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RimWorld => Releases => Mods => Outdated => Topic started by: mipen on June 29, 2014, 09:49:40 AM

Title: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: mipen on June 29, 2014, 09:49:40 AM
Mechanical Defense

--Thanks to the valiant efforts of Haplo, the mod has been restored to working condition and will no longer break on save/reload. Please give him a thumbs up! :D

(http://i.imgur.com/xYb8son.png) (http://i.imgur.com/)
Description:
Mechanical Defense adds a variety of new ways to defend your colony. From Stun Cannons to Shotgun Turrets to autonomous droids, you will find something for every situation you find yourself in. Add in some strange and wonderful names randomly generated for each droid, and a buildable joke machine to lighten up the drab atmosphere of the colony everything will be a-okay!

Features:
--All new turret types, with many more to come.
--A complex crafting system.
--Droids!

I have many plans for additional features, and will add to this list accordingly.

Currently operational turrets are:
--Artillery Cannon - A large, devastating cannon that fires highly explosive rounds and is very accurate with a massive range. However, it has a long reload time and woe to the man stood next to it when it is destroyed.
--Gatling Laser - This laser cannon has the idea of getting a lot of fire down range and not really caring where it goes. Each indivudual bolt doesn't do a lot of damage, but with a constant long stream of them swarming out, pirates will be shredded in no time.
--Flak Cannon - This turret was originally designed to take down aircraft on Earth. With a little ingenuous engineering, it has be retrofitted onto a turret base and pointed at the pirates. Accurate and fast firing, it is an upgrade to the vanilla turret and will light up the pirates with ease (literally).
--Stun cannon - this cannon is the perfect crowd control; it can stun large crowds of enemies and stop them from moving for that critical moment. Unfortunately, such concussive forces require time to prepare.
--Shotgun turret - for when enemies want to get close and personal.

Turrets I have planned:
--Bean bag launcher - usually used on civilian crowds, this turret can knock most pirates unconscious.
--Pre-fabricated turret - Extremely quick to setup, this turret is perfect for shoring up defenses in the midst of battle.
--Advanced CQC turret - The shotgun turret's big brother, this monstrosity has perfected the art of massacring pirates at close range.
--Sniper turret - perfect for dispatching the enemy from afar.

And more to come as I think of them. Feel free to leave suggestions if you like :D

Droids:
These droids feature sparkling, original names. Each time a droid is built it is randomly assigned a two or three part nickname. The first is an adjective, the second an actual name, the third a title. No two droids will be a like. Each is also given a random childhood story, so don't forget to check those out, either.

(http://i.imgur.com/PKXr5F2.png)
Currently operational droids:
--Household droid - built from haphazardly put together turret parts, this droid isn't capable of much. However, there's always need for housekeeping!
--Combat droid - perfect addition to the ranks, this droids advanced target acquisition gives it powerful capabilities on the field. However, it has a penchant for exploding when knocked down or too badly damaged.
--Joker droid - periodically sends a message with a joke inside.
--Growing droid - Organics always need food, and droids are here to provide.
--Crafting droid - Who said that droids creating droids was perverse? Because it isn't. Truly.
--Mining droid - Because organics are prone to being squished by cave-ins.
--Cooking droid - Cooking up a storm.

Droids I have planned:
--Brawler droid - Who needs weapons when one has perfectly good fists of steel?
--Suicide droid - Sprints at the enemy and explodes, simple as that.


Other things planned:
--Blast resistant wire - turrets which explode violently have called for innovations in cabling technology.
--Pre fabricated wire - instantly lain, this wire is useful for when you need power now.

How to:
-Research options unlocked after researching stonecutting and improved gun cooling
-Complete research, build components, build turrets, build droids.
A readme is included in the mod root folder if you need extra help


The more advanced turrets use a lot of power, so a power mod like BetterPower+ might be nice to have.
http://ludeon.com/forums/index.php?topic=2249.0 (http://ludeon.com/forums/index.php?topic=2249.0)

Downloads:
https://www.dropbox.com/s/p8fv5g0ay88xmuj/MechanicalDefense%20v0.3.5.rar (https://www.dropbox.com/s/p8fv5g0ay88xmuj/MechanicalDefense%20v0.3.5.rar)
Source code is included.

Licensing
Licensed under CC-BY-SA 3.0.

Acknowledgements:
A big thank you to mispy for letting me use his source code as a reference guide in the making of my own mod.
Find his awesome mod Mechatronics here: http://ludeon.com/forums/index.php?topic=3957.0 (http://ludeon.com/forums/index.php?topic=3957.0)
A huge credit to gertvv, his coding in his mod was invaluable for helping me figure things out. Check out his mod here:
http://ludeon.com/forums/index.php?topic=3940.0 (http://ludeon.com/forums/index.php?topic=3940.0)
And Haplo, the genius. Big credit goes to him too. Check out his mod here:
http://ludeon.com/forums/index.php?topic=3612.0 (http://ludeon.com/forums/index.php?topic=3612.0)
--Haplo has fixed the gamebreaking issues found in versions v0.3.2 and below, so if you enjoy the mod, please go and give him a clap on the back! :D --

Feel free to post any questions or suggestions in the comments.
I am also looking for someone willing to do some art for the mod, as I couldn't draw my way off a piece of paper. If you would like to do it, feel free to send me a pm  :)

Changelog:

(v0.3.5)
>>FIXED! The amazing Haplo hast bestowed upon me a working version of the mod, and it now
functions correctly. Much graditude is thrown his way!
(v0.3.2)
>>Bug fixes and tweaks
(v0.3.1)
>>Changed droid stories, fixed bugs revolving around those
>>Added four new droids; growing, building, mining and cooking
>>Increased power usage of droid hub
>>Other tweaks and fixes
(v0.2.7)
>>Changed droid job searching, now will no longer become colonists
>>Removed droid story, colonists will no longer become droids
(v0.2.5)
>>Updated to alpha 5
>>Changed droid charging station to droid hub; now repairs droids.
>>fixed minor typos
>>balancing acts for some turrets
(v0.2.3)
>>Changed how droids are created (read readme for help)
>>tweaked droid charger power usage
>>tweaked SkillNeedDefs to better control what you get from crafting
(v0.2.0)
>>Complete rewrite on droids, now will function very well.
>>Droids now require power
>>Overhaul on crafting. Nowhere near as complex or as many one use parts, has all been streamlined.
>>Removed some items that aren't needed
>>Added droid charging station
Title: Re: [MOD] (Alpha 4F} More Turrets v0.0.4
Post by: PsychoForge on June 29, 2014, 07:13:17 PM
Ill give this mod a try and get back to you with what i thought :) the current turret mod im using doesnt seem to hurt enemies sadly.

So now ill try yours :)
Title: Re: [MOD] (Alpha 4F} More Turrets v0.0.4
Post by: V3cta on June 30, 2014, 07:12:57 AM
Trying it out too. But a few pics and more informations would be great for others. ;-)
Title: Re: [MOD] (Alpha 4F} More Turrets v0.0.4
Post by: Jessi on June 30, 2014, 08:47:04 AM
Sniper turrets don't shoot at anything, and energy turrets do no damage or miss every shot on direct hits.
Title: Re: [MOD] (Alpha 4F} More Turrets v0.0.4
Post by: PsychoForge on June 30, 2014, 09:54:07 AM
The furnace was available to be built before i researched turret cooling but only after researching stone cutting, I havent built any turrets yet but done lots of researching so far :)
Title: Re: [MOD] (Alpha 4F} More Turrets v0.0.4
Post by: mipen on June 30, 2014, 10:22:23 AM
Quote from: PsychoForge on June 30, 2014, 09:54:07 AM
The furnace was available to be built before i researched turret cooling but only after researching stone cutting, I havent built any turrets yet but done lots of researching so far :)
Yup, that's how I intended it =] The other research unlocks actually building the turrets. The furnace just makes the parts for them, I'm planning some more stuff that will use the same parts.

Quote from: Jessi on June 30, 2014, 08:47:04 AM
Sniper turrets don't shoot at anything, and energy turrets do no damage or miss every shot on direct hits.
The Artillery Cannon requires a lot of power to run, if it doesn't have enough it won't do anything. I could only get two or three running on a geothermal generator. The energy turrets are more for close range, it has the idea of getting a lot of fire down range and not really caring where it goes. I needed to ramp down the damage or they just killed everything in one go. But I'll have a look and see if I can't tweak them =]
Quote from: Exampl3 on June 30, 2014, 07:12:57 AM
Trying it out too. But a few pics and more informations would be great for others. ;-)
Good point! Some more information and pics coming up soon!
Title: Re: [MOD] (Alpha 4F} More Turrets v0.0.4
Post by: PsychoForge on June 30, 2014, 11:03:53 AM
Now that looks cool, Hauling Droid might be nice to go out and grab all the items falling from ships in orbit, mining droids? Ive flattened many a organic mining large rooms before :P Opps :D
Title: Re: [MOD] (Alpha 4F} More Turrets v0.0.4
Post by: mipen on June 30, 2014, 11:24:36 AM
Quote from: PsychoForge on June 30, 2014, 11:03:53 AM
Now that looks cool, Hauling Droid might be nice to go out and grab all the items falling from ships in orbit, mining droids? Ive flattened many a organic mining large rooms before :P Opps :D
Great idea! Added to the list :)
Title: Re: [MOD] (Alpha 4F} More Turrets v0.1.0
Post by: ShaggyD00 on June 30, 2014, 11:30:46 AM
 Why have colonist if you can just build an army of droids for everything? Seems like a game breaker.
Title: Re: [MOD] (Alpha 4F} More Turrets v0.1.0
Post by: V3cta on June 30, 2014, 12:49:36 PM
Nice to see this new droids. But i've got a suggestion: because of the droids now.. maybe you should find a more fitting name for the mod. :) and good work. Played a while with this awesome mod now. The crafting system is complicated. Just like in your description.  ;D
Title: Re: [MOD] (Alpha 4F} More Turrets v0.1.0
Post by: mipen on June 30, 2014, 09:27:49 PM
Quote from: ShaggyD00 on June 30, 2014, 11:30:46 AM
Why have colonist if you can just build an army of droids for everything? Seems like a game breaker.
The droids don't have much health and will usually explode when killed. They are also restricted to certain tasks each. I am going to implement a power need for them soon, and make them move slower than colonists.
Quote from: Exampl3 on June 30, 2014, 12:49:36 PM
Nice to see this new droids. But i've got a suggestion: because of the droids now.. maybe you should find a more fitting name for the mod. :) and good work. Played a while with this awesome mod now. The crafting system is complicated. Just like in your description.  ;D
Thanks for the feedback! :D
Title: Re: [MOD] (Alpha 4F} More Turrets v0.0.4
Post by: mipen on June 30, 2014, 11:29:40 PM
Quote from: Jessi on June 30, 2014, 08:47:04 AM
Sniper turrets don't shoot at anything, and energy turrets do no damage or miss every shot on direct hits.
I found the issue with the artillery cannon. Apparently if you set the size above three, the outermost section counts as a wall and so the turret can't shoot past it. I've adjusted the size and all is fine now. Thanks for the heads up :D
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: V3cta on July 01, 2014, 03:04:26 PM
Nice to see that you take advice. :) Got a little problem: first the household droids hauled and cleaned but later they did nothing.
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: Rousel on July 01, 2014, 04:17:18 PM
Robot revolt!
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: PsychoForge on July 01, 2014, 07:18:23 PM
Lol i had a gattling turret set out at the corner of my base at the entrance and a raider came in to attack my turret fired about 20 bolts at him and he legged it, was too damn funny i was almost in tears the speed he left the map lol
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: WolfgangPolska on July 02, 2014, 05:54:47 AM
I've found Potato Launcher research. I'vedone It but I can't find my new potato weapon :P
It is turret, or just gun?
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: mipen on July 02, 2014, 07:56:41 AM
Quote from: WolfgangPolska on July 02, 2014, 05:54:47 AM
I've found Potato Launcher research. I'vedone It but I can't find my new potato weapon :P
It is turret, or just gun?
Unfortunately that hasn't been put in yet D: I'm sorry =[ it'll be coming in the next update though, along with completely revamped droids and other things.

Quote from: Exampl3 on July 01, 2014, 03:04:26 PM
Nice to see that you take advice. :) Got a little problem: first the household droids hauled and cleaned but later they did nothing.
Yeah, everything I did for the droids in this version was slightly proof of concept. The next update will be an overhaul on how they work. They should function a lot better! :D What did you think of the names?
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: WolfgangPolska on July 02, 2014, 09:30:14 AM
The names ar great! :)
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: V3cta on July 02, 2014, 05:15:27 PM
Quote from: mipen on July 02, 2014, 07:56:41 AM

Yeah, everything I did for the droids in this version was slightly proof of concept. The next update will be an overhaul on how they work. They should function a lot better! :D What did you think of the names?

The names? There are cool. But when they have a long name you can't see them so good in the work menu. And love to hear that. :)
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: Veldrain on July 02, 2014, 07:34:39 PM
I just can't like this mod.  I have been looking for another turret package and hoped this one would work.

After trying it on a new colony it has a few issues that I do not like.

1.  The crafting is a little bloated.  Cutting out 2-3 items would still make the process an effort without being overburdening.

2.  You just have to much going into one turret for the UI.  The energy turret requires five different items.  I can only see three of them before the get blended below the text.  I had to make one of each item then watch my colonist to see what he dragging to the turret.  It might just be my resolution, but you have posted none of this information anywhere I could find it of looking through code.

3.  Similar to above, when you add a large number of new items we have to have a way to match icons to items.  The icons in the crafting menu don't always match up easily with the inventory shown on screen.

An explanation in your opening post or even better, a readme file where I could find this information would have made this a good mod.
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: mipen on July 03, 2014, 12:43:52 AM
Quote from: Veldrain on July 02, 2014, 07:34:39 PM
I just can't like this mod.  I have been looking for another turret package and hoped this one would work.

After trying it on a new colony it has a few issues that I do not like.

1.  The crafting is a little bloated.  Cutting out 2-3 items would still make the process an effort without being overburdening.

2.  You just have to much going into one turret for the UI.  The energy turret requires five different items.  I can only see three of them before the get blended below the text.  I had to make one of each item then watch my colonist to see what he dragging to the turret.  It might just be my resolution, but you have posted none of this information anywhere I could find it of looking through code.

3.  Similar to above, when you add a large number of new items we have to have a way to match icons to items.  The icons in the crafting menu don't always match up easily with the inventory shown on screen.

An explanation in your opening post or even better, a readme file where I could find this information would have made this a good mod.

Hi Veldrain, thanks for your feedback! I agree with you about the crafting, there are too many different things going on without any support for easily looking up what is needed where. I'm going to cut a few parts out to simplify it. My original thinking in having so many parts was that it would balance out the added power of the new turrets, but it just makes it all too cumbersome. I'll also work on making the item icons match up a bit easier, make them more recognisable. And I'm glad you mentioned the readme thing, I was thinking of doing it but not sure if it was needed. I'll try put the information in the research descriptions, and if that doesn't work out well I'll make a readme file on how to do everything. Thanks for your post, and if there was anything else you had issues with don't hesitate to let me know =]
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: indixavior on July 03, 2014, 01:39:22 AM
Yea it would help if there is more of a readme file or just a detailed explanation on your first post. btw how do you get sand? I've made sand quarries but none of my people can or will work on them.
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: Veldrain on July 03, 2014, 02:29:43 AM
Quote from: indixavior on July 03, 2014, 01:39:22 AM
Yea it would help if there is more of a readme file or just a detailed explanation on your first post. btw how do you get sand? I've made sand quarries but none of my people can or will work on them.

Once you build the quarry you have to set as a mine order.
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: Veldrain on July 03, 2014, 02:35:52 AM
Quote from: mipen on July 03, 2014, 12:43:52 AM
Quote from: Veldrain on July 02, 2014, 07:34:39 PM
I just can't like this mod.  I have been looking for another turret package and hoped this one would work.

After trying it on a new colony it has a few issues that I do not like.

1.  The crafting is a little bloated.  Cutting out 2-3 items would still make the process an effort without being overburdening.

2.  You just have to much going into one turret for the UI.  The energy turret requires five different items.  I can only see three of them before the get blended below the text.  I had to make one of each item then watch my colonist to see what he dragging to the turret.  It might just be my resolution, but you have posted none of this information anywhere I could find it of looking through code.

3.  Similar to above, when you add a large number of new items we have to have a way to match icons to items.  The icons in the crafting menu don't always match up easily with the inventory shown on screen.

An explanation in your opening post or even better, a readme file where I could find this information would have made this a good mod.

Hi Veldrain, thanks for your feedback! I agree with you about the crafting, there are too many different things going on without any support for easily looking up what is needed where. I'm going to cut a few parts out to simplify it. My original thinking in having so many parts was that it would balance out the added power of the new turrets, but it just makes it all too cumbersome. I'll also work on making the item icons match up a bit easier, make them more recognisable. And I'm glad you mentioned the readme thing, I was thinking of doing it but not sure if it was needed. I'll try put the information in the research descriptions, and if that doesn't work out well I'll make a readme file on how to do everything. Thanks for your post, and if there was anything else you had issues with don't hesitate to let me know =]

I'll keep watching this mod then.
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: indixavior on July 03, 2014, 02:48:48 AM
I have some people signed to mining yet no1 touches them except when building it. I can build the sand quarry yet i cannot prioritize/right-click some1 to work on it too.

Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: mipen on July 03, 2014, 05:54:00 AM
Quote from: indixavior on July 03, 2014, 02:48:48 AM
I have some people signed to mining yet no1 touches them except when building it. I can build the sand quarry yet i cannot prioritize/right-click some1 to work on it too.
Have you gone in to orders and ordered them to mine with the mine order tool? The sand quarry basically acts just like the metal rocks found when mining
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: WolfgangPolska on July 03, 2014, 07:17:16 AM
For me crafting is too complex. All these parts just serve for nothing. :C
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.1.2 (previously MoreTurrets)
Post by: mipen on July 04, 2014, 01:11:19 AM
Quote from: WolfgangPolska on July 03, 2014, 07:17:16 AM
For me crafting is too complex. All these parts just serve for nothing. :C
I have updated the crafting to be a lot simpler, with fewer different parts. Also there is now a readme to help
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.2.0 (previously MoreTurrets)
Post by: V3cta on July 04, 2014, 01:18:42 AM
Like the new changes! But don't have time now to test the mod. Will write about it when I am at home.
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.2.3 (previously MoreTurrets)
Post by: WolfgangPolska on July 04, 2014, 06:30:21 AM
Download link is missing .

Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.2.3 (previously MoreTurrets)
Post by: mipen on July 04, 2014, 07:14:25 AM
Quote from: WolfgangPolska on July 04, 2014, 06:30:21 AM
Download link is missing .
Ah, my apologies. It's fixed now =]
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.2.3 (previously MoreTurrets)
Post by: murillokb on July 04, 2014, 11:27:26 AM
So, i'm playing with lots of mods right now and I was having a lot of fun till some kind of really nasty bug started to happen and now my colonists are turning into droids :p
well at least their backstory is turning into "household doid" (yes, doid, there's a typo there :D)
my good colonists turned into cleaning zombies D:
there's a way to fix it? I know this bug can be caused by other mods, but i'm posting here since the droids seems to be the trigger.

ps: I just remembered i've got this bug before with the mechatronics mod and my colonist's backstories where turning into "mechanoid". It seems everytime a colonist build a pawn it's backstory bugs
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.2.3 (previously MoreTurrets)
Post by: Marshy on July 04, 2014, 01:18:13 PM
Quote from: murillokb on July 04, 2014, 11:27:26 AM
So, i'm playing with lots of mods right now and I was having a lot of fun till some kind of really nasty bug started to happen and now my colonists are turning into droids :p
well at least their backstory is turning into "household doid" (yes, doid, there's a typo there :D)
my good colonists turned into cleaning zombies D:
there's a way to fix it? I know this bug can be caused by other mods, but i'm posting here since the droids seems to be the trigger.

ps: I just remembered i've got this bug before with the mechatronics mod and my colonist's backstories where turning into "mechanoid". It seems everytime a colonist build a pawn it's backstory bugs

I'm having the same problem, the 1 colonist I had that was good at shooting turned into a household droid and now can't fire a weapon ;(

Edit: After searching through the save file I found the problem. The droids had the same background ID as the colonists that were changed. By changing the the number part of the ID on both adult and child background on the colonist they were given a random new child and adult background and became human again.

If you don't know how to edit the save file, download a nice text editor like notepad++, open the Rimworld save file in it (the save files are in Users\Username\AppData\LocalLow\Ludeon Studios\RimWorld\Saves) CTRL+F and search for the name of your changed colonist/s and find the field for child and adult background. Simply change the number slightly and they will be given a random new background and their humanity back next time you log in.
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.2.3 (previously MoreTurrets)
Post by: xBlackfieldx on July 04, 2014, 04:34:13 PM
Oh my.... a mod that finaly did droids <3 (well usefull ones ;) )  Is there any guess on a date for an update to Alpha 5? Someone might allready asked but i apear to be lazy today.... :P
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.2.3 (previously MoreTurrets)
Post by: murillokb on July 04, 2014, 07:51:38 PM
Quote from: Marshy on July 04, 2014, 01:18:13 PMAfter searching through the save file I found the problem. The droids had the same background ID as the colonists that were changed. By changing the the number part of the ID on both adult and child background on the colonist they were given a random new child and adult background and became human again.

Wow, thanks, that helped! I'm not building new drones for a while tho
Title: Re: [MOD] (Alpha 4F} Mechanical Defense v0.2.3 (previously MoreTurrets)
Post by: mipen on July 05, 2014, 01:44:47 AM
Quote from: murillokb on July 04, 2014, 11:27:26 AM
So, i'm playing with lots of mods right now and I was having a lot of fun till some kind of really nasty bug started to happen and now my colonists are turning into droids :p
well at least their backstory is turning into "household doid" (yes, doid, there's a typo there :D)
my good colonists turned into cleaning zombies D:
there's a way to fix it? I know this bug can be caused by other mods, but i'm posting here since the droids seems to be the trigger.

ps: I just remembered i've got this bug before with the mechatronics mod and my colonist's backstories where turning into "mechanoid". It seems everytime a colonist build a pawn it's backstory bugs

Hm, very strange. I had a look while updating the mod, but I couldn't find anything. Fixed the typo though. I wasn't able to recreate the bug on the new version, so maybe the typo was causing it? Doesn't seem possible. Let me know if it happens again and if there are special circumstances in which it happens.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.5
Post by: LZPanzer on July 05, 2014, 06:07:35 PM
interesting mod a little on the tech heavy side but you said you wanted to expand it. and with the exception for the bug that turns your colonists into droids it is quite fun.

so i thought of a suggestion based off of this bug. lately ive had trouble trying to recruit stubborn prisoners. so i thought maybe you can use them as material for your droids. aka  they have 3 choices, join, die, or become a mindless automaton.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.5
Post by: sylphaenos on July 05, 2014, 09:36:19 PM
Nice mod! Unfortunately, I am also experiencing the colonist-turned-droid bug on Alpha 5, and just now after loading up my save my household droid turned into a colonist (screenshot below). Only the backstory was affected, it seems to have generated a new one for some reason.
I'm also having some texture glitches - the droid will randomly cycle through textures if I'm zoomed in at all. However, I've noticed some other graphical glitches on Alpha 5, so the mod may not be at fault.

(http://puu.sh/9YrgO/f96218ff29.png)
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.5
Post by: mipen on July 06, 2014, 02:48:37 AM
Quote from: sylphaenos on July 05, 2014, 09:36:19 PM
Nice mod! Unfortunately, I am also experiencing the colonist-turned-droid bug on Alpha 5, and just now after loading up my save my household droid turned into a colonist (screenshot below). Only the backstory was affected, it seems to have generated a new one for some reason.
I'm also having some texture glitches - the droid will randomly cycle through textures if I'm zoomed in at all. However, I've noticed some other graphical glitches on Alpha 5, so the mod may not be at fault.
Thanks the post. I've just removed the droid stories and hardcoded the skills I want for them, I've also changed the job finder for them to only search from a list I wrote myself. So now they won't switch to ordinary colonists (fingers crossed) and colonists won't be able to inherit the traits of a droid because they no longer exist. As to the texture glitches, I think that is something to do with the actual game itself, hopefully it gets picked up soon. Things should be working a lot smoother now, and now I can get some more droids on to the production line now that I don't have to worry about these strange occurances :D
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.7
Post by: sylphaenos on July 06, 2014, 05:02:47 PM
Thanks so much! I'll re-download the mod and see how it goes, I love having a household droid so one of my colonists doesn't have to be a full-time maid :)
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.7
Post by: Puch22 on July 07, 2014, 07:32:31 AM
Love it, but it seems every few times I decide to play rim world and load up my world, some of my droids are capable of everything! Was it intended? If not, it's cool anyway.
Also there is an issue for me, when some of my droids die from combat it'll either say they're down and that they need rescue, it stays there till I delete the world. Oh, it also keeps their name in my "Over-view" menu.
Thanks :)

P.S: Could you find a way to fix how on the right hand side it keeps telling me the droid is starving, that a droid needs a bed and all that.
Or maybe it's just me c:
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.7
Post by: R0NIN on July 07, 2014, 09:10:16 AM
how do you get them to get sand cause i can't get them to. tried right clicking but nothing happens.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.7
Post by: mipen on July 07, 2014, 10:23:25 AM
Quote from: sylphaenos on July 06, 2014, 05:02:47 PM
Thanks so much! I'll re-download the mod and see how it goes, I love having a household droid so one of my colonists doesn't have to be a full-time maid :)
It is good to have someone to do the dirty work for you :P I've just uploaded a newer version which has an overhaul on how the droids' stories are handled, so now there won't be any more issues, as my last release turned out to be really buggy D: And there are new droids now too!

Quote from: Puch22 on July 07, 2014, 07:32:31 AM
Love it, but it seems every few times I decide to play rim world and load up my world, some of my droids are capable of everything! Was it intended? If not, it's cool anyway.
Also there is an issue for me, when some of my droids die from combat it'll either say they're down and that they need rescue, it stays there till I delete the world. Oh, it also keeps their name in my "Over-view" menu.
Thanks :)

P.S: Could you find a way to fix how on the right hand side it keeps telling me the droid is starving, that a droid needs a bed and all that.
Or maybe it's just me c:
That should be fixed in the update I've just uploaded. What was happening was the game was for some reason forgetting the droids' backstory, which handled what it could do and what it couldn't, and would assign it a new one, which made it just a normal colonist. I've changed how that was done and now it won't happen anymore! :D And colonists won't randomly become droids either. I've fixed it saying that they are incapacitated when they are dead, so that will be gone now too :D And lastly, the messages on the side have also been fixed. Droid hubs now count as beds, but cannot be used like beds, just a nifty little trick to make the message go away. Droids don't need rest anyways >:D and I've fixed the droids starving, they no longer forget that they are droids and don't eat food. I'm not sure if the update will be okay with old savegames, but you can always give it a shot =]

Quote from: R0NIN on July 07, 2014, 09:10:16 AM
how do you get them to get sand cause i can't get them to. tried right clicking but nothing happens.
The sand quarry is like a rock. Place it down, and once it has been built, order someone to mine it like you would anything other mineable thing. They'll get on it right away =] Remember there is a readme included with the mod if you are having other issues, or you can message me
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.7
Post by: Puch22 on July 07, 2014, 10:47:11 AM
Works with my saved game, only thing is, the new droids have options to repair/construct. Also, keep up the good work :).

Edit) The mental break down message appeared on a few of my droids but it comes and goes over time.
Edit 2) One of my droids decided to leave the colony and is now broken and dazed. But, gladly it's still doing it's job, it's just not in the colony so I can't control it manually.

Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.7
Post by: sylphaenos on July 08, 2014, 12:41:51 AM
Quote from: mipen on July 07, 2014, 10:23:25 AM
It is good to have someone to do the dirty work for you :P I've just uploaded a newer version which has an overhaul on how the droids' stories are handled, so now there won't be any more issues, as my last release turned out to be really buggy D: And there are new droids now too!

I just came back to report exactly that, but I will re-download again ;)

Edit: Great, I checked out the changes in this latest version and can see that the bug is permanently squashed. Thank you!
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.7
Post by: Bandus on July 08, 2014, 02:47:56 AM
I seem to be having an issue with this mod, unfortunately. Specifically, I have placed a sand pit and it has been constructed, yet, I cannot seem to order anyone to mine it. When I try to right-click to prioritize it, no option appears.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.7
Post by: asphere8 on July 08, 2014, 11:56:00 PM
Are the droids supposed to be having mental breakdowns? Occasionally one will 'give up' but still do its job, while others will go on a rampage and have to be killed, which causes explosions and damage to my colony. :c
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.2.7
Post by: mipen on July 09, 2014, 04:39:28 AM
Quote from: Bandus on July 08, 2014, 02:47:56 AM
I seem to be having an issue with this mod, unfortunately. Specifically, I have placed a sand pit and it has been constructed, yet, I cannot seem to order anyone to mine it. When I try to right-click to prioritize it, no option appears.
Have you set the order to mine it? (From the tools menu) You should be able to mine it like any other rock.
Quote from: asphere8 on July 08, 2014, 11:56:00 PM
Are the droids supposed to be having mental breakdowns? Occasionally one will 'give up' but still do its job, while others will go on a rampage and have to be killed, which causes explosions and damage to my colony. :c
No that is a bug that I am fixing now, sorry about that D:
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: BetaSpectre on July 09, 2014, 06:40:09 AM
Combat droid - perfect addition to the ranks, this droids advanced target acquisition gives it powerful capabilities on the field. However, it has a penchant for exploding when knocked down or too badly damaged.

When using the Droid I find it to be alot worse than a normal colonist. mind making him tough? (have 200 HP? or lots of damage absorbsion since he is armored right?)

As is It takes a few resources to make him that are better used on say turrets and due to his low health and penchant for exploding its tough to actually use him in the field and impossible in clumps (the whole boom thing and 50HP)

I wouldn't mind if he was more expensive since if I build something for combat I expect it to be costly and effective.

Maybe even add in a separate Scout droid that goes 200% faster than colonists but only 50 HP
(for hauling prisoners mostly)

Thanks for reading, keep up the great work will update the mod soon
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Puch22 on July 09, 2014, 01:39:46 PM
Quote from: BetaSpectre on July 09, 2014, 06:40:09 AM

When using the Droid I find it to be alot worse than a normal colonist. mind making him tough? (have 200 HP? or lots of damage absorbsion since he is armored right?)



I think the combat droid was meant to basically be a expendable troop, which more or less makes him worth it. If you put other mods in such as project armory, you could equip them with long-ranged weapons which makes them less likely to die easily, on the other hand I'm probably wrong but I think the Combat Droids were intended to have less health than a colonist.

(I am probably wrong)

(Also, if you want it to be stronger before a update of the mod, it's files are in the Defs/ThingDefs in the xml which is mipPawnRaces, change the health points and whatever with the editor of your choice and you're good.)
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: BetaSpectre on July 09, 2014, 02:00:59 PM
Thanks for the info
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: godbyelol on July 09, 2014, 06:04:15 PM
Dosent seem to work, or im doing something wrong, researched the 2 things, yet nothing unlocks to me :(
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: N-Tempest on July 09, 2014, 07:22:07 PM
not sure if it's been mentioned, but my droids seem to be losing their minds to exhaustion and other psychological problems...
There's no way to check their stats

Also, are there any plans for having droids that can do crafting and basic hauling?
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Puch22 on July 09, 2014, 08:15:29 PM
Quote from: N-Tempest on July 09, 2014, 07:22:07 PM

Also, are there any plans for having droids that can do crafting and basic hauling?
I don't think it'd seem too fair to have a droid crafting other droids and all the turrets, that might be a little bit over powered. Also the house hold droid can haul items.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Herzer on July 09, 2014, 09:26:05 PM
Yeah so I was looking to try this mod out but I can't get it to work. I download the file but I can't open it properly. I have a video player that registers it as a video and my zip program won't give me anything I can use. All my zip program does is make an infinite loop.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: mipen on July 09, 2014, 10:08:27 PM
Quote from: BetaSpectre on July 09, 2014, 06:40:09 AM
Combat droid - perfect addition to the ranks, this droids advanced target acquisition gives it powerful capabilities on the field. However, it has a penchant for exploding when knocked down or too badly damaged.

When using the Droid I find it to be alot worse than a normal colonist. mind making him tough? (have 200 HP? or lots of damage absorbsion since he is armored right?)

As is It takes a few resources to make him that are better used on say turrets and due to his low health and penchant for exploding its tough to actually use him in the field and impossible in clumps (the whole boom thing and 50HP)

I wouldn't mind if he was more expensive since if I build something for combat I expect it to be costly and effective.

Maybe even add in a separate Scout droid that goes 200% faster than colonists but only 50 HP
(for hauling prisoners mostly)

Thanks for reading, keep up the great work will update the mod soon
Yah puch was right about it being expendable. It has a shooting level of 10 so giving it a good weapon will let it do some damage. The problem with making it powerful would be that once you get to a certain point in your colony, you could end up making unlimited of them, which would be a bit overpowered. I could reduce the explosion radius and cost of them to make them more expendable and more useful in filling up the gaps in the line, but I think making them stronger would end up making them overpowered. I could also bump up their shooting skill to make them do more damage. Let me know what you think
Quote from: godbyelol on July 09, 2014, 06:04:15 PM
Dosent seem to work, or im doing something wrong, researched the 2 things, yet nothing unlocks to me :(
I don't know what could cause this, have you installed the mod correctly?
Quote from: N-Tempest on July 09, 2014, 07:22:07 PM
not sure if it's been mentioned, but my droids seem to be losing their minds to exhaustion and other psychological problems...
There's no way to check their stats

Also, are there any plans for having droids that can do crafting and basic hauling?
Which version do you have installed? v0.3.2 should have fixed the psychological and exhaustion problems, but it's hard for me to test because it takes a while to get to the stage where they could potentially end up exhausted. And yes I am going to make a crafting droid, along with droids for any of the other skills I have missed (I don't think there are many left? I'll have to check). The household droid does hauling and cleaning, you can tell it what to prioritise in the overiew.
Quote from: Herzer on July 09, 2014, 09:26:05 PM
Yeah so I was looking to try this mod out but I can't get it to work. I download the file but I can't open it properly. I have a video player that registers it as a video and my zip program won't give me anything I can use. All my zip program does is make an infinite loop.
I think this might be a problem on your end. I downloaded the file and it opened fine for me. Maybe try re-installing your zip program?

Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: BetaSpectre on July 10, 2014, 12:10:29 AM
I honestly just want them to stop exploding so I can use them as front line cannon fodder without fear of a "meltdown" Low health doesn't really fit my idea of a kill bot but I understand your reluctance at making these guys too powerful. In game I'd still pay 5x the current price for 4x the health xD.

Currently I use the droids as weapon operators since they don't well have feelings. (They can turn into Spies and rebel lol robot rebellion)
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: mipen on July 10, 2014, 02:02:54 AM
Quote from: BetaSpectre on July 10, 2014, 12:10:29 AM
I honestly just want them to stop exploding so I can use them as front line cannon fodder without fear of a "meltdown" Low health doesn't really fit my idea of a kill bot but I understand your reluctance at making these guys too powerful. In game I'd still pay 5x the current price for 4x the health xD.

Currently I use the droids as weapon operators since they don't well have feelings. (They can turn into Spies and rebel lol robot rebellion)
Yeah I think I will tune down the explosion and increase the health a little, to make them more useful. Is that the spy thing from haplo's misc mod? I haven't been able to properly test them in game yet, spawning them in doesn't give you a good feel for how they are balanced or not
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Puch22 on July 10, 2014, 03:55:08 AM
Quote from: mipen on July 10, 2014, 02:02:54 AM

Currently I use the droids as weapon operators since they don't well have feelings. (They can turn into Spies and rebel lol robot rebellion)
Yeah I think I will tune down the explosion and increase the health a little, to make them more useful. Is that the spy thing from haplo's misc mod? I haven't been able to properly test them in game yet, spawning them in doesn't give you a good feel for how they are balanced or not         
-----------------------------------------------------------
(I do not understand the quoting system, sorry.) ~Puch
[/quote]
:P
I think the spy event is a normal incident along with the others, also personally, I can't seem to spawn them in at all when I'm trying out new updates, actually I can't even spawn in a centipede, so it's probably just me.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: godbyelol on July 10, 2014, 05:13:57 AM
Figured it out, apparently i had to research the Pneumatic picks also to enable them so now its working almost, when i load a saved game, i recieve like thousand error logs, and rainbow screen :p Almost every colour is filling my screen up :-) Exept from that, great mod!
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Puch22 on July 10, 2014, 05:16:16 AM
Quote from: godbyelol on July 10, 2014, 05:13:57 AM
Figured it out, apparently i had to research the Pneumatic picks also to enable them so now its working almost, when i load a saved game, i recieve like thousand error logs, and rainbow screen :p Almost every colour is filling my screen up :-) Exept from that, great mod!
New game or a old save?
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: godbyelol on July 10, 2014, 05:44:29 AM
Quote from: Puch22 on July 10, 2014, 05:16:16 AM
Quote from: godbyelol on July 10, 2014, 05:13:57 AM
Figured it out, apparently i had to research the Pneumatic picks also to enable them so now its working almost, when i load a saved game, i recieve like thousand error logs, and rainbow screen :p Almost every colour is filling my screen up :-) Exept from that, great mod!
New game or a old save?
Old save, when i start new it works
The screenshot below is what i see when i load.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Ender on July 10, 2014, 09:54:59 AM
so i really love the concept, got to playing it, got everything, yet i need sand, and simply cant get it, the sand quarry doesn't seems to do anything. help?
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: godbyelol on July 10, 2014, 09:58:03 AM
Quote from: Ender on July 10, 2014, 09:54:59 AM
so i really love the concept, got to playing it, got everything, yet i need sand, and simply cant get it, the sand quarry doesn't seems to do anything. help?
you just mine the quarry u placed :-) Using mine tool ^^
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Odious on July 10, 2014, 10:13:44 AM
Quote from: godbyelol on July 10, 2014, 05:44:29 AM
Quote from: Puch22 on July 10, 2014, 05:16:16 AM
Quote from: godbyelol on July 10, 2014, 05:13:57 AM
Figured it out, apparently i had to research the Pneumatic picks also to enable them so now its working almost, when i load a saved game, i recieve like thousand error logs, and rainbow screen :p Almost every colour is filling my screen up :-) Exept from that, great mod!
New game or a old save?
Old save, when i start new it works
The screenshot below is what i see when i load.

Yeah I'm getting colored screen every time I load too.
I've tried all sorts of things, making a new colony, saving and then loading. Bam still get the rainbow screen.
Anybody else getting this?
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Puch22 on July 10, 2014, 04:08:14 PM
Quote from: godbyelol on July 10, 2014, 05:44:29 AM
Quote from: Puch22 on July 10, 2014, 05:16:16 AM
Quote from: godbyelol on July 10, 2014, 05:13:57 AM
Figured it out, apparently i had to research the Pneumatic picks also to enable them so now its working almost, when i load a saved game, i recieve like thousand error logs, and rainbow screen :p Almost every colour is filling my screen up :-) Exept from that, great mod!
New game or a old save?
Old save, when i start new it works
The screenshot below is what i see when i load.
Yeah, only some versions Mipen will release are compatible with old saves, so you'd have to start a new. If you really don't want to lose your set up, you could maybe use developer mode to research/replace what you lost from the previous save.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: godbyelol on July 10, 2014, 04:34:52 PM
Quote from: Puch22 on July 10, 2014, 04:08:14 PM
Quote from: godbyelol on July 10, 2014, 05:44:29 AM
Quote from: Puch22 on July 10, 2014, 05:16:16 AM
Quote from: godbyelol on July 10, 2014, 05:13:57 AM
Figured it out, apparently i had to research the Pneumatic picks also to enable them so now its working almost, when i load a saved game, i recieve like thousand error logs, and rainbow screen :p Almost every colour is filling my screen up :-) Exept from that, great mod!
New game or a old save?
Old save, when i start new it works
The screenshot below is what i see when i load.
Yeah, only some versions Mipen will release are compatible with old saves, so you'd have to start a new. If you really don't want to lose your set up, you could maybe use developer mode to research/replace what you lost from the previous save.
sorry if i dident explain good enough, it is from the new update, and i prob also misread when you asked if it was old/new save :p
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Herzer on July 10, 2014, 08:21:07 PM
Thank you mipen! It was a problem on my end. Updated my zip program and it worked right away thank you!
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Puch22 on July 10, 2014, 09:49:10 PM
Quote from: godbyelol on July 10, 2014, 04:34:52 PM
Quote from: Puch22 on July 10, 2014, 04:08:14 PM
Quote from: godbyelol on July 10, 2014, 05:44:29 AM
Quote from: Puch22 on July 10, 2014, 05:16:16 AM
Quote from: godbyelol on July 10, 2014, 05:13:57 AM
Figured it out, apparently i had to research the Pneumatic picks also to enable them so now its working almost, when i load a saved game, i recieve like thousand error logs, and rainbow screen :p Almost every colour is filling my screen up :-) Exept from that, great mod!
New game or a old save?
Old save, when i start new it works
The screenshot below is what i see when i load.
Yeah, only some versions Mipen will release are compatible with old saves, so you'd have to start a new. If you really don't want to lose your set up, you could maybe use developer mode to research/replace what you lost from the previous save.
sorry if i dident explain good enough, it is from the new update, and i prob also misread when you asked if it was old/new save :p
It's alright, also I mean when you download the mod, not the alpha update, due to some issues or what ever, you may or may not need to create a new game. If you mean the new update of the mod, it can be the same thing.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Odious on July 11, 2014, 02:07:09 AM
Quote from: Puch22 on July 10, 2014, 09:49:10 PM
Quote from: godbyelol on July 10, 2014, 04:34:52 PM
Quote from: Puch22 on July 10, 2014, 04:08:14 PM
Quote from: godbyelol on July 10, 2014, 05:44:29 AM
Quote from: Puch22 on July 10, 2014, 05:16:16 AM
Quote from: godbyelol on July 10, 2014, 05:13:57 AM
Figured it out, apparently i had to research the Pneumatic picks also to enable them so now its working almost, when i load a saved game, i recieve like thousand error logs, and rainbow screen :p Almost every colour is filling my screen up :-) Exept from that, great mod!
New game or a old save?
Old save, when i start new it works
The screenshot below is what i see when i load.
Yeah, only some versions Mipen will release are compatible with old saves, so you'd have to start a new. If you really don't want to lose your set up, you could maybe use developer mode to research/replace what you lost from the previous save.
sorry if i dident explain good enough, it is from the new update, and i prob also misread when you asked if it was old/new save :p
It's alright, also I mean when you download the mod, not the alpha update, due to some issues or what ever, you may or may not need to create a new game. If you mean the new update of the mod, it can be the same thing.

I've reproduced by starting a new colony, building some combat bots, saving, then loading.
Rainbow screen every time. Also noticed when trying to save with bots it doesn't make that beep when you save.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Ender on July 11, 2014, 02:59:17 AM
yep, same for me. i have tried around, and the problem stems from building a robot, once that is done, it has broken the game. if you try and load from any saves made it simply goes rainbow and unresponsive.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Odious on July 11, 2014, 06:15:22 AM
I've noticed when I load, the rainbow screen has actually loaded the save.
And I can see my colonist's names running around.
However where my bots were stored (right next to the colonists) was empty of names.
I think the bots disappear or aren't recorded when saving a game.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: lbwarhawk on July 11, 2014, 07:37:48 PM
Any idea how to solve the rainbow screen problem? I have only encountered this problem since I updated the mod.
Created a new colony and it worked fine until i build my first droid.

Other than that I really love this mod it gives me another way to build my colony and all in all just makes it more enjoyable
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: SilentHatter on July 13, 2014, 12:00:51 AM
I have the same problem as the guys above. In the second picture you can see that in the list droid no colonists. I think the problem with downloading it after restarting the game. Where information is stored on the droid? Remove it from the save, to continue to play quietly. =)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Odious on July 13, 2014, 06:50:03 AM
It would be great if we could get some kind of acknowledgment as to whether or not rainbow screen has been noticed or is being worked on.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: lbwarhawk on July 13, 2014, 06:15:52 PM
Whats worked for me now is to play the previous version of the mod and just suffer through the droids mental breaks hahaha
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: mipen on July 14, 2014, 01:56:31 AM
Sorry everyone, I've been away for a few days with my girlfriend, back tomorrow or the day after. I've read through the comments and it would seem there is a serious problem with the latest release. Is it just that one? Or are there issues with earlier ones? I'll take a look at our when I get home and get working on a fix. I have a thought it is to do with the psychology tracker of the droids
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Revoke on July 14, 2014, 06:56:32 AM
I've also had the rainbow screen problem.   I also noticed that this bug causes something odd to happen to the save menu; when the bug is in effect, hitting 'save' doesn't close the save dialog.  The usual 'save file created' message with accompanying confirmation beep sound also does not appear.  A save file is created, but any save made in this state is corrupted and causes a rainbow screen on load.

Seems like maybe the save process is being interrupted somehow?
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: SilentHatter on July 14, 2014, 07:46:09 AM
There is a small problem - the droids tired. As if the colonists. But since they do not sleep, the notification about it does not disappear. No other effects like mental state is not.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: H_D on July 14, 2014, 08:19:02 AM
Quote from: Revoke on July 14, 2014, 06:56:32 AM
I've also had the rainbow screen problem.   I also noticed that this bug causes something odd to happen to the save menu; when the bug is in effect, hitting 'save' doesn't close the save dialog.  The usual 'save file created' message with accompanying confirmation beep sound also does not appear.  A save file is created, but any save made in this state is corrupted and causes a rainbow screen on load.

Seems like maybe the save process is being interrupted somehow?

That's exacly what I just had, I lost all my saves from that map. It seems like older saves are unafected.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: GallowsDawn on July 14, 2014, 07:31:59 PM
Really awesome mod, probably my favorite that I use! I would love to see us be able to put specific droids on specific recharging stations. I would also like to see a setting where we can just have them go sit on their stations until needed like a droid might do. A "deactivated" state, or something similar. Don't know how possible it is, but would be cool to have specific rooms and stations for each of my droid types.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Odious on July 15, 2014, 04:42:59 AM
Quote from: GallowsDawn on July 14, 2014, 07:31:59 PM
Really awesome mod, probably my favorite that I use! I would love to see us be able to put specific droids on specific recharging stations. I would also like to see a setting where we can just have them go sit on their stations until needed like a droid might do. A "deactivated" state, or something similar. Don't know how possible it is, but would be cool to have specific rooms and stations for each of my droid types.
Any problems with saving or loading?
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: GallowsDawn on July 16, 2014, 05:58:37 PM
Quote from: Odious on July 15, 2014, 04:42:59 AM
Quote from: GallowsDawn on July 14, 2014, 07:31:59 PM
Really awesome mod, probably my favorite that I use! I would love to see us be able to put specific droids on specific recharging stations. I would also like to see a setting where we can just have them go sit on their stations until needed like a droid might do. A "deactivated" state, or something similar. Don't know how possible it is, but would be cool to have specific rooms and stations for each of my droid types.
Any problems with saving or loading?

I've never had any no. Not with this mod at least.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Ender on July 17, 2014, 09:14:16 AM
Quote from: GallowsDawn on July 16, 2014, 05:58:37 PM
Quote from: Odious on July 15, 2014, 04:42:59 AM
Quote from: GallowsDawn on July 14, 2014, 07:31:59 PM
Really awesome mod, probably my favorite that I use! I would love to see us be able to put specific droids on specific recharging stations. I would also like to see a setting where we can just have them go sit on their stations until needed like a droid might do. A "deactivated" state, or something similar. Don't know how possible it is, but would be cool to have specific rooms and stations for each of my droid types.
Any problems with saving or loading?

I've never had any no. Not with this mod at least.

thats very weird...
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Joncomma on July 17, 2014, 04:28:05 PM
I'm having the rainbow screen problem as well. I think it's related to the droids or the droid building areas. I was able to load and earlier save which did not have these thing built and it worked well, but anything after building the droid was gone.
Great mod though, love the turret variety and working droids would make it perfect :)
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: SteelHeart on July 19, 2014, 05:21:50 PM
Nothing Here

The file you're looking for has been deleted or moved.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: harpo99999 on July 19, 2014, 07:29:20 PM
hopefully it is because 'he' is updating it, but I also see the same error which is preventing the download of the mod
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: mipen on July 19, 2014, 09:03:39 PM
My apologies guys, I reorganised my dropbox and forgot to update the download link. However, the mod is broken and I have no idea how to fix it. I'm going to upload the final version of the mod with the source code and anyone who wants to can look at it and take it over or do whatever with it. I've been trying to fix it for ages and nothing I try will work =[ which has driven me to abondon the project and move on
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: Korporal Kagger on July 25, 2014, 12:55:45 AM
There's a game breaking bug with the droid hub. If you set them to be for prisoners the game will completely bug out and go rainbow colors.  It gets fixed if you still have the droid hub selected and turn it back to a normal colonist bed, otherwise you're basically screwed and the best way to fix is just to load an older save.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: AfroHarrison on July 25, 2014, 10:49:07 AM
Quote from: mipen on July 19, 2014, 09:03:39 PM
My apologies guys, I reorganised my dropbox and forgot to update the download link. However, the mod is broken and I have no idea how to fix it. I'm going to upload the final version of the mod with the source code and anyone who wants to can look at it and take it over or do whatever with it. I've been trying to fix it for ages and nothing I try will work =[ which has driven me to abondon the project and move on

I don't know what I can do, or if I have time to, but I'll look into your source code and see if I can find the bug. If not, sorry.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: axenn on July 26, 2014, 06:02:23 AM
This is only a problem with droids.

- i have made an area to build droid, a hub saved many times... no problem
- Electronics circuits falled from the sky... saved no problems.

Each times i save with an active droid, first the menu doesn't closed, then when i load rainbow screen or sometimes the rainy screen (clouds etc).... I noticed at the log screen some words that saids something like
Droid is not ready | try to tick something to 0.

Then that list many object that missed or disapear i dont know, some colonists can't reach points too....

I just want some housekeepers droid :'(

edit:
new experience step by step:
- Take a good backup
- Constructed an android (i think i constructed a first android, but did'nt make a pod to charge it, i have no idea to where it is)
- Save.. menu don't disapear.
- Leave the menu
- Load the previous backup, the good, without test the new.
- Load ok but no interface at all. No menu, no architect menu, nothing.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
Post by: seonder on July 30, 2014, 06:31:25 AM
I tested the same thing, on several game , every time I built some droids, i save than reload and game wont show up, it make the monitor going in a mesh of color displaing several errors.
I used a devtool too and when I spawn a droid it will disappear and report an error.
I don't know what to do about it.

Sorry for my english. i'm italian
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: axenn on July 31, 2014, 05:28:22 AM
I use this mod now just for defense, and replace droids by A.M.I droids that look like e.v.e from wall-e and work perfectly. I put the droid factory in stand by.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: seonder on July 31, 2014, 07:42:33 AM
Thank you for the new update!!!!
It resolved the problem caused by those droids!

Kneel before you  8)
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: mipen on July 31, 2014, 08:54:01 AM
Quote from: seonder on July 31, 2014, 07:42:33 AM
Thank you for the new update!!!!
It resolved the problem caused by those droids!

Kneel before you  8)
All credit goes to haplo for the fix =]
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: seonder on July 31, 2014, 06:30:08 PM
Quote from: mipen on July 31, 2014, 08:54:01 AM
Quote from: seonder on July 31, 2014, 07:42:33 AM
Thank you for the new update!!!!
It resolved the problem caused by those droids!

Kneel before you  8)

So...thanks to him!!!

All credit goes to haplo for the fix =]
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: AnddyiRaynor on July 31, 2014, 07:56:05 PM
Do any of the droids haul stuff? I didn't notice it when I used the dev mode to spawn in some as a test.

Thanks haplo for making this mod work again, hopefully alpha 6 doesn't squash it again.
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: seonder on July 31, 2014, 08:06:10 PM
Quote from: AnddyiRaynor on July 31, 2014, 07:56:05 PM
Do any of the droids haul stuff? I didn't notice it when I used the dev mode to spawn in some as a test.

Thanks haplo for making this mod work again, hopefully alpha 6 doesn't squash it again.

Yes the droids haul things
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: mipen on July 31, 2014, 10:19:22 PM
Quote from: AnddyiRaynor on July 31, 2014, 07:56:05 PM
Do any of the droids haul stuff? I didn't notice it when I used the dev mode to spawn in some as a test.

Thanks haplo for making this mod work again, hopefully alpha 6 doesn't squash it again.
Yes, the household droids will haul and clean, you can set the priorities in the overview like for a normal colonist. Apparently alpha 6 is going to be doing a lot of changes to pawns, so it's going to be a lot of work updating this mod for alpha 6 D:
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: seonder on August 01, 2014, 10:00:30 AM
I've noticed  another glicth, that i think is caused by your droids.
the thing is after i build several of 'em, 10-12, mainly houshold, they will stuck on getting job, and sudden the monitor begin to flicker.

I'm asking if anyone as beeen afflicted by this other than me.

(http://imagizer.imageshack.us/v2/150x100q90/538/mn3bCx.png) (http://imageshack.com/f/eymn3bCxp)
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: mipen on August 01, 2014, 10:21:26 PM
Quote from: seonder on August 01, 2014, 10:00:30 AM
I've noticed  another glicth, that i think is caused by your droids.
the thing is after i build several of 'em, 10-12, mainly houshold, they will stuck on getting job, and sudden the monitor begin to flicker.

I'm asking if anyone as beeen afflicted by this other than me.

(http://imagizer.imageshack.us/v2/150x100q90/538/mn3bCx.png) (http://imageshack.com/f/eymn3bCxp)
Does the log show it is happening to more than one droid, or just one? Perhaps try drafting and undrafting them, or saving and reloading. If it is just one droid affected and the problem persists, try destroying it and replacing it with another (to replace it with the dev mode, choose try place direct thing and look for 'spawn household droid' or something along that line) If it still happens, could you send me the output log located in the RimWorld/RimWorld492Win_Data folder?
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: seonder on August 05, 2014, 04:19:05 PM
i saw that it happens to severals droids and also some colonist!
Its like that the hauling order get messed up when you have build lots of droids. I'll send you asap the log file,right now i'm off home,in holiday ;)
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: user27 on August 11, 2014, 12:57:38 AM
how hard would it be to make a spartan-class droid (one that can go up against a centipede and win)?
it would have to be expensive as hell to craft of course
maybe an armored turret base or 2 for the legs, enough electronics for a large bestbuy store, and enough steel for a destroyer and a generous disregard for how much stuff you can pack into a space not much larger then a colonist without making it denser then lead and as heavy as the destroyer that was scrapped for the steel

if its an easy addition then i might be able to do it, but if its hard or complex then i won't be able to do it
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: buder5 on August 18, 2014, 08:46:19 PM
any update planned ? for alpha 6
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: finicu on August 28, 2014, 08:54:09 AM
WE NEED UPDATES :(

(please?)

THIS MOD IS AWESOME!!
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: Fiedi on August 28, 2014, 09:41:30 PM
I agree.
Can't even make charcoal at this point in alpha 6 :-(
I really need my little droid buddies to do the dirty work so my colonists can rest easy ^^
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: Iwillbenicetou on August 28, 2014, 10:21:34 PM
I need this. My guys always starve and I don't have the time to keep spawning food in :(
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: MagPi on September 08, 2014, 04:38:55 PM
Quote from: Fiedi on August 28, 2014, 09:41:30 PM
I agree.
Can't even make charcoal at this point in alpha 6 :-(
I really need my little droid buddies to do the dirty work so my colonists can rest easy ^^

i have the same problem... :(
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: buder5 on November 09, 2014, 01:36:49 PM
any update to alpha 7-8 ? when 8 will come
Title: Re: [MOD] (Alpha 5) Mechanical Defense v0.3.5 --FIXED (by Haplo)
Post by: mipen on November 09, 2014, 07:49:52 PM
I'm currently working on Mechanical Defence 2, so look out for it soon!