]
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Canute on August 01, 2018, 02:56:43 AM
Elias0311,
when you can't extraxt the archives, mosttimes it is based on an old version of your archive tool.
I use 7zip v15.14 64 bit and don't got any problems.

About the google preview you need to ask google, but since you manage it to download i would forget these previews :-)
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Elias0311 on August 01, 2018, 02:25:58 PM
Quote from: Canute on August 01, 2018, 02:56:43 AM
Elias0311,
when you can't extraxt the archives, mosttimes it is based on an old version of your archive tool.
I use 7zip v15.14 64 bit and don't got any problems.

About the google preview you need to ask google, but since you manage it to download i would forget these previews :-)

hey friend, I updated and it worked!  :)  it just wont work with the SK mods, at least idk how to get the right order down... to get them to work.
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: rawrfisher on August 01, 2018, 02:32:54 PM
Plucker.  I dont know if this was asked already but are you working on 1.0 versions of your mods now or waiting for stable before doing anything?
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Canute on August 02, 2018, 03:05:20 AM
Quote from: Elias0311 on August 01, 2018, 02:25:58 PM
hey friend, I updated and it worked!  :)  it just wont work with the SK mods, at least idk how to get the right order down... to get them to work.
Did you mean the HCSK modpack ?
At first it isn't recommend to use any other mod's together with this special modpack.
You allways can try it, but special when mods got a crafting it might fail.
Then you should ask the HCSK dev team over discord.
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Bvlt on September 13, 2018, 11:45:02 AM
Will you update it to B19?
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: rawrfisher on September 13, 2018, 12:05:22 PM
CP is in collage atm and dont have alot of time to work on things.
He's still working on rimunation last I checked
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Albion on September 13, 2018, 02:00:20 PM
Yeah I talked a lot with CP and worked hard to get the mission board and red phone done by last weekend because he planned to release the updates on monday.
Unfortunately updating all these mods and including new features takes a lot of time.
He's working hard on it though and is rather broken up about not being able to release the update sooner.

Just have a some more patience. I got a bit of a sneak peek and it'll be worth the wait...
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: rawrfisher on September 13, 2018, 02:10:44 PM
Hell I woulda been fine with just a direct port of his B18 versions till he got around to finishing all the work
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Madman666 on September 13, 2018, 02:40:06 PM
Even just direct port would be batshit broken with amount of changes in b19, really, especially for weapons and armor. Its really a good thing, that CP s taking his time carefully looking at both coding, balancing and sprites. And it REALLY will be sooo damn worth it. Sneak peaks are looking mighty fine.
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: rawrfisher on September 13, 2018, 03:04:38 PM
I've seen a few myself and I would love to use em
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Sarelth on September 27, 2018, 02:39:56 AM
Keep up the good work. This looks well worth the wait for a B19 version. Can't wait to see it in action.
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: NankaDanka on October 21, 2018, 02:54:10 PM
1.0 ?? ;3;
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: jom650 on October 21, 2018, 03:05:38 PM
PLZ WHERE IS 1.0?????
:'( :'( :'( :'(
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: Chicken Plucker on October 21, 2018, 03:12:35 PM
Quote from: NankaDanka on October 21, 2018, 02:54:10 PM
1.0 ?? ;3;

Quote from: jom650 on October 21, 2018, 03:05:38 PM
PLZ WHERE IS 1.0?????
:'( :'( :'( :'(

https://ludeon.com/forums/index.php?topic=40519.0

Here's a the thread on the Unfinished section with all my current updated 1.0 stuff, until I've sorted out what I need to sort out, I cannot start threads for them. Cheers.
Title: Re: [B18] Plucker's MODLIST - APC and Tank deaths now spawn units (19/06/18)
Post by: jom650 on October 21, 2018, 03:15:26 PM
Quote from: Chicken Plucker on October 21, 2018, 03:12:35 PM
Quote from: NankaDanka on October 21, 2018, 02:54:10 PM
1.0 ?? ;3;

Quote from: jom650 on October 21, 2018, 03:05:38 PM
PLZ WHERE IS 1.0?????
:'( :'( :'( :'(

https://ludeon.com/forums/index.php?topic=40519.0

Here's a the thread on the Unfinished section with all my current updated 1.0 stuff, until I've sorted out what I need to sort out, I cannot start threads for them. Cheers.

thx :D