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RimWorld => Mods => Releases => Topic started by: Jaxxa on November 01, 2018, 06:25:12 AM

Title: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: Jaxxa on November 01, 2018, 06:25:12 AM
ED-Prometheus:

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

When a Strange Signal is detected by your colony, it leads to symbiotic interactions with heavily damaged Ancient Starship as you assist them in bringing their systems back online from the brink of disaster in exchange for access to their advanced technology.

Features:
* Shield Generators: Fortify areas of your colony from attack.
* Personal Shields: Create infrastructure to protect specific colonists and animals from damage.
* OmniGel: Growing and processing renewable resources.
* Transporters: Move people and materials over vast distances.
* Laser Drills: Drill deep into the surface to unlock the almost unlimited potential of Geothermal Energy.
* Power Transfer: Provide energy over vast distances.
* Create a Compressed Strengthened version of Stuff.

Download:
Github (https://github.com/jaxxa/ED-Prometheus/releases)
Title: Re: [1.0] ED-Prometheus - 1.0.0.0 - (2018-11-01)
Post by: Jaxxa on November 01, 2018, 06:25:45 AM
Reserved
Title: Re: [1.0] ED-Prometheus - 1.0.0.0 - (2018-11-01)
Post by: Jaxxa on November 01, 2018, 06:25:56 AM
Reserved
Title: Re: [1.0] ED-Prometheus - 1.0.0.0 - (2018-11-01)
Post by: Jaxxa on November 01, 2018, 06:26:05 AM
Reserved
Title: Re: [1.0] ED-Prometheus - 1.0.0.0 - (2018-11-01)
Post by: Jaxxa on November 01, 2018, 06:26:13 AM
Reserved
Title: Re: [1.0] ED-Prometheus - 1.0.0.0 - (2018-11-01)
Post by: Chatanooga on November 01, 2018, 08:35:30 AM
The download link is for ED-Embrasures.
Title: Re: [1.0] ED-Prometheus - 1.0.0.0 - (2018-11-01)
Post by: IZ2bSA80 on November 01, 2018, 01:15:30 PM
Here:
https://github.com/jaxxa/ED-Prometheus/releases
Title: Re: [1.0] ED-Prometheus - 1.0.0.0 - (2018-11-01)
Post by: Jaxxa on November 02, 2018, 12:51:47 AM
Sorry about that, had it open as I was updating that at the same time.
I have updated the link now.

Thanks IZ2bSA80.
Title: Re: [1.0] ED-Prometheus - 1.0.0.0 - (2018-11-01)
Post by: Thomasisnewhere on November 07, 2018, 03:07:37 PM
Really enjoying your mods. Really nice work.

Only 1 problem i have found. The personal shields for my colonists are glitching. Some start with 0/200 but some are starting with -999999/200. Tried reapplying the shields at the charging station but no change.

Is there a way to reset their shields to 0/200?
Title: Re: [1.0] ED-Prometheus - 1.0.0.0 - (2018-11-01)
Post by: Subz3r0 on November 07, 2018, 11:34:39 PM
Hi, i´m having a lot of fun with your mods i have getting red errors...

here is the log, sorry for my bad english.

_Launcher Is NULL.
Verse.Log:Error(String, Boolean)
EnhancedDevelopment.Prometheus.Patch.Patcher:LogNULL(Object, String, Boolean)
EnhancedDevelopment.Prometheus.Shields.Comp_ShieldGenerator:WillProjectileBeBlocked(Projectile)
EnhancedDevelopment.Prometheus.Shields.Building_Shield:WillProjectileBeBlocked(Projectile)
EnhancedDevelopment.Prometheus.Shields.<>c__DisplayClass5_0:<WillProjectileBeBlocked>b__0(Building_Shield)
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
Verse.GenCollection:FirstOrFallback(IEnumerable`1, Building_Shield)
Verse.GenCollection:FirstOrFallback(IEnumerable`1, Func`2, Building_Shield)
EnhancedDevelopment.Prometheus.Shields.ShieldManagerMapComp:WillProjectileBeBlocked(Projectile)
EnhancedDevelopment.Prometheus.Patch.Patches.PatchProjectile:ProjectileTickPrefix(Projectile&)
Verse.Projectile:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

and after that, this one:

Exception ticking Spark1255791 (at (63, 0, 127)): System.NullReferenceException: Object reference not set to an instance of an object
at EnhancedDevelopment.Prometheus.Shields.Comp_ShieldGenerator.WillProjectileBeBlocked (Verse.Projectile) <0x00271>
at EnhancedDevelopment.Prometheus.Shields.Building_Shield.WillProjectileBeBlocked (Verse.Projectile) <0x00026>
at EnhancedDevelopment.Prometheus.Shields.ShieldManagerMapComp/<>c__DisplayClass5_0.<WillProjectileBeBlocked>b__0 (EnhancedDevelopment.Prometheus.Shields.Building_Shield) <0x0001c>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<EnhancedDevelopment.Prometheus.Shields.Building_Shield>.MoveNext () <0x00100>
at Verse.GenCollection.FirstOrFallback<EnhancedDevelopment.Prometheus.Shields.Building_Shield> (System.Collections.Generic.IEnumerable`1<EnhancedDevelopment.Prometheus.Shields.Building_Shield>,EnhancedDevelopment.Prometheus.Shields.Building_Shield) <0x0008f>
at Verse.GenCollection.FirstOrFallback<EnhancedDevelopment.Prometheus.Shields.Building_Shield> (System.Collections.Generic.IEnumerable`1<EnhancedDevelopment.Prometheus.Shields.Building_Shield>,System.Func`2<EnhancedDevelopment.Prometheus.Shields.Building_Shield, bool>,EnhancedDevelopment.Prometheus.Shields.Building_Shield) <0x0004d>
at EnhancedDevelopment.Prometheus.Shields.ShieldManagerMapComp.WillProjectileBeBlocked (Verse.Projectile) <0x00087>
at EnhancedDevelopment.Prometheus.Patch.Patches.PatchProjectile.ProjectileTickPrefix (Verse.Projectile&) <0x0003c>
at (wrapper dynamic-method) Verse.Projectile.Tick_Patch1 (object) <0x00050>
at Verse.TickList.Tick () <0x002ee>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


this happened after my settlers put out fires inside the shield
Title: Re: [1.0] ED-Prometheus - 1.0.0.0 - (2018-11-01)
Post by: viperwasp on November 08, 2018, 12:33:18 AM
I want to thank you as well. This was like one of the mod packs I have been waiting for. Soon I will try it. Thanks.
Title: Re: [1.0] ED-Prometheus - 1.0.0.0 - (2018-11-01)
Post by: Subz3r0 on November 08, 2018, 02:09:47 PM
Quote from: Subz3r0 on November 07, 2018, 11:34:39 PM
Hi, i´m having a lot of fun with your mods i have getting red errors...

here is the log, sorry for my bad english.

_Launcher Is NULL.
Verse.Log:Error(String, Boolean)
EnhancedDevelopment.Prometheus.Patch.Patcher:LogNULL(Object, String, Boolean)
EnhancedDevelopment.Prometheus.Shields.Comp_ShieldGenerator:WillProjectileBeBlocked(Projectile)
EnhancedDevelopment.Prometheus.Shields.Building_Shield:WillProjectileBeBlocked(Projectile)
EnhancedDevelopment.Prometheus.Shields.<>c__DisplayClass5_0:<WillProjectileBeBlocked>b__0(Building_Shield)
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
Verse.GenCollection:FirstOrFallback(IEnumerable`1, Building_Shield)
Verse.GenCollection:FirstOrFallback(IEnumerable`1, Func`2, Building_Shield)
EnhancedDevelopment.Prometheus.Shields.ShieldManagerMapComp:WillProjectileBeBlocked(Projectile)
EnhancedDevelopment.Prometheus.Patch.Patches.PatchProjectile:ProjectileTickPrefix(Projectile&)
Verse.Projectile:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

and after that, this one:

Exception ticking Spark1255791 (at (63, 0, 127)): System.NullReferenceException: Object reference not set to an instance of an object
at EnhancedDevelopment.Prometheus.Shields.Comp_ShieldGenerator.WillProjectileBeBlocked (Verse.Projectile) <0x00271>
at EnhancedDevelopment.Prometheus.Shields.Building_Shield.WillProjectileBeBlocked (Verse.Projectile) <0x00026>
at EnhancedDevelopment.Prometheus.Shields.ShieldManagerMapComp/<>c__DisplayClass5_0.<WillProjectileBeBlocked>b__0 (EnhancedDevelopment.Prometheus.Shields.Building_Shield) <0x0001c>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<EnhancedDevelopment.Prometheus.Shields.Building_Shield>.MoveNext () <0x00100>
at Verse.GenCollection.FirstOrFallback<EnhancedDevelopment.Prometheus.Shields.Building_Shield> (System.Collections.Generic.IEnumerable`1<EnhancedDevelopment.Prometheus.Shields.Building_Shield>,EnhancedDevelopment.Prometheus.Shields.Building_Shield) <0x0008f>
at Verse.GenCollection.FirstOrFallback<EnhancedDevelopment.Prometheus.Shields.Building_Shield> (System.Collections.Generic.IEnumerable`1<EnhancedDevelopment.Prometheus.Shields.Building_Shield>,System.Func`2<EnhancedDevelopment.Prometheus.Shields.Building_Shield, bool>,EnhancedDevelopment.Prometheus.Shields.Building_Shield) <0x0004d>
at EnhancedDevelopment.Prometheus.Shields.ShieldManagerMapComp.WillProjectileBeBlocked (Verse.Projectile) <0x00087>
at EnhancedDevelopment.Prometheus.Patch.Patches.PatchProjectile.ProjectileTickPrefix (Verse.Projectile&) <0x0003c>
at (wrapper dynamic-method) Verse.Projectile.Tick_Patch1 (object) <0x00050>
at Verse.TickList.Tick () <0x002ee>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


this happened after my pawns put out fires inside the shield
Title: Re: [1.0] ED-Prometheus - 1.0.0.1 - (2018-11-15)
Post by: Jaxxa on November 14, 2018, 04:44:02 PM
Just put up a new version, should hopefully fix the existing bugs.

1.0.0.1

Updated Label and JobString for Packaging Resources
Minor update to some quest text.
Fix for Nano Shields with extreme negative charge
Fix for Shields trying to intercept projectiles with no Damage Def (fire spread)
Ability to request additional power relays in quest.
Title: Re: [1.0] ED-Prometheus - 1.0.0.1 - (2018-11-15)
Post by: Snownova on December 08, 2018, 05:08:54 PM
How are the shield modules supposed to work? I've placed an orbital datalink and a capacitor directly adjacent to a Shield Generator, but they don't seem to have any effect.
Title: Re: [1.0] ED-Prometheus - 1.0.0.2 - (2018-12-17)
Post by: Jaxxa on December 16, 2018, 04:55:25 PM
Quote from: Snownova on December 08, 2018, 05:08:54 PM
How are the shield modules supposed to work? I've placed an orbital datalink and a capacitor directly adjacent to a Shield Generator, but they don't seem to have any effect.

Sorry about that, looks like there was a bug with the upgrades.
It should be fixed in the new version.
Title: Re: [1.0] ED-Prometheus - 1.0.0.2 - (2018-12-17)
Post by: Patrykbono20 on January 06, 2019, 01:40:38 PM
How do I unlock this quest if I play save for a few weeks and I do not remember if something has appeared.
Title: Re: [1.0] ED-Prometheus - 1.0.0.2 - (2018-12-17)
Post by: Jaxxa on January 07, 2019, 06:22:59 PM
You should have received a message if you have a powered up Communication Console.
This message should then unlock the "AnalyseStrangeSignal" research.

Title: Re: [1.0] ED-Prometheus - 1.0.0.2 - (2018-12-17)
Post by: Patrykbono20 on January 09, 2019, 02:53:53 PM
Ok, I have this.

How discovered "Prometheus Quest Unlock" ? I research a "Power distribution lvl2" and my researcher stop working.

Mod Prometheus and Laser Drill are compatible ?
Title: Re: [1.0] ED-Prometheus - 1.0.0.2 - (2018-12-17)
Post by: Beathrus on January 12, 2019, 11:44:30 AM
Do you plan on keeping the solo Laser Drill mod up to date? I tried using the download for 1.0 on GitHub but I get a version error.
Title: Re: [1.0] ED-Prometheus - 1.0.0.2 - (2018-12-17)
Post by: Poczat on January 17, 2019, 05:07:44 AM
It is possible to do uncompressed material ?
Title: Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: Jaxxa on January 19, 2019, 10:25:21 PM
Just put up a new version

1.0.0.3

Adding Setting for OverrideConsoleRequired.
Updating Stone StuffAdjective
Title: Re: [1.0] ED-Prometheus - 1.0.0.2 - (2018-12-17)
Post by: Jaxxa on January 19, 2019, 10:35:44 PM
Quote from: Poczat on January 17, 2019, 05:07:44 AM
It is possible to do uncompressed material ?

Not Currently.
Title: Re: [1.0] ED-Prometheus - 1.0.0.2 - (2018-12-17)
Post by: Jaxxa on January 19, 2019, 10:43:35 PM
Quote from: Patrykbono20 on January 09, 2019, 02:53:53 PM
Ok, I have this.

How discovered "Prometheus Quest Unlock" ? I research a "Power distribution lvl2" and my researcher stop working.

Mod Prometheus and Laser Drill are compatible ?

Prometheus  includes a Laser Drill, so you dont need the stand alone mod.

After the initial research it is mostly focused on using the transponder to bring parts of the ship online, with the Research then only serving as a status screen.

Quote from: Beathrus on January 12, 2019, 11:44:30 AM
Do you plan on keeping the solo Laser Drill mod up to date? I tried using the download for 1.0 on GitHub but I get a version error.
As far as I can see it looks to be working for me. Can you try it again? Although I probably should make its own thread here on the forums.
Title: Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: rizay on January 31, 2019, 01:46:35 PM
Combat extended compatibility?
Title: Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: Jaxxa on January 31, 2019, 05:01:21 PM
I have not been using CE so I dont know.

If you encounter issues let me know what they are and I will try and fix them.
Title: Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: Bluntflame on February 01, 2019, 04:41:28 PM
One of the few ED mods left. Cool its still being updated!
Title: Re: [1.0] ED-Prometheus - 1.0.0.2 - (2018-12-17)
Post by: calvin on February 15, 2019, 08:04:27 AM
Quote from: Beathrus on January 12, 2019, 11:44:30 AM
Do you plan on keeping the solo Laser Drill mod up to date? I tried using the download for 1.0 on GitHub but I get a version error.

Same for me. LaserDrill standalone does not seem to work.

Tested something:
   Changed mods (only one of the 2 active at any time) shortly before completion of the "Laser Drill Targeting" from ED-LaserDrill to ED-Prometheus and the "Targeting" was built.
Title: Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: Ncates1234 on March 06, 2019, 12:34:26 PM
Say, is there a way to remove compressed versions of mats from deep drills?
Last time I've played, had absolutely no plasteel. Only steel, compressed steel, jade and one patch of compressed plasteel. Which doesn't work for crafting most of the stuff...
Title: Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: canadus on March 11, 2019, 04:34:52 AM
hi there.

i have just build some shields to protect my base... then i got an mechanoid raid..
but the shields didnt stop any bullets... everything vent through like it was not there at all.

as a side note i am using HSK.. what can i do to test/fix this ??

cheers
Canadus
Title: Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: Canute on March 11, 2019, 06:31:13 AM
Quotei am using HSK.. what can i do to test/fix this ??
Ask the HCSK mod team to integrate this mod into their collection.

HCSK is very unique and you shouldn't add other mods. It can work but mosttimes it won't work on complex mods.
Prolly the same issue you got with What the hack.
Title: Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: canadus on March 11, 2019, 06:38:41 AM
thanks for the ansver :)

it sucks i cant live without HSK as my base... soo manney other mods dont play nice with it.

cheers
Canadus
Title: Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: Canute on May 17, 2019, 02:51:24 AM
Jaxxa,
maybe a bug.
I run out of RU at the ship and was unable to craft new ones at the EDSN transponder.
I could create the bills, but the pawn's just took omnigel/steel to the transponder and didn't do anything.

Some feedback, you need 50 steel or 50 omnigel for 50 Resource units. But shouldn't omnigel a bit more potent then steel ?

After i manualy placed some RU next to the transponde and they got beamed up, the crafting at the transpoder worked like before.

And i would like to see a mobile version of the transponder. So i can use the transporter on caravans.
Special on 1-2 man caravans and transport the pawn on the destination map. But the current transponder (50kg + 20kg battery) are too heavy for this without addional packanimals.
I think after the ship got stabilized and back at the orbit, a smaller transpoder should be possible.
Title: Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: rawrfisher on July 15, 2019, 08:56:32 AM
@Jaxxa Can we get a quick rundown on the status of the mod?
Title: Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
Post by: Zebrin on July 30, 2019, 10:53:16 AM
I must say, I really miss the SIF generator and the small generator. Being able to have shields that protected just the walls and embrasures was rather nice. And having a shield you could stand on made making a smaller bunker possible when tunnelers opened up a new way into your base.

The Vertical and at least two horizontal shields upgrades are needed to remake the old fortress shields too. Not counting the capacity upgrades. Thankfully you can put an IFF upgrade on it to stop having to continually turn off the things to get drop pods though.

The framework you changed the mod to is strange in many respects. I can't see why you still have most of the steps in the research bench for one thing. The fact that you used a battery to send power up to the ship is also somewhat annoying, as it shorts out in the rain if you didn't know to move it like I did the first time. The explosion was not fun.

I also miss being able to just make the generators. The new way is cheaper, but a bit slower. Especially since the RU transfer is a crafting task, and my crafters are generally very busy.

Oh and a warning to people using the laser targeting beacon for the first time. When it says that it might start fires, it really will start fires. And if you are building out your generators like I do, those fires can and will spread through your entire geothermal vent system. I lost my entire power structure like that, because you can't stand on geothermal generators if the fire gets into the central blocks. So many wasted components...

Not to say that every change was bad by any means, I do like the IFF upgrades, and the mechanics are interesting once you get used to the somewhat clunky interface. I just wish that some of the old things were still in.

All together, I have to say that it was certainly different from the early versions. This new version has a lot of interesting mechanics that are hindered by small design flaws, and the occasional typo. The items that didn't make the jump are sadly missed, but the added flexibility of the upgrade system makes up for that in many ways.

As a suggestion, I would absolutely love it if you were to make an upgrade that allowed you to shape the shield. Not larger or smaller, but instead offset the field's center, and allow you to make it narrower, allowing you to cover a wider wall, without having a huge area in front of said wall that enemies can walk under to bypass your shields entirely.