Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: superpirson on June 10, 2014, 05:23:03 PM

Title: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: superpirson on June 10, 2014, 05:23:03 PM
Trap Pack
(http://ludeon.com/forums/index.php?action=dlattach;topic=3997.0;attach=3398)
This mod adds some simple little booby traps to the game.
Download:
http://www.mediafire.com/download/2qf0v4ls9339dt2/RimWorld-Mod-TrapPack-.zip
Also get Apparello, Highly recommended and fully compatible:
http://ludeon.com/forums/index.php?topic=5085.0
What It Adds:
And that's it for now. I have a lot of ideas on what I want to add, but I want to know what you guys want first. Please share your ideas and feed back. See below for the to-do list.

Todo:


Please just say if you have problems, I will try to help as much as possible.
Known Issues:


Credits:
License
this mod is released under the zlib License, meaning you can basically modify anything you want. The restrictions are: (according to wikipedia)
The authorship of the original software must not be misrepresented,
Altered source versions must not be misrepresented as being the original software, and
The license notice must not be removed from source distributions.

Testimonials
        "It's a trap!" -Admiral Ackbar
        "I have never had my limbs blown off so cleanly, TrapPack gets a thumbs up!" -Popular Mine Critic

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4) Trap Pack (v-1.0)
Post by: Garen on June 10, 2014, 09:16:52 PM
i actually like the arm/disarm for mines, have it so they need to do some research something like (safe explosives), this allows them to build a Trap controller that allows you to arm or disarm any mines in a certain area.

for pit traps you're just gonna have to guide them round

the electrified floors and other mines sound awesome, maybe a sensor which triggers some mini-turret too
Title: Re: [MOD] (Alpha 4) Trap Pack (v 0.0)
Post by: superpirson on June 10, 2014, 11:53:49 PM
Quote from: Garen on June 10, 2014, 09:16:52 PMsnip

for a sensor, that will probably take some time. I recommend the power switch mod: http://ludeon.com/forums/index.php?topic=2890.0
for turrets, I updated the turrets pack here: http://ludeon.com/forums/index.php?action=dlattach;topic=2349.0;attach=2522
thread for more info: http://ludeon.com/forums/index.php?topic=2349.0

on the topic of pits, I really don't like guiding my colonists around, but if you think it works I suppose I can keep it.
Title: Re: [MOD] (Alpha 4) Trap Pack (v 0.2) Now with 100% deadlier traps!
Post by: PillowTalk420 on June 22, 2014, 12:36:05 AM
Could you make it so that colonists can't pass through them, but enemies can? If the proximity range is only directly on top of the device, that should keep them from pathing over it.
Title: Re: [MOD] (Alpha 4) Trap Pack (v 0.2) Now with 100% deadlier traps!
Post by: superpirson on June 22, 2014, 01:55:32 PM
Quote from: PillowTalk420 on June 22, 2014, 12:36:05 AM
Could you make it so that colonists can't pass through them, but enemies can? If the proximity range is only directly on top of the device, that should keep them from pathing over it.
This is a great idea, and one I have spent many hours trying. unfortunately, the pathing system is quite separate from the faction system. I have not yet found a way to do thus without causing crazy bugs. I would really want to hear about it if anyone has solved this problem.

I think I might set up a system like in powerswitch mod, where proximity to enemies arms some sort of switch. For the electrified floor, i suggest you just get powerswitch mod for now.

My current solution will be to make the pit traps primarily for hunting, and only trigger for small anamals. For the mines, With the exception of the smart mines, I kinda want to keep a bit of danger in them. otherwise players may just festoon their bases with them, and they would be totally broken.

Also, I have majorly improved the effects for the next update, but the mod is now too big to upload on the forums. I may have to start using a download site, anyone have any recommendations?
Title: Re: [MOD] (Alpha 4) Trap Pack (v 0.2) Now with 100% deadlier traps!
Post by: Tynan on June 22, 2014, 05:40:14 PM
Quote from: superpirson on June 22, 2014, 01:55:32 PM
Quote from: PillowTalk420 on June 22, 2014, 12:36:05 AM
Could you make it so that colonists can't pass through them, but enemies can? If the proximity range is only directly on top of the device, that should keep them from pathing over it.
This is a great idea, and one I have spent many hours trying. unfortunately, the pathing system is quite separate from the faction system. I have not yet found a way to do thus without causing crazy bugs. I would really want to hear about it if anyone has solved this problem.

You're basically correct that there's no 'real' way to do this without modifying the path finding algorithm, which you don't have access to. Sorry :P
Title: Re: [MOD] (Alpha 4) Trap Pack (v 0.2) Now with 100% deadlier traps!
Post by: mrofa on June 22, 2014, 06:31:29 PM
You could use part of the code from Fire
private void RecalcPathsOnAndAroundMe()
{
IntVec3[] adjacentSquaresAndInside = GenAdj.AdjacentSquaresAndInside;
for (int i = 0; i < adjacentSquaresAndInside.Length; i++)
{
IntVec3 b = adjacentSquaresAndInside[i];
IntVec3 intVec = base.Position + b;
if (intVec.InBounds())
{
Find.PathGrid.RecalculatePerceivedPathCostAt(intVec);
}
}
}

Turning this on when thers no enemy in range, but its just my theory, and it would be more a workaround than the solution if it work :)
Also another workaround is to change <passibility> if there are enemies
Kinda like self arming, or you can also make them arm themselfs by a button
Title: Re: [MOD] (Alpha 4) Trap Pack (v 0.2) Now with 100% deadlier traps!
Post by: Tynan on June 22, 2014, 07:44:56 PM
The problem with the fire solution is that it applies to all pawns, so enemies will avoid the traps if there is any possible way around them.
Title: Re: [MOD] (Alpha 4) Trap Pack (v 0.2) Now with 100% deadlier traps!
Post by: mrofa on June 23, 2014, 02:44:34 AM
Yehh thats why turning it on when thers no enemy around.
Yes i know my english sux :D
Title: Update! v0.24
Post by: superpirson on July 08, 2014, 01:09:59 PM
I've finally decided to get serious and try to keep a proper change-log. here goes:

feedback is always appreciated.
Does anyone have any suggestions on how to do the electric shock effect in a nicer way? additionally, how is the balance? are the floors using too little power for their effect? too much?
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.24)
Post by: RGchym on July 08, 2014, 01:40:53 PM
I go try, and come back :)


Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.24)
Post by: Woyzeck on July 08, 2014, 05:02:25 PM
Is there a way to make a turret the enemy won't automatically attack? If so make the mines turrets, with a very short range (say one square) and an explosive projectile. Hostile wanders too close, mine fires, explosion destroys mine.
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.24)
Post by: superpirson on July 08, 2014, 07:29:20 PM
Quote from: Woyzeck on July 08, 2014, 05:02:25 PM
Is there a way to make a turret the enemy won't automatically attack? If so make the mines turrets, with a very short range (say one square) and an explosive projectile. Hostile wanders too close, mine fires, explosion destroys mine.
what is this in response to? if this is about the issue of having mines that colonists won't walk over, then I am afraid this would not solve it.
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.25) - Armored power conduits!
Post by: superpirson on July 12, 2014, 02:54:39 PM
Hello again! I am back with more goodies!
I really need help with the balancing in this mod, so if you could give me some impressions on how gameplay went, I would really appreciate it!
Changelog:
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.25) - Armored power conduits!
Post by: AstronauticalFerret on July 13, 2014, 09:41:24 AM
I'm gonna run tests with this mod today. If I find any bugs I'll inform you :)
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.25) - Armored power conduits!
Post by: Evul on July 13, 2014, 09:53:04 AM
Armored power conduits!!! I was working on something simular ^^
Cool anyway! :D
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.25) - Armored power conduits!
Post by: Nirahiel on July 13, 2014, 05:04:35 PM
Tell you what, i'm downloading your mod just to fix the issue of "people not reporting issues."
=)
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.25) - Armored power conduits!
Post by: superpirson on July 13, 2014, 05:24:02 PM
Quote from: Nirahiel on July 13, 2014, 05:04:35 PM
Tell you what, i'm downloading your mod just to fix the issue of "people not reporting issues."
=)
I fear my mod is just loaded with balance issues, but no one has really given me all that much feedback on what to fix...
I'm glad someone noticed that, and I appreciate the help:)
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.25) - Armored power conduits!
Post by: AstronauticalFerret on July 13, 2014, 05:57:05 PM
Right so here's what I think about how horrible your mod is after testing it out.

Reasons why the mod kicks ass.

*Smart mines work the way they should work, they don't pull a "Blue on Blue".

*Pitfall traps work very well with animals, amazing way to defend against an entire herd of rabid muffalo.

*Incendiary mines make my enemies flip a biscuit in the form of running around on fire.

*Electroshock floor panels don't care who step on them.

Reason why your mod is broken.

*Incendiary mines have a very large fire spread range at the initial explosion.  One trap can cover a good area.  Unless there's some kind of technical story behind them (Pressurized with a napalm type fluid.) I find them to be quite overpowered, more so than the explosive mines. It's very OP, You can literally blanket lap an entire large group of enemies if you set them up right to daisy chain.

*Pitfall traps are good for animals but give no protection against enemy fighters. I'm not sure if this was done with reason but would like to see that implemented. Not to kill an NPC but more like to wound/cause psychological trauma as what was done in Vietnam and other countries during war.

*Electropads, even while shocking either an enemy or a colonist in between successive shocks the colonist or enemy will still shoot and hit. I don't know about you but I'd have a hard time aiming and tagging a person after being what would essentially be being shocked by a breaker box. Also I noticed it takes a long time for it to take a full hold on a pawn. Electricity comes fast no matter who fingers it.

*Mine proximity seems off. They feel more like standard trip/fall mines via direct pressure release. Though for balance I think they are fine the way they are, it's just the name that seems funny as they are not proxies since they require direct contact.

*Enemies do too good a job at stepping on stuff that in plain sight. Though this may not be fixable, it would be nice to see enemies attempt to disarm a mine a buddy stepped on, or send up a RT crew to clear mines out before the main force comes in to attack, which means you need to defend your defenses.

*Shock panels should use more electricity, especially when shocking someone if possible to do with the mod.  This would help with balancing out power management.

More to come when I get time.
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.25) - Armored power conduits!
Post by: superpirson on July 13, 2014, 07:46:39 PM
Thanks for the response! I really appreciate it.
Quote from: AstronauticalFerret on July 13, 2014, 05:57:05 PM
*Incendiary mines have a very large fire spread range at the initial explosion.  One trap can cover a good area.  Unless there's some kind of technical story behind them (Pressurized with a napalm type fluid.) I find them to be quite overpowered, more so than the explosive mines. It's very OP, You can literally blanket lap an entire large group of enemies if you set them up right to daisy chain.
ahh! I have sort of neglected incendiary mines for a while. on top of that, my play-tests were usually in desert areas in which there was little greenery.
that being said, I don't understand how they would be truly op, given that they do minimal damage on detonation. Their only significant effect is in their fire-starting capability.
I could very easily decrease their blast radius, or nerf their fire effect, but I would sorta like to hear more about how you were able to use them so effectively.

Quote from: AstronauticalFerret on July 13, 2014, 05:57:05 PM
*Pitfall traps are good for animals but give no protection against enemy fighters. I'm not sure if this was done with reason but would like to see that implemented. Not to kill an NPC but more like to wound/cause psychological trauma as what was done in Vietnam and other countries during war.
when I started this mod, I started with pitfall traps that could trap anyone. the problem with those is that you cannot get colonists to avoid them (this is due to the way pathing works in rimworld), so you would end up constantly losing colonists down the holes.
I could change them back, but I'm wondering if I should maybe remove them entirely and replace them with a better trap type.
About psychological damage, that is actually something I intend to do, but it will take a bit of time.

Quote from: AstronauticalFerret on July 13, 2014, 05:57:05 PM
*Electropads, even while shocking either an enemy or a colonist in between successive shocks the colonist or enemy will still shoot and hit. I don't know about you but I'd have a hard time aiming and tagging a person after being what would essentially be being shocked by a breaker box. Also I noticed it takes a long time for it to take a full hold on a pawn. Electricity comes fast no matter who fingers it.
this was done to add a bit of uncertainty to the shock trap, in an attempt to mirror the way electrical connections can be inconsistent. in retrospect, it was pretty silly, and will be changed in the next update to make them more deterministic.
Quote from: AstronauticalFerret on July 13, 2014, 05:57:05 PM
*Mine proximity seems off.
will fix.
Quote from: AstronauticalFerret on July 13, 2014, 05:57:05 PM
*Enemies do too good a job at stepping on stuff that in plain sight. Though this may not be fixable, it would be nice to see enemies attempt to disarm a mine a buddy stepped on, or send up a RT crew to clear mines out before the main force comes in to attack, which means you need to defend your defenses.
I like this idea a lot! I will totally investigate this, however I will say upfront that it is not too likely it will ever happen in the forms you mentioned. setting tasks for pawns is one of the things that I have had no success in figuring out whatsoever. that being said, I could think of a few cool ways I could make attackers attack the mines and traps that are easy to see.
Quote from: AstronauticalFerret on July 13, 2014, 05:57:05 PM
*Shock panels should use more electricity, especially when shocking someone if possible to do with the mod.  This would help with balancing out power management.
I thought they used too much! this can definitely be fixed!
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.25) - Armored power conduits!
Post by: AstronauticalFerret on July 13, 2014, 08:16:39 PM
Thank you for reading my response and giving me your feedback!

On the incendiary mines here is a screenie of one that has been burning about 30 seconds before the second one below it blew up. The next one is for some kind of weird error but it don't affect the game so IDK what that's about. and the last is another initial explosion because a squirrel though it was a penut.

The fire area you see if from two mines that are about 8-10 blocks apart. Later on this created a very nice wall of fire that the enemies had a hell of a time dealing with. Minimal damage yes. But for some reason they just chilled behind the fire save for the couple who ran into it like morons. I'm not sure if the fire gives them cover *If so then that's pretty cool in an exothermic way?* but otherwise they should have migrated around to my guy's left flank which is where I got more set up. I use either a V lateral pattern or a Check Mark pattern or a W weave pattern when I place mines as realistically those are the best ways to lay down a good temp field the dirty way.

I'm tabbing in and out as I write this so I'm still playing with the fire bombs. it does a wonderful job now at pushing enemies back to stay out of my Jaxxa Shield range, though will have to finish them off fast in order to put the fires out before they get to my defensive position. Which I think balances out their use. The only thing I can think of is just turn down the radius of their initial fire spray by two blocks. Just my opinion. Such a wide area gives a great benefit to players who know how to use game elements/environments to their advantage.


Do you play to add in remote explosive shock mines or flame mines? End game research tech would be a great idea for that. With survival comes earned knowledge! :D

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.25) - Armored power conduits!
Post by: AstronauticalFerret on July 13, 2014, 08:17:20 PM
Had to make a second post because I couldn't put all three in one.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.25) - Armored power conduits!
Post by: superpirson on July 13, 2014, 09:24:07 PM
eh, the squirrel deserved it   ;)
I'm thinking I might add in some small item, call it kindling or something, that you can spread around just to make an area more flammable. When I do that, I will definitely decrease the firebomb radius.
love the idea of shock mines. It makes no sense in a physics sense, but what the hell, it would look awesome.
I will add a brief stun effect to the electrofloors as well.
thanks for the help!
Title: Re: [MOD] (Alpha 5) Trap Pack (v 0.25) - Armored power conduits!
Post by: AstronauticalFerret on July 13, 2014, 09:58:00 PM
No problem ^.^ let me know when things are updated and I'll do more stress testing.
Title: UPDATE - v0.30 Pre-Release - I need your help!
Post by: superpirson on July 19, 2014, 01:22:44 PM
So I have been working quite hard on some updates to this mod, and I think that my changes will improve things. That being said, I made some huge changes, so I want to know if I made things too complicated or silly.

----Big Change----
mines are no longer built on site, but instead assembled into an "Unset Mine" at the Trap Making Table. You then just build the mine, and the colonists use the unset mine to build it.

Other Big Changes:
Kindling added - just assorted dry wood, spread upon the ground. Great for creating sudden violent fires to block off enemies.
Trap Making Table added - Used to build Electronics and assemble mines, as well as make caltrop bags for throwing caltrops
Electronics - Electronics are now required for almost all traps, they cost 20 silver and 5 metal to manufacture at the Trap Making Table
Explosives Refinery - table used to make Explosives out of Fire fruit.
Fire Fruit - a new toxic fruit that is inedible. it can be grown like berries or any other plant. used to make explosives at the Explosives Refinery.
Explosives - you have to manufacture explosives at an Explosives Refinery to be able to assemble mines at the trap making table. They cost 5 Fire Fruit to make.
Pit Traps now capture people again - please tell me if this is absurd or unbalanced, that mechanic really needs some work, but I am having difficulty proceeding.

Other changes:
fixed blueprint textures - I feel like such a fool not noticing this sooner!
some xml and code cleanup - more to come!
tweaked the Incendiary mine's radius on the suggestion of AstronauticalFerret.
rebalanced electrified floor.

Current Problems / why I want this to be called a pre release
the explosives refinery texture is a preliminary texture - anyone who wants to help me make a nicer one is welcome!
fire fruit just use the berry textures for now. This will change shortly.

Download here:
http://www.mediafire.com/download/9c85o5ctt1qdn20/trappack_30pre.zip
Title: V .30 Release!
Post by: superpirson on July 27, 2014, 12:17:20 PM
ok, after loads of debugging and code cleaning, I feel like it is now time to finally do the proper release of the mod. The changes are effectively the same as those listed above, however, I have added simple FireBombs to the mod that are made with 1 Electronics and 10 FireFruit. they explode on command, and produce a weak and inconsistent fireball. other changes are as follows:
-Rebalanced incendiary mine, it now costs more, and produces a sizable fireball
-created repository for the mod, here: https://github.com/superpirson/RimWorld-Mod-TrapPack-
-a bunch of other minor bugfixes and rebalances
Title: Re: [MOD] (Alpha 5) Trap Pack (v .30)
Post by: felixh on July 28, 2014, 02:40:06 AM
One thing I am not sure about: what should I do after a pit trap traps an animal? Of course the animal corpse can be hauled but what should I do with the triggered trap?
Title: Re: [MOD] (Alpha 5) Trap Pack (v .30)
Post by: superpirson on July 28, 2014, 07:46:35 AM
You have to clean it. You can right click on it and select prioritize cleaning tripped pit trap. If that dosen't work, than I can check to see if I broke it somehow in the update.
I will try to make this more clear in-game.
Thanks!
Title: Re: [MOD] (Alpha 5) Trap Pack (v .30)
Post by: Celthric Aysen on August 02, 2014, 07:02:39 AM
Time to blow stuff up!
(http://cdn.smosh.com/sites/default/files/ftpuploads/bloguploads/0714/combo-gifts-spognebob-bomb.gif)
Title: Re: [MOD] (Alpha 5) Trap Pack (v .30)
Post by: superpirson on August 03, 2014, 12:16:15 PM
I have great news, a big update is on the way, waiting for alpha 6!
Amongst many a fix, I have also added in gas bombs that poison colonists. In addition, I have improved textures for many different things, with more improvements on the way!
with that said, I want to know now what you guys want to see done in the next version of TrapPack! Now is the best time for me to implement new and crazy ideas!
Title: Re: [MOD] (Alpha 5) Trap Pack (v .30)
Post by: Shinzy on August 03, 2014, 12:30:21 PM
Quote from: superpirson on August 03, 2014, 12:16:15 PM
I have great news, a big update is on the way, waiting for alpha 6!
Amongst many a fix, I have also added in gas bombs that poison colonists. In addition, I have improved textures for many different things, with more improvements on the way!
with that said, I want to know now what you guys want to see done in the next version of TrapPack! Now is the best time for me to implement new and crazy ideas!
Gas masks! =P
Title: Re: [MOD] (Alpha 5) Trap Pack (v .30)
Post by: LZPanzer on August 03, 2014, 12:40:00 PM
i am reminded of the pressure plate and shot gun trap from the fallout games. pretty simple trap requires a few pieces of wood and a spare gun id limit it to shotguns and pistols though and the trap should have a very limited range.
Title: Re: [MOD] (Alpha 5) Trap Pack (v .30)
Post by: superpirson on August 03, 2014, 12:49:16 PM
Quote from: Shinzy on August 03, 2014, 12:30:21 PM
Gas masks! =P
I had a similar idea! I will try to do that for the next update!
Quote from: LZPanzer on August 03, 2014, 12:40:00 PM
i am reminded of the pressure plate and shot gun trap from the fallout games. pretty simple trap requires a few pieces of wood and a spare gun id limit it to shotguns and pistols though and the trap should have a very limited range.
:o
...
How the heck did that not occur to me before! This is something I have to do!
making it actually take a gun would be difficult, but now I really want to figure that out!
Title: (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: superpirson on August 15, 2014, 02:31:18 PM
OK peoples, this latest version is a rather big jump in quality. we have new textures from somz, new mines and conduits from myself, and new ways to kill people!
In this update are gas bombs, directional mines, and other goodies! there are still a few kinks to work out, particularly if you guys get any errors with the claymores or the shaped charges, I want to hear about them!
Also, I want to hear if you guys like/dislike the gas texture effect. I am a little iffy on it as of right now.

Huge thanks to somz for his crazy good textures and his awesome endurance. You rock man!
Title: Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: LZPanzer on August 15, 2014, 10:19:31 PM
Just a suggestion but what if you explosive dump or laid mine field should catch fire would the dettonate.

this would add some balance to the mod as it would be a very bad idea to store large quantities of explosives or or have your stock pile in a unsecure (perimeter) location. and having laid mines explode would mean that if you wanted to keep your mine field you would have to fight any wild fire that should occur in the field.


bug fix?

your trap table doesnt seem to allow me to (build up to X ammount) it only lets me set a number to make at that time. so i cant have a constant stock pile of boom boom juice.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: superpirson on August 16, 2014, 02:24:17 PM
Quote from: LZPanzer on August 15, 2014, 10:19:31 PM
Just a suggestion but what if you explosive dump or laid mine field should catch fire would the dettonate.
most modern explosives are extremely stable under most circumstances, meaning that this would never happen in real life. (C-4, for example, can be set on fire or even shot without triggering.
That being said, I agree that things like the firebomb and FireFruit should explode when damaged. I will try to add this in.

Quote from: LZPanzer on August 15, 2014, 10:19:31 PM
bug fix?
your trap table doesnt seem to allow me to (build up to X ammount) it only lets me set a number to make at that time. so i cant have a constant stock pile of boom boom juice.
This doesn't make any sense to me either, I will have to fish around in the game code to figure out why it's doing that. I may have to ask for help on this one! Has anyone else solved this problem?
Title: Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: 123nick on August 16, 2014, 11:45:45 PM
im using this with T,s BetterCrops, and i think it replaces the standard rimworld berries with blackberrys and raspberrys or something like that, and im not sure what to do. should i just edit it to use blackberries? i want to use both mods.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: superpirson on August 17, 2014, 12:22:40 AM
Quote from: 123nick on August 16, 2014, 11:45:45 PM
im using this with T,s BetterCrops, and i think it replaces the standard rimworld berries with blackberrys and raspberrys or something like that, and im not sure what to do. should i just edit it to use blackberries? i want to use both mods.
If you know how to edit it, then you can go ahead. In the next update, poison will be created useing a new trappack plant. If you can wait till then, that will fix it as well.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: Zeta Omega on August 19, 2014, 06:25:17 PM
Can you make the gas masks or is it luck of the raiders on this one...
Title: Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: superpirson on August 19, 2014, 07:14:03 PM
Quote from: Zeta Omega on August 19, 2014, 06:25:17 PM
Can you make the gas masks or is it luck of the raiders on this one...
As of right now, luck of the raiders.

Wait a little bit though, I have been talking with Shinzy about using the Apparello gas masks, and it looks like that will be how gas protection will work in the future.
Title: [MOD] (Alpha 6) Trap Pack (v .45)
Post by: superpirson on August 22, 2014, 03:30:41 PM
ok guys, I have another major update coming, this one should improve usability tenfold by highlighting where the detonation triggering tiles are for each mine in-game, as well as highlighting the target tiles for fragmentation.
also in the works is are arrow traps, good for early game trappers!
there should also be adding some more texture improvements by somz.
are there any problems that need fixing now? what else needs work? is anything off balance? this is the best time for you guys to tell me!
Title: Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: Zeta Omega on August 22, 2014, 05:28:49 PM
Question, can you add more traps that wont kill raiders...more free colony growth
Title: Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: superpirson on August 22, 2014, 05:39:38 PM
Quote from: Zeta Omega on August 22, 2014, 05:28:49 PM
Question, can you add more traps that wont kill raiders...more free colony growth
Ehh, I kinda wanted to do that with the electrified floor, however I am worried about balancing that sort of thing. After all, It would hardly be fair if you could just knock attackers out and assimilate them.

That being said, I kinda want to do this anyways. I may add a anesthetizing poison or gas, that would disable people without killing them.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: Iwillbenicetou on August 22, 2014, 06:03:34 PM
Or maybe have the floor, but it would have to have charge up time and use tons of energy.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: superpirson on August 22, 2014, 06:11:24 PM
Quote from: Iwillbenicetou on August 22, 2014, 06:03:34 PM
Or maybe have the floor, but it would have to have charge up time and use tons of energy.
Actually, I really like that idea, but I may modify it a bit. the way I think I will do it is have a research project that allows you to switch the electrified floor into incapacitation mode. I'll try it now!
Title: Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
Post by: Zeta Omega on August 23, 2014, 09:05:31 PM
Quote from: superpirson on August 22, 2014, 05:39:38 PM
Quote from: Zeta Omega on August 22, 2014, 05:28:49 PM
Question, can you add more traps that wont kill raiders...more free colony growth
Ehh, I kinda wanted to do that with the electrified floor, however I am worried about balancing that sort of thing. After all, It would hardly be fair if you could just knock attackers out and assimilate them.

That being said, I kinda want to do this anyways. I may add a anesthetizing poison or gas, that would disable people without killing them.
Ah so knock out gas, Clever
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: superpirson on August 24, 2014, 03:01:30 PM
ok, so I took your advice, the electrified floor is now way more complicated, and a whole lot more awesome. there are now several modes, which are explained in game, one of which causes pain but not death, allowing you to incapacitate attackers more easily.
also, there is a new texture for the refinery by somz, but it is still a stand-in for an even more awesome texture on it's way!

Also, a trader has been added! it is called a Defense Trader, and they sell and buy mines and explosives.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Iwillbenicetou on August 24, 2014, 05:32:37 PM
I love using this mod with the Apparello mod. Though not all the gas masks work. I think that the gas mask I used may have been from another mod... Though now I can't reconize any of my colonists...
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: superpirson on August 24, 2014, 06:15:51 PM
Quote from: Iwillbenicetou on August 24, 2014, 05:32:37 PM
I love using this mod with the Apparello mod. Though not all the gas masks work. I think that the gas mask I used may have been from another mod... Though now I can't recognize any of my colonists...

what is the name of the mod/what is the name of the mask? did you update Apparello?

what do you mean you can't recognize your colonists? did their faces change?
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Bruvvy on August 24, 2014, 06:43:23 PM
gasmasks are gas is really unique
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: superpirson on August 24, 2014, 07:34:16 PM
Quote from: Bruvvy on August 24, 2014, 06:43:23 PM
gasmasks are gas is really unique

Modder has encountered a sintax error, cannot parse line.

Thanks! The gas took quite a bit of work, but now I have a reliable animated thing object written.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Zeta Omega on August 24, 2014, 07:42:09 PM
Do I have to redownload this or just download the other mod?
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Iwillbenicetou on August 24, 2014, 07:53:26 PM
Download the other mod. Makes them immune, but still move slowly
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: superpirson on August 24, 2014, 09:09:00 PM
I'm afraid you'll have to re-download both. it shouldn't break any saves though, so that's something.

The slow movement is intentional, the idea is that the presence of the gas has largely blinded it's victims, even with the gas masks on.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Iwillbenicetou on August 24, 2014, 09:14:08 PM
Quote from: superpirson on August 24, 2014, 09:09:00 PM
The slow movement is intentional, the idea is that the presence of the gas has largely blinded it's victims, even with the gas masks on.

I know. And I like it.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Shinzy on August 25, 2014, 04:04:10 AM
Just as a notice! (Self explanatory perhaps but  ::) ) you can see if the item has poison resistance by clicking on the info
button of the helmet
There *should* be like 4 (and counting) different masks with it in there. So if you find a gasmask with no resistance that's probably just me forgetting to put it in it =P or not part of my mod at all!
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: superpirson on August 25, 2014, 12:46:36 PM
Quote from: Shinzy on August 25, 2014, 04:04:10 AM
-snip-

I could only find two three gas masks, but I couldn't find any problems with those.
also, if you want to create clothing with electrical resistance or explosive resistance, you are welcome to do so  :)
I can make injury defs for just about anything, so if you have any other ideas just let me know!
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Shinzy on August 25, 2014, 02:25:57 PM
Quote from: superpirson on August 25, 2014, 12:46:36 PM
Quote from: Shinzy on August 25, 2014, 04:04:10 AM
-snip-

I could only find two three gas masks, but I couldn't find any problems with those.
also, if you want to create clothing with electrical resistance or explosive resistance, you are welcome to do so  :)
I can make injury defs for just about anything, so if you have any other ideas just let me know!
Electric defence sounds useful for the future but I don't have any plans for anything that could in any "feasible" way have resistance to that =P so it's not necessary!
Title: progress update
Post by: superpirson on September 07, 2014, 01:22:45 PM
Hi all! first off, I should say that I have been busy with school, so I haven't been working on as many new features as usual, but I figured it would be a good time to work on some balance fixes and improvements.

Currently, Somz and I are working on some visual improvements and some more early game traps (currently, all we have is a wall arrow trap).

Right now though, I can't do too much new coding without having to redo my work for the next update, so that means balance time! what's not working? what is too hard to get? what is too powerful? what sells for too much silver? I need answers to these questions, so if anyone finds a problem, please post here!
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Necrosin on October 03, 2014, 04:31:32 AM
Great mod. Might be an idea for your primitive section, but pungee sticks would be a nice simple low tech trap to add defense to sand bags.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: superpirson on October 03, 2014, 11:43:46 AM
Quote from: Necrosin on October 03, 2014, 04:31:32 AM
Great mod. Might be an idea for your primitive section, but pungee sticks would be a nice simple low tech trap to add defense to sand bags.

On the list! Unfortunately I will be buisy with school for a while, so I can't make any promises on when I can get the mod updated and add all this new content.

Normaly updates are easy, but Ty refactored the texture code, so that broke everything. On top of that, the new graphics code is not too mod-frendly. I spoke to Ty about this, he said he just hasn't gotten around to it yet.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Vas on November 04, 2014, 04:32:46 PM
Doesn't seem to work, unless it's only compatible with Alpha 6?  When I select a trap item from the mod, it shows placement and such, but everything else turns off, all the UI except for the menu.  If I click any options on the menu, it all comes back.  If not, then everything, literally everything, is disabled.  Except rotating the item.  I have to reload a previous save to fix it.

On Alpha 7.  No errors presented.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Iwillbenicetou on November 04, 2014, 07:26:46 PM
Maybe use the new mod JullieEllie made?
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Vas on November 04, 2014, 09:22:41 PM
Quote from: Iwillbenicetou on November 04, 2014, 07:26:46 PM
Maybe use the new mod JullieEllie made?
You're going to have to link it.  I did a search for "JullieEllie" and nothing came up.  Also did a search for "trap" by user "JullieEllie", nothing came up.

EDIT;
https://ludeon.com/forums/index.php?topic=7222.0 - <- You mean this?  It doesn't add the things from this traps.  Just one single trap and that's it.  While it's better than none, I was hoping to use this mod.  It appears to be dead in Alpha 7 though.
Title: Re: [MOD] (Alpha 6) Trap Pack (v .45) -Now compatible with Apparello's gas-masks!
Post by: Shinzy on November 05, 2014, 06:18:49 AM
Quote from: Vas on November 04, 2014, 09:22:41 PM
Quote from: Iwillbenicetou on November 04, 2014, 07:26:46 PM
Maybe use the new mod JullieEllie made?
You're going to have to link it.  I did a search for "JullieEllie" and nothing came up.  Also did a search for "trap" by user "JullieEllie", nothing came up.

EDIT;
https://ludeon.com/forums/index.php?topic=7222.0 - <- You mean this?  It doesn't add the things from this traps.  Just one single trap and that's it.  While it's better than none, I was hoping to use this mod.  It appears to be dead in Alpha 7 though.

Yeah tis' is 'dead' for the time being! Spirson was very very busy with irl when I axed him about the 'gasmask' compatibility for Alpha 7! So mite not be able to revive this in a while yet