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RimWorld => Mods => Releases => Topic started by: Jaxxa on November 24, 2017, 08:48:39 PM

Title: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on November 24, 2017, 08:48:39 PM
Enhanced Development



Mods:

Latest Version:Details:Downloads:
0.18.0.0ED-CheatReactor (https://ludeon.com/forums/index.php?topic=37158.msg380116#msg380116)Github (https://github.com/jaxxa/ED-CheatReactor/releases)Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=710101929)
0.18.0.0ED-Embrasures (https://ludeon.com/forums/index.php?topic=37158.msg380117#msg380117)Github (https://github.com/jaxxa/ED-Embrasures/releases)Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=722085442)
0.18.0.9ED-EnhancedOptions (https://ludeon.com/forums/index.php?topic=37158.msg380123#msg380123)Github (https://github.com/jaxxa/ED-EnhancedOptions/releases)Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1241694757)
0.18.0.0ED-LaserDrill (https://ludeon.com/forums/index.php?topic=37158.msg380118#msg380118)Github (https://github.com/jaxxa/ED-LaserDrill/releases)Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=722086956)
0.18.0.0ED-OmniGel (https://ludeon.com/forums/index.php?topic=37158.msg380124#msg380124)Github (https://github.com/jaxxa/ED-OmniGel/releases)Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=722088674)
0.18.0.0ED-ReverseCycleCooler (https://ludeon.com/forums/index.php?topic=37158.msg380119#msg380119)Github (https://github.com/jaxxa/ED-ReverseCycleCooler/releases)Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=722092523)
0.18.0.0ED-ShieldsBasic (https://ludeon.com/forums/index.php?topic=37158.msg380121#msg380121)Github (Included CE Version) (https://github.com/jaxxa/ED-Shields/releases)Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=726884610)



ReleaseLog:
A log of the most recent updates is avalable at: https://github.com/jaxxa/JaxxaRimworldReleaseCollection
Title: Re: Mods Coming Soon - Ignore for now
Post by: Jaxxa on November 24, 2017, 08:49:10 PM
Legal:
All of my mods are allowed to be used in Modpacks and may be used as part of your own mod as long as you make it clear where and who the mod was originally from.

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

Credits / Thanks:


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

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

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

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

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

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

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

Thanks to Latta for:
* Allowing people to use his personal shields mod.
 * https://ludeon.com/forums/index.php?topic=10994.0
 
Thanks to Marnador for:
* Allowing me to use his Mod More Vanilla Turrets mod.
 
Thanks to mipen for:
* Allowing me to use his Mechanical Defence 2 mod.
   
Thanks to mrofa for:
* Providing code in "Clutter Mod" that was helpful to look at for figuring out better ways to do Fire Suppression and Command Switches
* Allowing me to use his art from the BetterPower+ Mod
 * Laser Drill
 * NuclearLamp used for Power Node 

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


Terribly sorry if I have missed anyone, if you think I have missed someone then let me know and I will correct this issue.
Title: ED-CheatReactor
Post by: Jaxxa on November 24, 2017, 08:49:21 PM
ED-CheatReactor:

(https://i.imgur.com/XrkcOcl.png)
Adds a Reactor that produces a lot of Power, is Built Instantly and for Free.
It goes without saying that this is in no way balanced and should only be used for testing or cheating.

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

Download:
Github (https://github.com/jaxxa/ED-CheatReactor/releases)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=710101929)
Title: ED-Embrasures
Post by: Jaxxa on November 24, 2017, 08:49:30 PM
ED-Embrasures:

(https://i.imgur.com/J6uxNtD.png)
Adds embrasures for that can be shot through, while blocking passage.

Download:
Github (https://github.com/jaxxa/ED-Embrasures/releases)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=722085442)
Title: ED-LaserDrill
Post by: Jaxxa on November 24, 2017, 08:49:43 PM
ED-LaserDrill:

(https://i.imgur.com/9neHcZV.png)
Adds a Laser Drill that allows the creation of new steam vents, and a Laser laserFill that allows you to remove unwanted steam vents.

Download:
Github (https://github.com/jaxxa/ED-LaserDrill/releases)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=722086956)
Title: ReverseCycleCooler
Post by: Jaxxa on November 24, 2017, 08:49:52 PM
ReverseCycleCooler:

(https://i.imgur.com/1V7DKjo.png)
This module changes the cooler to have a rotate option and be able to warm a room.

Download:
Github (https://github.com/jaxxa/ED-ReverseCycleCooler/releases)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=722092523)
Title: ED-TurretControl
Post by: Jaxxa on November 24, 2017, 08:50:01 PM
ED-TurretControl is now part of ED-EnhancedOptions
Title: ED-ShieldsBasic
Post by: Jaxxa on November 24, 2017, 08:50:12 PM
ED-ShieldsBasic:

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

Download:
Github (https://github.com/jaxxa/ED-Shields/releases)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=726884610)

A Combat Extended Version of the Mod is available on GitHub.
Title: ED-SafeTraps
Post by: Jaxxa on November 24, 2017, 08:50:22 PM
ED-SafeTraps is now part of ED-EnhancedOptions
Title: ED-EnhancedOptions
Post by: Jaxxa on November 24, 2017, 08:50:31 PM
ED-EnhancedOptions:

(https://raw.githubusercontent.com/jaxxa/ED-EnhancedOptions/master/ED-EnhancedOptions/About/Preview.png)

This mod adds various additional options to change the way Rimworld works. These options are as follows:
 - Stop Letters from being shown.
 - Allow Plants to Grow 24H a day, also has an option for SunLamps."
 - Prevents Traps from triggering on your Colonists and Friendly Factions.
 - Allows force attack commands to be given to turrets. (Now includes CE)
 - Hides the Small Power Connection Wires, Still show in Power overlay Mode.
 - Suppress random Breakdowns.
 - Lock the ability to change DevMode.
 - Allow Speed4 Without Dev Mode needing to be enabled, can be turned on by pressing '4'.
 - Visual Customization of Blight.
 - Stop Forced Time Slowdown (Combat).
 - Stop Stripping Corps before Cremation.
 - Hide Marriage CaravanPacking and Party Spots.
 - Suppress Rain caused by Fire.
 - Suppressing Roof Collapse.
 - Ability to warn about Very Large Log Files.
  -Ability to Suppress writing to the Log File.
 - Ability to modifying Learn Rate.

Download:
Github (https://github.com/jaxxa/ED-EnhancedOptions/releases)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1241694757)

Title: ED-OmniGel
Post by: Jaxxa on November 24, 2017, 08:50:44 PM
ED-OmniGel:

(https://raw.githubusercontent.com/jaxxa/ED-OmniGel/master/ED-OmniGel/About/Preview.png)

Adds Omnigel into the game. Allows you to grow a new resource and refine it into resources such as stone or metal.

Recipes:

The following are the resources that are available from the various levels of the replicator.

MK1:
10 OmniGel -> 1 ChunkSlag
10 OmniGel -> 1 ChunkRock

MK2:
40 OmniGel -> 20 Steel
40 OmniGel -> 30 Silver
30 OmniGel -> 3 Gold

MK3:
60 OmniGel -> 4 Plasteel
60 OmniGel -> 10 Uranium
50 OmniGel -> 10 Jade

40 OmniGel -> 2 Medicine
40 OmniGel + 4 Medicine -> 1 GlitterworldMedicine

Download:
Github (https://github.com/jaxxa/ED-OmniGel/releases)
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=722088674)

Title: Re: Mods Coming Soon - Ignore for now
Post by: Jaxxa on November 24, 2017, 08:50:52 PM
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Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: Jaxxa on November 25, 2017, 03:48:01 AM
Here are the first of my mods updated to B18.

What do you think about the grid with downloads in the first post?
Feel free to request what mods you would like to return.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: MadsMartinMadsen on November 25, 2017, 04:06:06 AM
Thanks for the update  :)
I like the grid with downloads, makes it nice and easy I feel.

As for mods I would like to see return, right now the ones that comes to mind is Shields especially, but also Plant24H I still miss from A16.
The shields one I always used, maybe it was overpowered but I really enjoy it!
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: Canute on November 25, 2017, 04:59:21 AM
Yep, the grid is fine.
All info/link are fine.
Maybe change "A log of the most recent updates" into "A log of current and older recent updates" to point it clear out you can find older releases there.

I vote for
- ED-SubspaceTransponder
- ED-PersonalNanoShields
- ED-PersonalAnimalShields
These are very unique features.

P.S. don't forget to update your signature to this topic.

Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: pauloman on November 25, 2017, 10:01:33 AM
Hi, the grid with the downloads are perfect.
I would also love to use the basic shield and the PersonalNanoShields again!
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: asquirrel on November 25, 2017, 11:55:54 AM
Yay!  Thanks for the update Jaxxa!! :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: Snownova on November 26, 2017, 06:14:46 AM
I'd love to see your stargate mod or a reskinned version thereof that can be used to teleport pawns and resources between multiple colonies, within the same save.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: Heymom on November 27, 2017, 09:24:41 AM
I really need the shield mod :) i use the fortress and the SIF in particular in all my breakthroughs playthroughs.

Using most of your mods! Keep up the good work.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: frenchiveruti on November 28, 2017, 02:55:47 PM
I surely have something wrong with the mod ED-Embrasures because I only have one kind of wall that costs only 1 steel and has very little HP, and can't be placed on top of other already existing walls no matter what material they're made of. 
The picture you posted on the ED-Embrasures post shows a completely different wall texture, like it was made of another material different than the one I have.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: Jaxxa on November 28, 2017, 05:12:51 PM
Thanks for the feedback guys, I should have more mods updated this weekend or sooner.

@frenchiveruti that does sound strange. Are you using the steam download or the release from GitHub?
Someone on steam reported a similar issue related to the load order. Can you try starting a new game with just this mod installed and check if it is a load order /  incompatibility with something. (using the launch parameter so you dont have to change your main save)
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: frenchiveruti on November 28, 2017, 09:10:39 PM
Sure thing, I have modswitch installed so I'll test it out a few times.
Ninja Edit: yeah something's fucking up in my modlist, I don't have any idea what could be messing with the walls though.
I'll see what can I disable until it gets working fine.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: frenchiveruti on November 28, 2017, 09:34:49 PM
Ok, so, this is just an extra comment just in case. 
The MOD THAT CAUSES MY ISSUE IS THIS ONE: [T]MiscStuff (https://ludeon.com/forums/index.php?topic=4373.0)
As it adds a "scrap" wall.
It's just a mod order issue. I should've guessed it from the beginning, but now we know.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: GlutenFreeAIDS on December 01, 2017, 04:58:42 PM
Yo, PLEASE add the plant resting removal mod soon as you can

Love your other mods too! :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-11-25
Post by: Jaxxa on December 04, 2017, 05:41:47 AM
Updated Safe Traps and ShieldsBasic
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
Post by: MadsMartinMadsen on December 04, 2017, 02:15:23 PM
 Thanks for the updates!
I was really looking forward to getting shields back
One thing I noticed, safe traps, the github link in the post for it point to turret control and not safe traps. it do point to the correct place in the first post grid so was not a problem, thought maybe you wanted to know  :)

thanks again for all the work.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
Post by: Jaxxa on December 04, 2017, 06:13:34 PM
Thanks, I have fixed that up now.

I guess that is one of the dangers with updating late at night.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
Post by: Jaxxa on December 05, 2017, 08:42:52 PM
I am working on a Transporter mod to replace my old Stargate mod.

The general idea is that you would build a transporter platform and could then beam things into a buffer and retrieved from another transporter platform.
I am after some feedback on how people think this should be balanced.

Do you think that the receiving end should need power as well as the transmitting end?
Should it use an internal charge level that slowly ticks up while powered, or require some kind of transport charge crystals that you can make?
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
Post by: Canute on December 06, 2017, 02:46:09 AM
Depend how you define transport process.

Star Trek transport, is a send materia over subraum system.  The sender need to analyse ,desintegrate and send the object while sending need the most energy. The reciever need to received and reintegrate the object. The reintegrate would need more power then the desintegrate.

Another system with a complete matter to energy/energy to matter process would need ALOT of energy from the receiver side, because you only transfer the data you gained from the sender process and need to rebuild the obect complete with energy (E=mc²).
But warning this tech. is ultra high tech, and basicly if you are able to do this, you can replicate anything if you got enough energy. And none of rimworld generators currently generate enough energy that comes that need close.

Stargate system, they just open a wormhole, which need the most energy, while the receiver just work as anchor point with some safety systems.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
Post by: Jaxxa on December 07, 2017, 04:41:59 PM
Thanks for the feedback, I am thinking of styling it around Star Trek style transporter.

I know it is not really going to be realistic, mostly wondering how to balance it for game play.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
Post by: Canute on December 07, 2017, 05:12:36 PM
Hmm i would say
Build a 2x2/1x1 transport plattform.
1x1 control panel, and one or more 1x1 energy transfer units (optional).
Over the control panel you select the destination transport plattform or just a world tile.
Then the Transport plattform charge up, draw energy from the power grid.
And when it reach 100% the items appear at the destrination.
How many energy is needed based on the transport mass * range.
Energy transfer units can speed up the charge process.

But maybe if you like to transport pawns too, you need Transport chambers, like the pod, you can/need to load up before you can send them.

For the energy cost i would say, a full loaded transpod pod can hold 150kg if i remember right
150kg * 10 tiles = 1500 power over 100 sec.
Not that much, 2 extra fueled generators to power it up.
For each energy transfer units (control panel count as one) it multiply the power need, but divide the charge up time.
Ofcourse power can be draw from batteries too.

Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
Post by: Mst on December 07, 2017, 06:08:43 PM
Embrasures are great no doubt about that.
But... Does anyone else is bothered by asymmetrical windows or is it just me? As far as I know this design is new, the old one did not have such problem. Any chance I can reverse?
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
Post by: Snownova on December 09, 2017, 01:31:11 PM
My thoughts on the transporter (also beyond psyched that you're making it):

Both ends of the transporter (2x2 or maybe even 3x3) platform need power, a button on the platform dematerializes anything or anyone on the platform and saves it to a buffer.  A second button materializes anything currently in the buffer, in a way similar to a trade beacon, so it will prefer to spawn on the platform, but if there's more than 4 tiles worth in there it will just scatter everything nearby.

The build materials should me mid to late tier, a little bit of gold and a bunch of plasteel, but perhaps make it possible to minify the platform, so that it can be brought to a new settlement in one go.

The platform should have a moderate power requirement in standby mode, and any act of materialisation or dematerialisation will instantly attempt to drain X amount from any connected batteries. If insufficient power is available, abort the action and show a message for that. Possibly add a  trigger for increased chance of a Zzzt event when this occurs.

The transporter platform information panel should show the currently stored vs required power of any available materialisation or dematerialisation action.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
Post by: asquirrel on December 13, 2017, 08:15:45 PM
Hey Jaxxa! 

Running your laser drill mod and discovered a possible bug.  In my game, if I have an event that knocks out power (solar flare) the laser drill continues to work.   Otherwise, it's a great mod.  I like the fluctuating animation you did with the drill plus and option to mine either ores or rocks. 
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
Post by: Dagoras on December 17, 2017, 02:03:28 PM
Hey Jaxxa.

In A16 you had these cool personal shields ( mkII i believe ) that your pawns ( and enemies ) could wear and they could use their ranged weapons and shoot them, i really would like that kind of thing for B18 aswell, i tried to get the A16 version working for B18 but sadly it didnt worked well... i know people complained about it being op, but if you set the capacity and recharge rate, aswell as the recharge delay if its destroyed, low i think they are fairly balanced and surely it would be n1 to tank 1 of those doom launcher or incendiary hits that normaly kills you ( especially the doom launcher... ).

Or maybe add an options menu for the mod where you could just tweak the capacity, recharge rate and delay ( maybe add an option to make it dont recharge alone at all and it needs to be powered at an special loading station ) for it, so ppl could easily adjust it to their likes.

Otherwise great mods i really like all of them :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-04
Post by: frenchiveruti on December 21, 2017, 10:53:49 AM
Hello Jaxxa, one suggestion, you should add what does every button do on the shields generators as there's not any documentation on what they do.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-24
Post by: Jaxxa on December 24, 2017, 12:02:04 AM
Added a new Mod, ED-EnhancedOptions. Adds a number of new options to the config menu such as Suppressing letters, Plants to Grow 24H a day, Safe Traps and Hides the Small Power Connection Wires.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-24
Post by: Jaxxa on December 24, 2017, 07:14:50 PM
Embrasures are great no doubt about that.
But... Does anyone else is bothered by asymmetrical windows or is it just me? As far as I know this design is new, the old one did not have such problem. Any chance I can reverse?

Not directly, the old ones didn't work anymore so they had to be updated. The new ones could be modified though.

Hey Jaxxa! 

Running your laser drill mod and discovered a possible bug.  In my game, if I have an event that knocks out power (solar flare) the laser drill continues to work.   Otherwise, it's a great mod.  I like the fluctuating animation you did with the drill plus and option to mine either ores or rocks.

Not quite certain what you mean with mining ores or rocks, I feel you may be thinking of a separate mod.

Hey Jaxxa.

In A16 you had these cool personal shields ( mkII i believe ) that your pawns ( and enemies ) could wear and they could use their ranged weapons and shoot them, i really would like that kind of thing for B18 aswell, i tried to get the A16 version working for B18 but sadly it didnt worked well... i know people complained about it being op, but if you set the capacity and recharge rate, aswell as the recharge delay if its destroyed, low i think they are fairly balanced and surely it would be n1 to tank 1 of those doom launcher or incendiary hits that normaly kills you ( especially the doom launcher... ).

Or maybe add an options menu for the mod where you could just tweak the capacity, recharge rate and delay ( maybe add an option to make it dont recharge alone at all and it needs to be powered at an special loading station ) for it, so ppl could easily adjust it to their likes.

Otherwise great mods i really like all of them :)

Yeah, I liked the Shields too. They will be coming back, but need a bit of a rework to deal with caravans and a better way to work with animals.

Hello Jaxxa, one suggestion, you should add what does every button do on the shields generators as there's not any documentation on what they do.

Thanks, noted I will work on adding something to the description.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-24
Post by: doomtrout on December 25, 2017, 02:14:40 AM
Is there a way for me to add mod-based traps into the Safe Traps "whitelist" so to speak? For example, I tried a mod that adds barbed wire into my game but, as it turns out, my colonists could still trip that trap.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-24
Post by: Jaxxa on December 25, 2017, 06:19:41 AM
Probably not, what mod was it?

If they are using the standard trap building and only changing the xml code then it should work as it is. But if as it sounds like they have made their own type of trap in c# then that won't work. But throw me a link to the mod and I will see if that is the case.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-24
Post by: doomtrout on December 26, 2017, 12:21:36 AM
Probably not, what mod was it?

If they are using the standard trap building and only changing the xml code then it should work as it is. But if as it sounds like they have made their own type of trap in c# then that won't work. But throw me a link to the mod and I will see if that is the case.
The mod's name is just "Barbed Wire (with damage)" https://ludeon.com/forums/index.php?topic=34752 (https://ludeon.com/forums/index.php?topic=34752)
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-24
Post by: xamxas on December 30, 2017, 04:51:59 PM
Is there any chance for omni-gel to come to B18?
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-24
Post by: Canute on December 31, 2017, 05:11:12 AM
Hi Jaxxa,
the 24h plant grow can cause some pretty lag.
Since it don't throw errors it still doing alot of entry at the log window.
Code: [Select]
Plant Resting Getter Prefix Running
Verse.Log:Message(String)
EnhancedDevelopment.EnhancedOptions.Detours.PatchPlant:RestingGetterPrefix(Boolean&)
RimWorld.Plant:get_Resting_Patch1(Object)
RimWorld.Plant:GetInspectString()
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
it is still counting on game pausing.
Modlist and shared log from hugslib
https://gist.github.com/9cb96fa5fdd15efafefc92f7d92d7842
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-12-24
Post by: Jaxxa on January 04, 2018, 08:07:48 PM
Put up  a new version of EnhancedOptions:

* Fix for superfluous logging that could have a performance impact.
* Split SunLamp option from Plants
* New options:
 - Suppress random Breakdowns.
 - Lock the ability to change DevMode.
 - Allow Speed4 Without Dev Mode needing to be enabled, can be turned on by pressing '4'.

...

Thanks for reporting, This should be fixed now.
Is there any chance for omni-gel to come to B18?
Yes there is a chance but no Time frame.


Probably not, what mod was it?

If they are using the standard trap building and only changing the xml code then it should work as it is. But if as it sounds like they have made their own type of trap in c# then that won't work. But throw me a link to the mod and I will see if that is the case.
The mod's name is just "Barbed Wire (with damage)" https://ludeon.com/forums/index.php?topic=34752 (https://ludeon.com/forums/index.php?topic=34752)

Had a look and it is not using the existing Trap Building. So the patch wont work on it.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-01-05
Post by: firestrock on January 06, 2018, 03:31:37 PM
I saw the topic on the steam page of the mod and can confirm that Turret Control does not work with Combat Extended installed.
It just shows the CE turret options (no matter the load order) but not the button to designate a target. Can this be patched so both mods work simultaneously?
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-01-07
Post by: Jaxxa on January 07, 2018, 12:05:13 AM
Just Updated ED-OmniGel.

I saw the topic on the steam page of the mod and can confirm that Turret Control does not work with Combat Extended installed.
It just shows the CE turret options (no matter the load order) but not the button to designate a target. Can this be patched so both mods work simultaneously?

Depends mostly on how they have done it, but I will give it a look.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-01-07
Post by: Harry_Dicks on January 07, 2018, 01:57:50 PM
On github for OmniGel on the release page, it has Enhanced Options for B18 instead?
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-01-07
Post by: Jaxxa on January 07, 2018, 02:06:36 PM
Should be fixed now.
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-01-07
Post by: Harry_Dicks on January 07, 2018, 02:09:41 PM
Should be fixed now.

Awesome, can't wait to try it out. Thanks for all of your hard work, I really love your mods! 8)
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-01-07
Post by: Jaxxa on January 07, 2018, 05:16:07 PM
Glad to know someone is enjoying them. :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-07
Post by: SunSeeker on January 09, 2018, 07:55:20 AM
Glad to know someone is enjoying them. :)

You know, I really can't play rimworld without your mods! thank you man for your hard work
Title: Re: [B18] Enhanced Development (Mod Collection) 2017-01-07
Post by: Harry_Dicks on January 09, 2018, 08:32:08 AM
Glad to know someone is enjoying them. :)

Hell yeah man, I am so absolutely grateful for all of every modder's bit of hard work! Without you guys, RimWorld would still be a great game, but it becomes infinitesimally more fun with all of the mods you can get. I'm using almost 300 now, I've got literally so much content that it is insane. I'm not a coder or anything, but just poking around the xmls and dlls makes it look like everything you guys do is magic, and you have nothing but my gratitude and respect! I've also had a few big changes in my life recently, that things are starting to get a lot better for me, and when things have been so tough for you for so long, it make you really, really appreciative of a lot of stuff - and this game is one of the first new things for me that I've actually really enjoyed. RimWorld, as corny as it sounds, means something to me. Yeah it's a game, but I really like it, and I haven't enjoyed games in quite a few years - and that really sucks having actually grown up playing NES and SNES games with my dad and loving games for so long. It gives me something to do, and keeps me entertained. Everyday when I come to these forums I get so excited seeing what new mods came out, or what new updates someone put out for us, or new cross-mod support. So I can't help but get excited! Hell, why not?! Let's try to spread some more positivity in this world, we need it!!! ;)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
Post by: Jaxxa on January 10, 2018, 05:17:55 AM
Updated ED-EnhancedOptions
 - Adding Visual Customization of Blight.

(https://i.imgur.com/UpYCk8g.png)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
Post by: Harry_Dicks on January 10, 2018, 01:31:10 PM
Updated ED-EnhancedOptions
 - Adding Visual Customization of Blight.

(https://i.imgur.com/UpYCk8g.png)

Nice, I swear is becoming a must have QoL mod. Keep up the great work bud, I can't wait to see what you come up with next!

EDIT: What does "Blight Scale" do? Is that just for the graphic icon?
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
Post by: Jaxxa on January 10, 2018, 06:59:08 PM
Yes, it will just increase the draw size and make it harder to miss.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
Post by: Canute on January 14, 2018, 03:18:04 AM
Jaxxa,
i think you should remove the
<transmitsPower>true</transmitsPower>
from the replicator worktables, so they connect self to the powergrid like other worktables do too.
Currently you need to connect them with the powergrid over an extra conduit.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
Post by: Harry_Dicks on January 14, 2018, 03:31:53 AM
Jaxxa,
i think you should remove the
<transmitsPower>true</transmitsPower>
from the replicator worktables, so they connect self to the powergrid like other worktables do too.
Currently you need to connect them with the powergrid over an extra conduit.

So will removing that line from their comps change it to be like that then?
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
Post by: Canute on January 14, 2018, 03:40:59 AM
Yep.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
Post by: Jaxxa on January 14, 2018, 05:46:49 PM
The original intention was to indicate that the Replicating was going to be a power-hungry process and so required a direct power connection.
Although since that is inconsistent with the other work tables I will consider changing it if that is what most people prefer to make it consistent.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
Post by: Harry_Dicks on January 14, 2018, 05:50:54 PM
The original intention was to indicate that the Replicating was going to be a power-hungry process and so required a direct power connection.
Although since that is inconsistent with the other work tables I will consider changing it if that is what most people prefer to make it consistent.

Yes, you have my vote! I personally only like to have my conduits running along the walls, which is perfect with the connect length and roof distance, so I don't want to have to run any conduits into the middle of the workshops, if necessary. They are negative beauty too, I believe. And if you don't play with fuses, that fucking Zzzttt!
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
Post by: Zebrin on January 16, 2018, 01:12:36 PM
Thank you so much for making this set of mods.
The game is so damn annoying to play when you don't have a convenient(If expensive) method of saying "No." to incoming fire. I don't mind the small arms stuff as it can be dealt with with reasonably accurate turrets and a lot of sniper rifles, but trying to deal with mortars when my play style is very defensive... Such a pain.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-21
Post by: Jaxxa on January 21, 2018, 12:46:13 AM
Updated ED-EnhancedOptions to 0.18.0.3

Suppressing Forced Time Slowdown.
Suppress Stripping Corps before Cremation.
Hide Marriage, Caravan Packing and Party Spots.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-01-24
Post by: Jaxxa on January 24, 2018, 06:21:56 AM
Updated ED-EnhancedOptions to 0.18.0.4 to fix an exception related to Hide Spots.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Jaxxa on February 09, 2018, 08:43:48 PM
Just Updated EnhancedOptions to a new version.
 I did a fairly major code refactor, so let me know if anything looks broken.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Harry_Dicks on February 09, 2018, 10:16:07 PM
Thanks! Anything new for us users, or just some tuning under her hood?
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Jaxxa on February 09, 2018, 11:32:27 PM
Nothing that users should see unless they are reading the debug log.
That has been cleaned up to prevent cluttering it with messages that dont really matter.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Kori on February 13, 2018, 02:09:47 PM
Hey Jaxxa,

have you found a solution for Combat Extended and Turret Control yet? Everything else works fine. :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Kori on February 18, 2018, 05:52:03 PM
As a feature request, is it possible to extend the cremate option to also include the cremate into fertilizer recipe from Vegetable Garden?
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Harry_Dicks on February 18, 2018, 06:00:37 PM
As a feature request, is it possible to extend the cremate option to also include the cremate into fertilizer recipe from Vegetable Garden?

AKA how to use people for food but no be considered a cannibal? ;D
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Sandy on February 21, 2018, 09:17:17 PM
Hi. Thanks very much for your mods.
I have a doubt. If i use ED-LaserDrill mod with Miniaturization mod, will i be able to reinstall the laserdrill after it drills a geyser, to make a new one?

now I have a request. if its not reinstallable or minifiable, can you make it so? i think its cost is too expensive for a one-time use only machine.
i can edit the xml to make it cheaper, but that wont make sense. i would like it to be costly, but multi-usable.
Thank you.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Harry_Dicks on February 21, 2018, 10:38:15 PM
I have a doubt. If i use ED-LaserDrill mod with Miniaturization mod, will i be able to reinstall the laserdrill after it drills a geyser, to make a new one?

I won't say I'm speaking for the mod maker, but I don't think this was the intent behind the laser drill. Having it be minifiable after it's made a gas/steam vent just sounds strange, since the building normally disappears when it's finished.

You could also edit the cost values in the XML, if you need any help with that I can, just message me on Discord :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Sandy on February 21, 2018, 11:05:51 PM
I have a doubt. If i use ED-LaserDrill mod with Miniaturization mod, will i be able to reinstall the laserdrill after it drills a geyser, to make a new one?

I won't say I'm speaking for the mod maker, but I don't think this was the intent behind the laser drill. Having it be minifiable after it's made a gas/steam vent just sounds strange, since the building normally disappears when it's finished.

You could also edit the cost values in the XML, if you need any help with that I can, just message me on Discord :)

Thanks man. i know how to edit the xml. but like u said, the laserdrill disappears after making a geyser. i cant just add a minifiedDef to it. thats why i made the request here.
i may be greedy to try and make a geothermal farm, but 600 steel and 10 components for a one-time use machine is too expensive, imo.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Harry_Dicks on February 21, 2018, 11:16:01 PM
i may be greedy to try and make a geothermal farm, but 600 steel and 10 components for a one-time use machine is too expensive, imo.

You don't think this is balanced by the fact of after building your geothermal power plant that you will forever receive free power from it, without having to input any resources?

Also, I suppose the mod author would have to do some new C# to make the new building not disappear when it is done making the vent, but rather just sit there idle until minified. But I'm not versed in C# so I have no clue how much work that would be. :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Sandy on February 21, 2018, 11:42:56 PM
You don't think this is balanced by the fact of after building your geothermal power plant that you will forever receive free power from it, without having to input any resources?
well, its not free, i have to build a geothermal generator over the vent. just like other power sources, the cost to power ratio, is handled in vanilla itself.
the laserdrill cost is just to make one steam geyser. i mean in reality, no one gonna build new laserdrill in each spot, if they can reinstall an already built one.
maybe increasing the cost to 1000 steel and 15 comps can justify the minifiable option.

Quote
Also, I suppose the mod author would have to do some new C# to make the new building not disappear when it is done making the vent, but rather just sit there idle until minified. But I'm not versed in C# so I have no clue how much work that would be. :)
if its too much trouble, never mind then. i cant be picky when im getting it for free. i can always just edit the cost in the xml.
Thanks dude.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Harry_Dicks on February 22, 2018, 02:04:10 AM
if its too much trouble, never mind then.

Well I'm not the mod author, just having some conversations :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Canute on February 22, 2018, 03:14:50 AM
I don't the laser drill is too expensive for a one use item.
To drill a hole into the core to create a geysir isn't an easy task, compared to drill for well or home geo-heat exchanger, which you just need a truck with drilling stuff.
Except you siting allready on a magma-bubble 50 meter below you :-)

You can generate a geysir at the place you want, and create a geysir farm at this way.

And if you run out of steel, you can try to use resource mod like quarry or deep core drills.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Jaxxa on February 22, 2018, 04:42:08 AM
Hey Jaxxa,

have you found a solution for Combat Extended and Turret Control yet? Everything else works fine. :)
Will have another look at it now that it is officially out.

As a feature request, is it possible to extend the cremate option to also include the cremate into fertilizer recipe from Vegetable Garden?

Request Noted, and added to my list of possible improvements, not guarantee if / when I will get to it.

...
well, its not free, i have to build a geothermal generator over the vent. just like other power sources, the cost to power ratio, is handled in vanilla itself.
...

The Cost to Power ratio in Vanilla also includes hard limits on the number and placement of generators, they may need to be out in the open and require to to defend a far corner of the map from raids as well as you main base and there is a hard cap on the number that you can have on any one map. These are the costs that are replaced by the expense of the drill from a Gameplay perspective. So I am happy with leaving them having an expensive cost for each one and being once use.

That being said I dont have an issue with including configuration options in a future version of the mod allowing them to be reused that would be disabled by default.

Maybe I could make it that if reusing it double the drill time for each subsequent drilling to eventually force you to build another or wait crazy long times.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Harry_Dicks on February 22, 2018, 07:38:06 AM
Maybe I could make it that if reusing it double the drill time for each subsequent drilling to eventually force you to build another or wait crazy long times.
I think a fun flavor line in the description could be something like, "The drill bit/head gets increasingly worn down after repeated use. Each subsequent use of the same drill will double the drilling speed." Or whatever numbers you come up with :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
Post by: Sandy on February 22, 2018, 01:27:42 PM
Well I'm not the mod author, just having some conversations :)
same here dude, no offence intended. i also tried to think from the author's POV.

And if you run out of steel, you can try to use resource mod like quarry or deep core drills.
Yes, thanks dude. i'll try and get those mods next.

The Cost to Power ratio in Vanilla also includes hard limits on the number and placement of generators, they may need to be out in the open and require to to defend a far corner of the map from raids as well as you main base and there is a hard cap on the number that you can have on any one map. These are the costs that are replaced by the expense of the drill from a Gameplay perspective. So I am happy with leaving them having an expensive cost for each one and being once use.

That being said I dont have an issue with including configuration options in a future version of the mod allowing them to be reused that would be disabled by default.

Maybe I could make it that if reusing it double the drill time for each subsequent drilling to eventually force you to build another or wait crazy long times.
i understand your perspective and am trying to play with it. but if u can make it multi-use with some compensation for it, i would really appreciate it. Thanks.

I think a fun flavor line in the description could be something like, "The drill bit/head gets increasingly worn down after repeated use. Each subsequent use of the same drill will double the drilling speed." Or whatever numbers you come up with :)
yes, this could work. not straight up doubling the time, but +50% slower drilling speed, for each time its used. or have it consume more power for each subsequent use.
or make the drill bit consumable. like, after making one vent, drill bit will be used up and have to use 300 steel(600 steel being the laserdrill cost, 50% can be the drill bit) as fuel to install the new drill bit.
or use all 3 of these as compensation.

i understand it will require more C# work, so plz consider making it if its not too much trouble or time consuming. Thanks man.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-04
Post by: Jaxxa on March 04, 2018, 06:06:56 AM
Just put up a new version of Enhanced Options with three new options:

- Suppress Rain caused by Fire.
- Suppressing Roof Collapse.
- Ability to warn about Very Large Log Files.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-04
Post by: Harry_Dicks on March 04, 2018, 09:25:37 AM
- Suppressing Roof Collapse.

This sounds really interesting. Does this work for overhead mountains too? Or only player constructed roofs?
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-04
Post by: Jaxxa on March 04, 2018, 02:10:30 PM
I tested it with overhead mountains, so that will work, it working on player constructed roofs it a bit of an assumption, but the code looks to be calling the same things.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-04
Post by: Harry_Dicks on March 04, 2018, 02:18:07 PM
I was very curious about something like this. If anyone's familiar with the recently released Biomes! cavern, I believe they had to do something similar as well. Because there is an overhead mountain over maybe 95% of the map, but sometimes there will be more open, expansive areas in the cavern, that are definitely bigger than 12x12, or where if it were with vanilla settings there should be a cave in. That's how I've come to understand it, from my understanding of the game and how roofs/overhead mountains and collapses work. Not sure I am 100% correct, though! :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-19
Post by: Jaxxa on March 19, 2018, 07:30:10 AM
Updating ED-EnhancedOptions to 0.18.0.7

Adding support for modifying Learn Rate.
Added the Ability to Suppress writing to the Log File.
Safe Traps now also works for Every Non Hostile Faction.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-19
Post by: SunSeeker on March 27, 2018, 07:33:56 PM
Hey jaxxa, I found a strange problem.
I managed to research shields basics but when I build it, it simply disapears!
Strange, since I can research, can build (everything normal with the recipe) but once its complete it disapears...
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-19
Post by: Jaxxa on March 27, 2018, 09:51:00 PM
Do you have any errors in the Log?

Can you re-download making certain that you didn't get the source code version. I think a missing dll could do that.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-19
Post by: SunSeeker on March 28, 2018, 05:19:57 PM
Man, it really takes some effort to be this dumb and I think I nailed it lol!
just got the right one, everything working as intended. thanks!

(I wonder how I managed one whole ingame year without it)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-19
Post by: firestrock on March 31, 2018, 11:23:40 AM
I really like the turret control mod. It's so much fun targeting my prisoners with the turrets from the shock gun mod =D
But it really is a shame that it's not compatible with CE  :'(
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-19
Post by: Jaxxa on April 01, 2018, 06:22:07 AM
No guarantee but I will have a look at it when I get the time.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-19
Post by: firestrock on April 02, 2018, 06:57:19 AM
No guarantee but I will have a look at it when I get the time.

Thank you in advance, I will wait patiently :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-03-19
Post by: Modo44 on April 11, 2018, 02:42:07 PM
Embrasures make it simple to destroy manhunter packs, and maddened animals, because they treat embrasures as walls. Would it be possible to make manhunters attack embrasures like they do doors? That way you could not gun animals down with impunity.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-15
Post by: Jaxxa on April 14, 2018, 09:50:02 PM
Updated Enhanced Options to 0.18.0.8
* Adding Force Attack support for CE Turrets
* Moving Debug Logging of Letters to an optional setting.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-15
Post by: Jaxxa on April 14, 2018, 11:58:12 PM
I am thinking of merging a number of my mods that deal with more advanced technology into a single mod to try and give something of a coherent reason for you having access technology above the rest of Rimworld and a bit of a Story with a few more steps for getting access to it as opposed to just researching and building things of a higher tech level than the rest of the game. Although that means that in the future the mods will not exist as separate downloads anymore, Thoughts?
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-15
Post by: TheGooglator on April 15, 2018, 04:15:51 PM
I personally love the idea of a modpack but also realise it has it's drawbacks.
Due to those I honestly think you'd be better sticking to individual mods although it can be harder to manage. I came here to request an in-depth description of the Shield buttons. I have read the thread and have noticed this was previously requested and also am aware your a busy guy but I couldn't find any descriptions. They seem simple enough but without extensively testing them I couldn't accurately describe what each button does. Thanks, even for the time reading this - TG
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-15
Post by: Jaxxa on April 15, 2018, 11:04:26 PM
Thanks for taking the time to give your opinion on the question.

I found some notes that I made on shields and updated them slightly. I thought I posted the original here, but maybe that was on steam or I completely forgot :)
Anyway Shields are in for a major rework in the next version, especially if I end up merging them so most of this will not be applicable then, feel free to ask specific questions.

#Shield Types

Standard Shield:
Strength:4000 Radius:8 BlockIndirect:Yes BlockDirect:Yes FireSupression:Yes DropPods:No

Small shield:
Strength:200 Radius:2 BlockIndirect:Yes BlockDirect:Yes FireSupression:Yes DropPods:No

Fortress shield:
Strength:16000 Radius:20 BlockIndirect:Yes BlockDirect:Yes FireSupression:No DropPods:Yes

SIF shield:
Strength:6000 Radius:8 BlockIndirect:No BlockDirect:Yes FireSupression:Yes DropPods:No
This is a Special type of Shield that specifically covers certain building instead of creating a large bubble.

#Modes:

Block Direct: Stops things that are fired directly like Bullets and Arrows.
Block Indirect: Stops things that Fly overhead like Mortar Rounds.
FireSuppression: Drains the Shield to put out Fires.
Drop Pods: Causes Drop pods to explode on impact, (includes Friendly and Trade Drop pods, in that casa you might want to disable this option for a while).
Repair Mode: SIF shield can repair building that it is covering, this is a workaround for when bullets detect hitting the wall before the shield.

Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-15
Post by: Canute on April 16, 2018, 03:34:52 AM
Quote
SIF shield:
Strength:6000 Radius:8 BlockIndirect:No BlockDirect:Yes FireSupression:Yes DropPods:No
This is a Special type of Shield that specifically covers certain building instead of creating a large bubble.
Repair Mode: SIF shield can repair building that it is covering, this is a workaround for when bullets detect hitting the wall before the shield.
That is something i allways liked from the SIF, the repair function.
But i notice only a few buildings get covered, and repaired at this way. It should be expand to protect all structures.

Sure a repair ability from shield's are pretty stupid, maybe change the technology behind it.
Instead if an energy shield, it becomes Nanite shield layer, and the nanites can fill up scratches and repair at this way the structure.
So instead of a protection it is a repair building.

Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-15
Post by: SunSeeker on April 17, 2018, 07:01:25 AM
Supreme Commander nostalgia with nanite shields repairing structures lol.

I personally love the idea of merging the mods. while there are some I dont use, I see no problem having them in the middle.

about the research, maybe you can change the level of any "level-up" tech, like mk replicator. I always find it strange to be a spacer tech while a neolitic tribe can plant the omnigel. maybe put the mk1 replicator as a medieval, mk2 as a industrial and finally mk3 as spacer.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: Jaxxa on April 17, 2018, 08:27:39 AM
Added a Version of ED-ShieldsBasic that should work with Combat Extend to Github.
Let me know how it goes, I wanted to do a full rework but that hit a snag so here is a quick edit that looks to work.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: Jaxxa on April 17, 2018, 08:34:27 AM
That is something i allways liked from the SIF, the repair function.
But i notice only a few buildings get covered, and repaired at this way. It should be expand to protect all structures.

Sure a repair ability from shield's are pretty stupid, maybe change the technology behind it.
Instead if an energy shield, it becomes Nanite shield layer, and the nanites can fill up scratches and repair at this way the structure.
So instead of a protection it is a repair building.


In the new combined mod I will probably be removing Repair from Shields, maybe i will add it back as a separate building.

Supreme Commander nostalgia with nanite shields repairing structures lol.

I personally love the idea of merging the mods. while there are some I dont use, I see no problem having them in the middle.

about the research, maybe you can change the level of any "level-up" tech, like mk replicator. I always find it strange to be a spacer tech while a neolitic tribe can plant the omnigel. maybe put the mk1 replicator as a medieval, mk2 as a industrial and finally mk3 as spacer.

Progression is one of the main things that I am looking at adding with the combined mod.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-15
Post by: firestrock on April 17, 2018, 04:13:15 PM
Updated Enhanced Options to 0.18.0.8
* Adding Force Attack support for CE Turrets
* Moving Debug Logging of Letters to an optional setting.

Works perfectly, thank you for that!

I'll be trying the CE version of your shields right now and report back tomorrow.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-15
Post by: Sandy on April 17, 2018, 10:39:56 PM
I am thinking of merging a number of my mods that deal with more advanced technology into a single mod to try and give something of a coherent reason for you having access technology above the rest of Rimworld and a bit of a Story with a few more steps for getting access to it as opposed to just researching and building things of a higher tech level than the rest of the game. Although that means that in the future the mods will not exist as separate downloads anymore, Thoughts?

a modpack is nice. i mean, both safe traps and turret control were individual mods before. now u merged them with enhanced options mod. but what i like is, u made them optional. a player can check/uncheck them in mod options.
so, in ur modpack, if u made every mod optional, other than the core one(s), that would be great.
thx for the mods.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: Jaxxa on April 17, 2018, 11:51:56 PM
Glad you like the mods.

My current intention at this stage is to leave Cheat Reactor, Enhanced Options, Reverse Cycle Coolers and Embrasures as there own separate mods.

Most of the other ones deal with what I consider higher technology levels than the base game and will be merged into a single mod. The advantage of these ones is that they are adding new features and building that you can use rather than changing existing systems, so if you dont like Shields, OmniGell or LaserDrills it is easy to just not build anything related to that, leaving the rest of your game as it would be.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: firestrock on April 20, 2018, 04:50:13 PM
Had no problems with ce version of the shields so far, thanks for that!
Title: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: PerrytPL on May 01, 2018, 09:20:05 AM
I have a question about ED-Embrasure mod. Is it normal that while shooting through embrasure it takes damage? Because it's kind of annoying when my colonist are shooting through embrasure, and after 100 shots it completely brokes down :/  btw. i'm playing on zombieland mod too, so broken embrasure means certain death to my colonists)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: Jaxxa on May 02, 2018, 02:18:43 AM
I have a question about ED-Embrasure mod. Is it normal that while shooting through embrasure it takes damage? Because it's kind of annoying when my colonist are shooting through embrasure, and after 100 shots it completely brokes down :/  btw. i'm playing on zombieland mod too, so broken embrasure means certain death to my colonists)

It should only take damage when the Embrasure is hit, either by a Melee or Ranged Attack.
If you are shooting through it and the bullet is passing through the Embrasure there should be no damage.
If it is getting hit by a bullet it will take damage, but as far as I know that does not happen when colonist are right next to it and firing out.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: n0m4an on May 06, 2018, 04:20:20 PM
Hi Jaxxa,
first: Thx for these mods of yours. Great work.
to my issues:
If I want to use the mods LaserDrill, ReverseCycleCooler and QuantumShield, I get this errors

Could not find a type named EnhancedDevelopment.LaserDrill.Building_LaserDrill
Could not find a type named EnhancedDevelopment.LaserDrill.Building_LaserFiller
Could not find a type named Enhanced_Development.PersonalShields.Building_QuantumShield_Charger
Could not find a type named EnhancedDevelopment.ReverseCycleCooler.Building_ReverseCycleCooler
Could not find a type named EnhancedDevelopment.ReverseCycleCooler.PlaceWorker_ReverseCycleCooler

For more details you can look here and the log file attached to the post.
https://pastebin.com/HnKrketn

As far as I can estimate these errors, they are not stopping the game, but they are a little confusing.
I hope you can fixed it by time.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: Jaxxa on May 06, 2018, 06:35:30 PM
It looks like it is an issue with the .dll files.
Can you try downloading them again from GitHub, making certain that you dont get the source code only versions.

They probably wont stop the game, but I doubt that any of the features added by those mods will work until the errors get fixed.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: Lethe on May 06, 2018, 09:16:29 PM
ED-SafeTraps - Anyway to expand this to also cover friendlies like visitors and guests?

Also, it doesn't seem to be linked on the main page anymore. Just a heads up. 
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: Jaxxa on May 06, 2018, 11:44:41 PM
I have Good News and Bad News.

The Bad news is that ED-SafeTraps has been Depreciated, so I wont be updating it and don't advise anyone to start using it, that is why it has been removed from being linked in the first post.

The Good news is that the the functionality that it had is now available in ED-EnhancedOptions, including as you requested the ability to cover all friendlies (visitors and guests).
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: n0m4an on May 10, 2018, 06:02:21 PM
It looks like it is an issue with the .dll files.
Can you try downloading them again from GitHub, making certain that you dont get the source code only versions.

They probably wont stop the game, but I doubt that any of the features added by those mods will work until the errors get fixed.

Yepp you're right, I didn't have the dlls. Thx for the hint.
This dll-files are compiled from pdn-files? Or do you have to delivered them?

Thx again
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: Jaxxa on May 10, 2018, 11:43:46 PM
No problem, glad you got it working.

The .dll files are compiled from the C# source code.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: kupukupu on May 25, 2018, 09:29:26 PM
any chance to update the ED-PersonalNanoShields [and ED-PersonalAnimalShields] to A18 ?
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: Jaxxa on May 27, 2018, 07:12:28 PM
any chance to update the ED-PersonalNanoShields [and ED-PersonalAnimalShields] to A18 ?

Probably not on its own, but similar functionality will be included in my upcoming mod that I have started working on.
https://ludeon.com/forums/index.php?topic=41537.0
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-04-17
Post by: Platonov555 on June 30, 2018, 01:40:09 PM
Any modders could help me update ED-Embrasures myself? Shouldn't be too hard, basically 1 file to edit/correct - buildings_embrasures.xml

any help appreciated, simply can't play wihtout it
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on July 02, 2018, 07:29:14 AM
Just Updated Enhanced Options to fix a bug with SuppressBreakdown.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Orange_Mushroom on July 08, 2018, 12:18:53 AM
when i meet 1.0 ver?  :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on July 08, 2018, 01:49:03 AM
when i meet 1.0 ver?  :)

What mod were you specifically asking about?
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on July 10, 2018, 10:41:49 PM
I have released the first unfinished version of my new main mod available here: https://ludeon.com/forums/index.php?topic=42406.0

Features:
 * Shield Generators: Static Base Defenses.
 * Personal Shields: Protecting Specific Colonists and Animals from damage
 * OmniGel: Allows Renewable Production of Resources
 * Transporters: move people and materials vast distances
 * Laser Drills: Drill deep into the surface to unlock the almost unlimited potential of Geothermal Energy.
 * Power Transfer: Provide energy over vast distances.

Any feedback appreciated. although note that it is still at an early stage.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: AFGHANPSYCHP on July 21, 2018, 08:37:01 PM
Seems the recent updates broke Ed Enhanced Options again.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: AFGHANPSYCHO on July 21, 2018, 08:53:27 PM
Huh, at least the forced turret option is suddenly working after closing and relaunching the game. Would it be possible to add an option to remove skill decay or reduce it?
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on July 21, 2018, 11:07:05 PM
What version of the game are you using?

If you are on Rimworld 1.0 head over here to get the 1.0 version of the mod:
https://ludeon.com/forums/index.php?topic=42527

I have some setting for skills coming soon.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: AFGHANPSYCHO on July 22, 2018, 11:48:12 AM
Latest 1.0 experimental. Your update seems to have fixed whatever the problem was. Also, thank you for adding the skill decay option.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Syrchalis on July 22, 2018, 02:01:08 PM
And more importantly: The skill learn cap option =p
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: AFGHANPSYCHO on July 23, 2018, 12:32:24 AM
How hard would it be to have a no population cap option?
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on July 24, 2018, 04:11:16 AM
How hard would it be to have a no population cap option?

You mean how the storyteller reduces the disable chance and just has raiders die?
Don't know, but might have a look into it.

In future it's probably better if people post on the 1.0 thread for the specific mod. Unless I have not put one up.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: MisterVertigo on August 11, 2018, 08:39:21 PM
Greetings! Any chance for an update to ED-LaserDrill? I just started trying out 1.0 and I know I'm gonna miss this one! Thank you!
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: rawrfisher on August 11, 2018, 09:10:36 PM
Greetings! Any chance for an update to ED-LaserDrill? I just started trying out 1.0 and I know I'm gonna miss this one! Thank you!

Try ED Excalibur.  Its got all the mods in it but he has not done an update in a bit.  Last I checked it does play fairly well with the current unstable
 
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on August 13, 2018, 07:14:03 PM
Yes, the plan is for a number of the mods including ED-LaserDrill to be integrated into Excalibur.

Development has slowed this past week as I have been sick, but is still ongoing.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: rawrfisher on August 13, 2018, 11:49:57 PM
Well that explains the lack of updates.  Still cant use research tree with excal tho. 
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on August 14, 2018, 07:19:52 PM
Yeah, I am reworking the method I used for locking / unlocking research so hopefully it should play nicer with research tab mods and even the vanilla debug complete research (that currently throws exceptions).
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: rawrfisher on August 14, 2018, 07:32:30 PM
Did you consider the method I suggested on the excal thread?

I think fluffy managed to nuke the conflict by pure chance
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on August 14, 2018, 10:01:30 PM
Did you consider the method I suggested on the excal thread?

I think fluffy managed to nuke the conflict by pure chance

I decided to post my reply on the Excalibur thread.
https://ludeon.com/forums/index.php?topic=42406.msg426398#msg426398
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: igotnostuff on September 09, 2018, 07:10:34 PM
Hey, I think it would be more 'balanced' if you could make turret only controllable when someone is manning a Control Panel of some sort.

Maybe use the graphic of the Electric Smelter and just change the color to blue/green to resemble computer lines. Just a suggestion.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: bòóp! on September 26, 2018, 04:36:10 PM
Hey, Jaxxa, i'm having trouble using the mod, the shields got built fine, but since i get this error every tick and i tried shooting through with one of my pawns and it didnt seem to block his bullets.

Code: [Select]
Exception ticking Building_Shield_Fortress2762219 (at (135, 0, 115)): System.MissingMethodException: Method not found: 'Verse.Projectile.get_DamageAmount'.
  at EnhancedDevelopment.Shields.Basic.Building_Shield.TickProtection () [0x00000] in <filename unknown>:0
  at EnhancedDevelopment.Shields.Basic.Building_Shield.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x001aa] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:137)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.Game:<LoadGame>m__3() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:486)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:102)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:83)

I tried 3 versions from your github, 18.0 19.0 and 19.0.0.1, none seem to work.
Thanks a million in advance for any help :)
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on September 27, 2018, 08:11:10 AM
What version of the game are you running?

Check that you are downloading the.zip files that include the version numbers, these are the ones that include the .dll files.

Also i need to get around to making the B19 Forum post for shields soon.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: bòóp! on September 28, 2018, 09:37:29 AM
What version of the game are you running?

Check that you are downloading the.zip files that include the version numbers, these are the ones that include the .dll files.

Also i need to get around to making the B19 Forum post for shields soon.

I'm apparently running the 1.0.1956 dev build (shows up when i open the menu)
I took the releases directly from your github with the dlls included for sure (just verified)

Thanks a ton, again :D
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Canute on September 28, 2018, 10:16:18 AM
bòóp!,
1.0.1956 is no officiel release, and it is pretty well known that the unstable branch don't work's well with B19.
You should stop playing the unstable branch und switch back to the B19 release.
Or you need to live with the consequences as beta/unstable tester.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: viperwasp on October 18, 2018, 02:35:53 AM
Is there any more recent version of this for 1.0? Or is that still work in progress. I can't even find a B19? I don't play B19 but still just wondering. Take your time if your still working on it. Great mods. Thanks.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Operative85 on October 31, 2018, 02:21:08 AM
Hi, Jaxxa! I'd like to ask for permission to upload a "fixed" version. I've fixed the UI problems, such as the Fire Suppression showing the Indirect Fire icon (I've also added my custom icon for that) and also fixed the anti-DropPod icon, which was showing the supposed Fire Suppression icon (also added a custom icon for that).

Thank you! 
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on October 31, 2018, 07:03:08 PM
Hey Operative85.

Yes, feel free to go ahead and post a modified version.
I am about to post a new version for 1.0, Possibly tonight, failing that this weekend.
If you don’t mind I would be interested in looking at the new icons you have made and possibly including them in the 1.0 release.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Operative85 on November 02, 2018, 01:29:16 AM
Thank you for replying, Jaxxa! Amazing mod, by the way. I apologize for my late reply. School got in the way.

Anyways, I've decided to not release my modified version and instead just give the files over to you so that if you deem it worthy, you can immediately add it to your mod without waiting for me and my wonky timezone. Attached is the zip.

I hope you had a happy Halloween and may you also have a happy holiday season. :)

Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Jaxxa on November 02, 2018, 08:11:32 AM
Thanks, I totally know how real life can get in the way.

I put up a version using those icons on stream. Plan to put forum links up soon.
Title: Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
Post by: Operative85 on November 02, 2018, 09:18:29 AM
Frankly, I'm honored :) Thank you very much, and here's to more free time this holiday season. Cheers!