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RimWorld => Releases => Mods => Outdated => Topic started by: ItchyFlea on June 02, 2014, 12:11:48 AM

Title: [MOD] (Alpha 4F) Mechanoid Turrets v0.93
Post by: ItchyFlea on June 02, 2014, 12:11:48 AM
Mechanoid Turrets v0.93
(http://i.imgur.com/2bCttyE.png)



Description:
Disassemble mechanoids to recover undamaged parts of their weapons and turn them into turrets. A great late-game defence against pesky tribal raiders and other mechanoids.

Features:
Mod Team:
Download:
How to use:
Notes:
Video:
Changelog:
v0.93:
v0.91b:
v0.91:

(http://i.creativecommons.org/l/by-sa/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-sa/4.0/)

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Title: Re: [MOD] (Alpha 4) Mechanoid Turrets v0.9
Post by: Evmeister on June 02, 2014, 01:05:25 PM
That was fast! Awesome job Itchy!
Title: Re: [MOD] (Alpha 4) Mechanoid Turrets v0.9
Post by: Psyckosama on June 02, 2014, 03:18:22 PM
Quote from: Evmeister on June 02, 2014, 01:05:25 PM
That was fast! Awesome job Itchy!

As a balance I'd suggest making the bases 2x2...

Bigger guns. I also had an idea of my own I've been considering. Making it so EVERY turret needs a scavenged mechanoid brain to work
Title: Re: [MOD] (Alpha 4) Mechanoid Turrets v0.9
Post by: Austupaio on June 02, 2014, 03:50:08 PM
I concur with making them 2x2.
Title: Re: [MOD] (Alpha 4) Mechanoid Turrets v0.9
Post by: JonoRig on June 02, 2014, 04:22:32 PM
I agree, but mainly because I miss the original 2x2 turret, aesthetically speaking
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91 (Poll running)
Post by: Nantlais on June 03, 2014, 06:07:57 AM
Awesome mod, started up a new game with this mod installed and had about 230 inferno cannons drop from orbit. Intended?
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91 (Poll running)
Post by: ItchyFlea on June 03, 2014, 06:17:40 AM
Quote from: Nantlais on June 03, 2014, 06:07:57 AM
Awesome mod, started up a new game with this mod installed and had about 230 inferno cannons drop from orbit. Intended?
Definitely not.

But now that you've got them.... Have fun. :)
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91 (Poll running)
Post by: Celthric Aysen on June 03, 2014, 06:30:07 AM
Quote from: Nantlais on June 03, 2014, 06:07:57 AM
Awesome mod, started up a new game with this mod installed and had about 230 inferno cannons drop from orbit. Intended?
Yeah....
have fun with that.  :P
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: Cala13er on June 03, 2014, 06:46:12 AM
Itchy, are you able to delete your poll? Seeing as you're a global moderator. I can't delete my poll on industrial rim.
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: Evul on June 03, 2014, 07:06:30 AM
Suggestion :)
A Mechanized randomly drop of between 0-3 parts.
0 parts: 30%
1 parts: 40%
2 parts: 20%
3 parts: 10%
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: ItchyFlea on June 03, 2014, 07:09:17 AM
Quote from: Cala13er on June 03, 2014, 06:46:12 AM
Itchy, are you able to delete your poll? Seeing as you're a global moderator. I can't delete my poll on industrial rim.
There's a button there for it so I assume I can.
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: Cala13er on June 03, 2014, 07:58:37 AM
Quote from: ItchyFlea on June 03, 2014, 07:09:17 AM
Quote from: Cala13er on June 03, 2014, 06:46:12 AM
Itchy, are you able to delete your poll? Seeing as you're a global moderator. I can't delete my poll on industrial rim.
There's a button there for it so I assume I can.

Well is it alright if I can ask you to remove mine when I need it removing? seeing as I don't get this button.
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: madpluck on June 03, 2014, 09:53:56 AM
Oh NO! That was my favourite bug evar hahaha. 250 Chargeblaster parts dropping from orbit :P
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: LuciferNZ on June 03, 2014, 05:44:59 PM
Quote from: Evul on June 03, 2014, 07:06:30 AM
Suggestion :)
A Mechanized randomly drop of between 0-3 parts.
0 parts: 30%
1 parts: 40%
2 parts: 20%
3 parts: 10%

Thats my exact number request too ;)
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: ItchyFlea on June 03, 2014, 06:00:28 PM
Quote from: Cala13er on June 03, 2014, 07:58:37 AM
Well is it alright if I can ask you to remove mine when I need it removing? seeing as I don't get this button.
Sure.
Quote from: LuciferNZ on June 03, 2014, 05:44:59 PM
Quote from: Evul on June 03, 2014, 07:06:30 AM
Suggestion :)
A Mechanized randomly drop of between 0-3 parts.
0 parts: 30%
1 parts: 40%
2 parts: 20%
3 parts: 10%

Thats my exact number request too ;)
I've been giving this some thought, as it's a good idea. Personally I don't like the idea of the parts being dropped on death as I feel that the weapons are physically a part of the mechanoid body and therefore need to be removed via the machining table. Having said that, I can think of an interesting way to implement this while still using the machining table...
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: JorDash on June 03, 2014, 06:36:48 PM
Quote from: Evul on June 03, 2014, 07:06:30 AM
Suggestion :)
A Mechanized randomly drop of between 0-3 parts.
0 parts: 30%
1 parts: 40%
2 parts: 20%
3 parts: 10%

+1 for this
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: Songodin on June 03, 2014, 06:49:56 PM
I am just letting you know that the game freezes in 4d if your turret explodes and there are too many near. Game lags out and crashes. I had 2 chain guns next to some improv turrets and the game died.
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: Austupaio on June 03, 2014, 07:15:27 PM
The parts dropping directly sounds silly and over-powered. Go with the most popular poll option.
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: Gerblemcriberle0 on June 04, 2014, 12:54:47 PM
If this can be determined by crafting skill, that's awesome.
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: ItchyFlea on June 04, 2014, 08:17:38 PM
Experimental Release Download: Mechanoid Turrets v0.92 - Experimental (http://ludeon.com/forums/index.php?action=dlattach;topic=3758.0;attach=2505)

Changes/Additions:
Ability to train crafting skill at machining table - 3 different levels (Requires 1 metal, produces 1 metal - Effectively this costs nothing)
3 levels of disassembling mechanoids. - Basic (1), Advanced (2), Intricate (3).
Each level produces a certain number of weapon parts.

Known Issues:
Extremely high crafting skill produces more weapon parts than normal. I do not know of any way to fix this.

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Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: Haplo on June 05, 2014, 11:03:11 AM
To prevent more than one part to be made, you need to make a SkillNeedDef:
In your xml you have this, that needs to be changed to your own skill:
original:

<efficiencySkillNeed>ButcheryMechanoidEfficiency</efficiencySkillNeed>

new:

<efficiencySkillNeed>ButcheryMechanoidPartExtractionEfficiency</efficiencySkillNeed>


Then you need a new SkillNeedDefs/SkillNeeds.xml
In there you do the following:

<?xml version="1.0" encoding="utf-8" ?>
<SkillNeeds>

<SkillNeedDef Class="SkillNeedDef_BaseBonus">
<defName>ButcheryMechanoidPartExtractionEfficiency</defName>
<skill>Crafting</skill>
<baseFactor>1.0</baseFactor>
<bonusFactor>0.0</bonusFactor>
<description>Produces {0}% the normal amount of parts when extracting.</description>
</SkillNeedDef>

</SkillNeeds>


You can do something similiar for the time it needs.
I've done the same for my weaponsmith workbench. Didn't want to have lvl 20 crafter to get 2 or more weapons out of it ;)
Title: Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
Post by: ItchyFlea on June 06, 2014, 03:53:26 AM
The voting results speak for themselves. The experimental release will be updated with the info Haplo (Thank you Haplo) provided to fix the issue I encountered with crafting, and will be made available shortly. is available for download now. The OP describes the changes made to mechanoid disassembly.

I have a new poll up. This time it's regarding the HP of the Mechanoid turrets.

For future reference, the poll results are in the code box below.

1 part
    - 8 (7%)
2 parts
    - 18 (15.8%)
3 parts
    - 14 (12.3%)
4 parts
    - 8 (7%)
5 parts
    - 4 (3.5%)
6 parts
    - 9 (7.9%)
More than 6 parts. (Post your number)
    - 1 (0.9%)
Should be determined by crafting skill. Max 3 parts.
    - 52 (45.6%)
Title: Re: [MOD] (Alpha 4E) Mechanoid Turrets v0.92 (New poll regarding turret HP)
Post by: madpluck on June 06, 2014, 03:25:30 PM
So along with having at least somewhat more health, I think they should also cost a lot more, since they're so powerful (sorry if they already cost more, haven't played with the updated version yet). Unless the requirement of weapon parts is a fair representation of their increased cost?
Title: Re: [MOD] (Alpha 4E) Mechanoid Turrets v0.92 (New poll regarding turret HP)
Post by: Tuvka on June 07, 2014, 07:16:32 AM

Excuse me, that I ask a question here. But when and under what conditions appear Mechanoids? Play, play, and they do not appear ...
Title: Re: [MOD] (Alpha 4E) Mechanoid Turrets v0.92 (New poll regarding turret HP)
Post by: ItchyFlea on June 07, 2014, 07:54:37 AM
Quote from: Tuvka on June 07, 2014, 07:16:32 AM
Excuse me, that I ask a question here. But when and under what conditions appear Mechanoids? Play, play, and they do not appear ...
They are a difficult enemy, so they won't appear until late in the game.
Title: Re: [MOD] (Alpha 4E) Mechanoid Turrets v0.92 (New poll regarding turret HP)
Post by: ItchyFlea on June 09, 2014, 05:13:36 AM
Instead of making a new poll, I'm going to go with what I consider the in between and make the mech turrets have 600HP. To justify this high HP, their construction is going to require 'Mech metal', a resource that can only be acquired by disassembling a mech for it's weapon parts.

A new poll will be up tomorrow once I've done some work on adding 'mech metal' to the mod.

Poll Results for future reference:

How many Hit Points (HP) do you think the mech turrets should have?

Between 50-100
    - 1 (1.4%)
Between 100-150
    - 1 (1.4%)
Between 150-200
    - 1 (1.4%)
Between 200-250
    - 4 (5.5%)
Between 250-300
    - 7 (9.6%)
Between 300-350
    - 7 (9.6%)
Between 350-400
    - 5 (6.8%)
Between 400-450
    - 4 (5.5%)
Between 450-500
    - 20 (27.4%)
Over 500. (Will require a new poll.)
    - 23 (31.5%)
Title: Re: [MOD] (Alpha 4F) Mechanoid Turrets v0.93
Post by: ItchyFlea on June 10, 2014, 01:42:29 AM
Version 0.93 is now available.

New in this update:

Despite what I said yesterday, there will not be a poll regarding the Mech Metal.