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RimWorld => Releases => Mods => Outdated => Topic started by: Jaxxa on October 06, 2014, 03:28:24 AM

Poll
Question: Should this be separate mods or one big mod split into modules. (Read Page 30)
Option 1: Keep it as it is votes: 101
Option 2: Split it up into separate mods votes: 104
Title: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on October 06, 2014, 03:28:24 AM
New updates sequel mod available at:
https://ludeon.com/forums/index.php?topic=15606.0


Enhanced Defense


This mod has been created with a number of distinct modules. Theses are designed to allow you to only have to use the parts of the mod that you want to.


About:

Discussion and Latest Download available on the Official Rimworld forums at:
https://ludeon.com/forums/index.php?topic=6636.0

With a Download Mirror on the Nexus:
http://www.nexusmods.com/rimworld/mods/62/?

Installation instructions:
Installation instructions are available in the README.md file in the download.


Features:

Reverse cycle Cooler
Adds a Reverse Cycle Cooler. Identical to the standard cooler except that it can easily be rotated to reverse the direction of the temperature flow.

Stargate
(http://i.imgur.com/X8EXB1y.png)
Adds a Stargate System, Allows for the Transport of Personnel and Supplies between Colonies.

Shields
(http://i.imgur.com/cg28SYQ.png)
This mod allows you to place shield generators. They are expensive and power hungry but can really strengthen your defences. The shields will stop projectiles that try to enter it, but allow weapons to be fired out.

PersonalShields
(http://i.imgur.com/LzLMQRf.png)
Adds Personal Shields into the game. Allows you to construct a building capable of upgrading your colonists to have a personal shield capable of protecting them from damage.

WirelessPower
(http://i.imgur.com/3s2MuOE.png)
Allows the creation of a Wireless power grid.
Wireless power Nodes can transmit or receive power from the grid.
If the grid is overloaded it will completely shutdown all receiving nodes and require you to reactivate them.

OmniGel
(http://i.imgur.com/YtbXP6d.png)
This mod allows you to have a renewable source of Metal and Stone.
You start by planting and harvesting the OmniGel plant.
You then need to research and build a MK1Replicator.
This is a workbench that allows you to transform the OmniGel that you harvest into slag or rock.
You then use this in the standard rock cutting or slag refining benches are in rimworld to get usable materials.

LaserDrill
(http://i.imgur.com/EBlsQX4.png)
Adds a Laser Drill that allows the creation of new steam vents, and a Laser laserFill that allows you to remove unwanted steam vents. Both of these operations will take a considerable amount of time.

Embrasures
Embrasures is a mod that adds 4 new wall types (one for metal, stone, wood and logs). The walls have openings for colonists to shoot at their enemies, while not allowing any to pass through. Basically, they look like holes in the walls but they work more like like impassable sand bags (it looks like a hole in each block but the whole block is open to let through bullets).

DeepStrike
(http://i.imgur.com/MyXPxZI.png)
This adds a Drop Pod system to the game, allowing you to build a command building to deploy your Colonists and resources to any point on the map almost instantly.

ED-Plants24H
-Plants will grow 24 Hours a day if they have sufficient lighting
-Effects PlantPotato, PlantStrawberry, PlantCotton, PlantDevilstrand, PlantXerigium, PlantRose, PlantDaylily

ED-Vent
(http://i.imgur.com/wZv0EfQ.png)
Adds a Vent System that allows you to Equalise the temperature between two Rooms.
Uses a modified cooler graphic, does not matter what direction it is placed. Power it on to equalise the temperature between two rooms, power it off to keep the temperature separate. Made out of Stuff, has the same health as a wall made from that stuff. Except for the power switch none of the buttons will do anything.


Download:
Nexus:
http://www.nexusmods.com/rimworld/mods/62/
or
http://www.mediafire.com/download/wt9nm59j2kdiky6/RimWorld-Enhanced-Defence_0.19.1.zip


Older Downloads:
http://www.mediafire.com/download/4i4orq4574y0les/RimWorld-Enhanced-Defence_0.16.1.zip
http://www.mediafire.com/download/7i3bu2npnkro13d/RimWorld-Enhanced-Defence_0.17.0.zip
http://www.mediafire.com/download/5k1d4v56wuq53g7/RimWorld-Enhanced-Defence_0.17.1.zip
http://www.mediafire.com/download/1c3u1kd1t5zu2as/RimWorld-Enhanced-Defence_0.18.0.zip
http://www.mediafire.com/download/2rsnal75br7nn39/RimWorld-Enhanced-Defence_0.18.1.zip
http://www.mediafire.com/download/46atdskz24zy03j/RimWorld-Enhanced-Defence_0.19.0.zip
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: Jaxxa on October 06, 2014, 03:29:39 AM
I have not had much time to playtest this, so let me know any balance or other issues that you find.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: shadowstreaker on October 06, 2014, 03:41:45 AM
Do we have a way to produce shells ourselves (Even if it's a bit expensive)? Because if not that means we rely on cargo drops (which aren't exactly a reliable source) and traders (Which again, aren't the most reliable)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: Hand on October 06, 2014, 03:45:09 AM
Hmm I'm torn on this one, I really want the mining drill however i don't like ammo consumption on turrets i always play with the zombie apoc mod and when you have 50+ of them charging your base ammo limitations become an issue fast.

Is there a chance you will release a version that makes turrets not use ammo? or even better perhaps a stand alone laser drill mod?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: shadowstreaker on October 06, 2014, 03:53:26 AM
If you read at the top of the post it's modular, so you can play without the parts you want easily enough
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: Jaxxa on October 06, 2014, 03:55:25 AM
Quote from: shadowstreaker on October 06, 2014, 03:41:45 AM
Do we have a way to produce shells ourselves (Even if it's a bit expensive)? Because if not that means we rely on cargo drops (which aren't exactly a reliable source) and traders (Which again, aren't the most reliable)

The OmniGel system should allow you to do that. With the Level 3 Replicator you can take the plants that you grow and turn them into shells.

Quote from: Hand on October 06, 2014, 03:45:09 AM
Hmm I'm torn on this one, I really want the mining drill however i don't like ammo consumption on turrets i always play with the zombie apoc mod and when you have 50+ of them charging your base ammo limitations become an issue fast.

Is there a chance you will release a version that makes turrets not use ammo? or even better perhaps a stand alone laser drill mod?

(http://www.0-60mag.com/wp-content/uploads/2011/09/picard-facepalm.gif)

The first two sentences of the description:
Quote from: Jaxxa on October 06, 2014, 03:28:24 AM
This mod has been created with a number of distinct modules. Theses are designed to allow you to only have to use the parts of the mod that you want to.
You should be able to get what you want by just installing the Core and the laser drill modules. Also I have not changed the standard improvised turrets, just the mortar ones and added a new rapid fire one that needs ammo.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: shadowstreaker on October 06, 2014, 03:59:10 AM
Awesome, cheers
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: Hand on October 06, 2014, 04:04:23 AM
Herp derp for checking the forum before coffee, sorry didnt even notice it said modular. now you got my attention lol.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: Shinzy on October 06, 2014, 04:29:32 AM
The deepstrike one makes me really happy for whatever reason!
Kinda wish to make small forward outpost and have main castle build inside impenetrable walls
But that might be a game for when I have time to realize something like that!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: shadowstreaker on October 06, 2014, 04:41:37 AM
Could you tone back some of the research costs? 70k seems a bit extreme
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: Clibanarius on October 06, 2014, 04:57:53 AM
A: Love the mod, fills a gap where I was seeing one before (personal and regional defense shields and high-end turrets/turrets being ammo-free). Thanks for making this! B: Tiny, tiny thing to note, but Phoenix is spelled properly everywhere except in the title, haha. Figured I'd inform you of that.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.01 - 06/10/2014
Post by: thrakkemarn on October 06, 2014, 05:38:01 AM
Wow ... people are really making some amazing mods, and this is no exception!

Do any of these require a new world/colony?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.01 - 06/10/2014
Post by: shadowstreaker on October 06, 2014, 06:28:49 AM
Minor issue, when i place the laser drill (And yes I'm sure it's the drill not the filler) when it finishes construction it seems to just disappear without doing anything
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: Jaxxa on October 06, 2014, 07:03:23 AM
Quote from: shadowstreaker on October 06, 2014, 04:41:37 AM
Could you tone back some of the research costs? 70k seems a bit extreme

Yes, Done that. I think it was a hold over from alpha 6 when all the research had larger numbers for the same speed. I think they are all less than 5k now.

Quote from: Shinzy on October 06, 2014, 04:29:32 AM
The deepstrike one makes me really happy for whatever reason!
Kinda wish to make small forward outpost and have main castle build inside impenetrable walls
But that might be a game for when I have time to realize something like that!

Glad you like it :)

Quote from: Clibanarius on October 06, 2014, 04:57:53 AM
A: Love the mod, fills a gap where I was seeing one before (personal and regional defense shields and high-end turrets/turrets being ammo-free). Thanks for making this! B: Tiny, tiny thing to note, but Phoenix is spelled properly everywhere except in the title, haha. Figured I'd inform you of that.

Glad you like it, thanks for pointing that out, fixed it.

Quote from: thrakkemarn on October 06, 2014, 05:38:01 AM
Wow ... people are really making some amazing mods, and this is no exception!

Do any of these require a new world/colony?

Thanks.

As far as I know new world / colony should not be needed because I am not changing the factions or map generation, but I haven't tested it extensively.

Quote from: shadowstreaker on October 06, 2014, 06:28:49 AM
Minor issue, when i place the laser drill (And yes I'm sure it's the drill not the filler) when it finishes construction it seems to just disappear without doing anything

That strange, I checked my version and that is working for me. I am assuming that you have the core module enabled or it would have thrown up more errors. If it persists can you try new map / world. Anything in the log?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: shadowstreaker on October 06, 2014, 07:20:38 AM
It was on a new map/world, downloaded a few mods at the same time that added new factions so needed to do that, I'll check momentarily to see what it says in the log

If it occurs again*
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: Romi on October 06, 2014, 07:23:02 AM
jaxxa you are awesome!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: shadowstreaker on October 06, 2014, 07:36:11 AM
There no longer seems to be a problem occurring, though I did update it to version 0.02 during that time, so either something you changed fixed it or it magically fixed itself
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: TrashMan on October 06, 2014, 08:07:17 AM
Drop Pods?

STEEL RHEIN!
SPEHHS MUHREENS! WE ARE THE EMPRAH'S FURRIEH!

This might actually come in handy with my bolter gun, chainsword, SM power armor and a "THE space Marine" background (mwahahaha)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: shadowstreaker on October 06, 2014, 09:10:35 AM
Mark III replicator research tooltip could use a look at
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: SaymonCZ on October 06, 2014, 09:37:06 AM
I would like a stand alone version of the personal shield mod !
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: shadowstreaker on October 06, 2014, 10:50:44 AM
I don't think the colonist upgrade station has been textures properly, I could be wrong though, it seems to be the only texture not working properly

And for Saymon, this mod is set up in a modular way, split up so that you can pick and choose, and Personal Shields can be activated independently of the others, so you can choose just to activate that if you want it alone
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: Clibanarius on October 06, 2014, 10:59:19 AM
Quote from: SaymonCZ on October 06, 2014, 09:37:06 AM
I would like a stand alone version of the personal shield mod !
That would be called downloading this mod and checking only its core and personal shield folders at the mods menu in-game. You're welcome.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: Bairdy on October 06, 2014, 02:50:43 PM
Having some trouble downloading the mod was wondering if you could put it on another download platform.
Thanks
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: Kulverstukass on October 06, 2014, 06:38:54 PM
Welp, some playtesting results.
Settings of the all the wireless nodes got reset after loading savegame, need to adjust completely everything again. Just a shortcut like shift+LMB to change by 1k energy would be great, instead of 36 clicks for each geothermal generator.
Also, somehow texture of Transmitting/Recieving buttons got missing after loading savegame, and they was working just fine before. Weird, and workaround from furniture mods like "check mod - start game - see missing texutre - restart game - load save w/o opening Mods menu" didn't help.
Didn't tried anything else.
Hope you understand my awful english.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: merdre on October 06, 2014, 07:25:29 PM
I'm having the same problem the other user was re: drilling new vents. The object builds, as in, it consumes the materials and the colonists do the work, but then-- nothing. Same terrain as before. Puzzling. I downloaded .02 as well, but that didn't fix the issue.

Any ideas?

Edit: Something odd-- I can create new vents outside, but not inside of my mountain-covered base... is this intended?

Edit edit: I think I figured it out-- I had already laid the cable to the drill, and this, I think, was causing it to disappear. I built in an isolated area, and it functioned. Re-tested one square away from the conduit, and it functioned. That seems to be the problem on my end. Hope this is useful.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: Jaxxa on October 06, 2014, 09:02:31 PM
Quote from: shadowstreaker on October 06, 2014, 10:50:44 AM
I don't think the colonist upgrade station has been textures properly, I could be wrong though, it seems to be the only texture not working properly

Do you have the Normal Shield module installed? If so did you install it first? Currently the personal shields module is depending on the standard shields module for the texture and some research prerequisites. In the next version I will copy over the texture.

Do people want personal shields to require shield research to be done first or would you prefer that you be completely separate module?


Quote from: Bairdy on October 06, 2014, 02:50:43 PM
Having some trouble downloading the mod was wondering if you could put it on another download platform.
Thanks

Noted, will look into that tomorrow.

Quote from: Kulverstukass on October 06, 2014, 06:38:54 PM
Welp, some playtesting results.
Settings of the all the wireless nodes got reset after loading savegame, need to adjust completely everything again. Just a shortcut like shift+LMB to change by 1k energy would be great, instead of 36 clicks for each geothermal generator.
Also, somehow texture of Transmitting/Recieving buttons got missing after loading savegame, and they was working just fine before. Weird, and workaround from furniture mods like "check mod - start game - see missing texutre - restart game - load save w/o opening Mods menu" didn't help.
Didn't tried anything else.
Hope you understand my awful english.
Noted, thanks for the feedback.

Quote from: merdre on October 06, 2014, 07:25:29 PM
I'm having the same problem the other user was re: drilling new vents. The object builds, as in, it consumes the materials and the colonists do the work, but then-- nothing. Same terrain as before. Puzzling. I downloaded .02 as well, but that didn't fix the issue.

Any ideas?

Edit: Something odd-- I can create new vents outside, but not inside of my mountain-covered base... is this intended?

Edit edit: I think I figured it out-- I had already laid the cable to the drill, and this, I think, was causing it to disappear. I built in an isolated area, and it functioned. Re-tested one square away from the conduit, and it functioned. That seems to be the problem on my end. Hope this is useful.

Cool, sounds like you may have found how to fix the issue.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: dragonid1423 on October 07, 2014, 12:23:00 AM
What does Indirect shielding do? I know what the other 4 modes do, but thats the only one I haven't figured out.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: Jaxxa on October 07, 2014, 02:07:57 AM
Indirect shielding blocks indirect weapons fire, primarily mortar rounds, but it may include grenades, I am not 100% certain on that.

I am planning on redoing how this system works when I can figure some things out.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: Kulverstukass on October 07, 2014, 03:55:50 PM
Ditto on missing icon of Colonist upgrade station.
Also, more importantly, after being built it disappeared and glitched game graphics.
http://i68.fastpic.ru/big/2014/1007/63/129855e3c447f8b149e7c23ae4d46563.png

Another addition - 3 pics from game startup alerts, they from before glitch.
http://i68.fastpic.ru/big/2014/1007/bd/e053b9f292850500bfe85318630c40bd.png
http://i64.fastpic.ru/big/2014/1007/74/65bed4957603c7bc59cede8bbc617574.png
http://i66.fastpic.ru/big/2014/1007/7e/10a014158dcbc51c23d3c801723b587e.png

Forum has "maximum total size 600KB", so all through links.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: Zeta Omega on October 07, 2014, 09:48:46 PM
Hey Jaxxa, Long time fan and I was just wondering y\if you could add spate downloads for everything, I want all of theses...but the ammo for turrets just kills the vibe some you know?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: Coenmcj on October 07, 2014, 11:51:14 PM
Quote from: Zeta Omega on October 07, 2014, 09:48:46 PM
Hey Jaxxa, Long time fan and I was just wondering y\if you could add spate downloads for everything, I want all of theses...but the ammo for turrets just kills the vibe some you know?
You could always perform some harmless cheating? :P
Just ensure the hoppers are always filled with devmode.

I'm in the same boat though, I've been following the shield mod since darker was the head honcho, since Jaxxa took over it's been making some awesome progress. I mean... Look at this magnificence!

While I don't mind using ammunition for my guns, sometimes I feel that my devilstrand could go towards funding my gold wall initiative. instead of... well... Defense...
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: thrakkemarn on October 08, 2014, 02:42:29 AM
...maybe you should add "modular" to the title or something lol I am ASTOUNDED at how many people are asking for separate downloads!!

Anyway, just came to say I'm using just the shields and loving it, THANK YOU!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: michal3588 on October 08, 2014, 04:19:22 AM
I have problem with mod. Raiders doesn't shoot colonists behind shield. They are running into melee even with ranged weapons instead of shooting.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: Coenmcj on October 08, 2014, 04:43:12 AM
Quote from: thrakkemarn on October 08, 2014, 02:42:29 AM
...maybe you should add "modular" to the title or something lol I am ASTOUNDED at how many people are asking for separate downloads!!

Anyway, just came to say I'm using just the shields and loving it, THANK YOU!

That he should, although there are some of us that do indeed want it all, minus particular portions which are ingrained in the parts we do want. (That whole ammo thing)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.03 - 08/10/2014
Post by: Jaxxa on October 08, 2014, 05:05:53 AM
Just updated, should hopefully fix most of the issues people are having, and added Embrasures.

Quote from: michal3588 on October 08, 2014, 04:19:22 AM
I have problem with mod. Raiders doesn't shoot colonists behind shield. They are running into melee even with ranged weapons instead of shooting.

Thats strange, haven't noticed that, anyone else having the issue?

Quote from: thrakkemarn on October 08, 2014, 02:42:29 AM
...maybe you should add "modular" to the title or something lol I am ASTOUNDED at how many people are asking for separate downloads!!

Anyway, just came to say I'm using just the shields and loving it, THANK YOU!

Good, idea. I will take you up on that.

Thanks guys for all the feedback, and glad that you like it.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.03 - 08/10/2014
Post by: diegopesente on October 08, 2014, 05:24:47 AM
Sadly I just found that ur mod isint compatible whit EdB Interface UI :/ once the colonist gets the nanite shield, he goes "Missing" by the UI :( besides still works fine as always.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.03 - 08/10/2014
Post by: k1ll3rM on October 08, 2014, 05:29:21 AM
Could you add the roofdrills from betterpower+? I saw you had the laserdrills already so that would be awesome to have aswell
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.03 - 08/10/2014
Post by: Kulverstukass on October 08, 2014, 07:46:08 AM
Ha! You make it save settings of wireless nodes and even added 1k shrotcut, awesome!

Still, no luck with buttons icons, and as i've mentioned, they was working just fine when i'm first installed mod; they just from shields, direct and indirect.
http://i67.fastpic.ru/big/2014/1008/4b/44e109c18cd88f04128a5494e241394b.png

Also, no alerts on game startup but didn't tried personal shields due to a huge research requirement. Are they THIS great?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
Post by: michal3588 on October 08, 2014, 09:55:47 AM
Quote from: michal3588 on October 08, 2014, 04:19:22 AM
I have problem with mod. Raiders doesn't shoot colonists behind shield. They are running into melee even with ranged weapons instead of shooting.
It's alright now. Maybe I had this problem because I activated mod on existing world and save. After creating new colony everything works fine :)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.03 - 08/10/2014
Post by: Kulverstukass on October 08, 2014, 12:02:36 PM
SIF shield doesn't interacts with your embrasures, just fine with sandbags, but not with stone embrasures. And not with stone autodoors. It was in previous versions of RW, but i don't remember, was it embrasures from Punisher /most likely/ or Fortification pack.
Also, is there way to add by myself to what SIf shield covers? Or is it kind of "hardcoded" into dll?

Woop woop! non-Critical non-compatibility of Personal shields with Edb interface. Step-by-step:
Edb interface 2.2.3 + Personal shield 0.3 -> Upgrade colonist -> See him marked as MISSING at top list of colonists, just like if he was kidnapped, see colonist with shield acting just fine -> save, quit to main menu, load save -> Errors in console and glitched graphics (Sorry, didn't screencapped; something about "something something energy: 250", "something not found" and standalone "0"). Game frozen, so i've restarted it completely and it loaded just fine, with only minor detail - Shielded colonists was moved to end of top bar list of interface.
Damn, game, let me check personal shieds already :D
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.03 - 08/10/2014
Post by: Dude1925 on October 08, 2014, 03:27:07 PM
Hey I seem to have a problem. When ever I try to build something from this, I can select the plan but I can't place them. I tried to place them in both godmode and not, yet there's no difference. I really like the idea of these mods but I can't use any of them.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.03 - 08/10/2014
Post by: Jaxxa on October 08, 2014, 03:52:49 PM
In the future if people are having problems can you please post an issue on GitHub, that will be easier that talking about it here, as we can discuss it specifically. Also including "output_log.txt" from RimWorldXXXWin_Data will be more useful that screenshots of errors.

Quote from: k1ll3rM on October 08, 2014, 05:29:21 AM
Could you add the roofdrills from betterpower+? I saw you had the laserdrills already so that would be awesome to have aswell

I never really used them but I will look into it.

Quote from: Kulverstukass on October 08, 2014, 07:46:08 AM
Ha! You make it save settings of wireless nodes and even added 1k shrotcut, awesome!

Still, no luck with buttons icons, and as i've mentioned, they was working just fine when i'm first installed mod; they just from shields, direct and indirect.
http://i67.fastpic.ru/big/2014/1008/4b/44e109c18cd88f04128a5494e241394b.png

Also, no alerts on game startup but didn't tried personal shields due to a huge research requirement. Are they THIS great?


I am not seeing the issue with the icons, can you try it on a new colony with no other mods installed.

I haven't really been able to actually play a game yet, so everything really needs balancing. The personal shields were supposed to be researched after all the normal shields, but I changed them to a completely separate module and bumped up the research requirement, although they should be very good.

Quote from: Kulverstukass on October 08, 2014, 12:02:36 PM
SIF shield doesn't interacts with your embrasures, just fine with sandbags, but not with stone embrasures. And not with stone autodoors. It was in previous versions of RW, but i don't remember, was it embrasures from Punisher /most likely/ or Fortification pack.
Also, is there way to add by myself to what SIf shield covers? Or is it kind of "hardcoded" into dll?

Looks like I haven't updated that correctly, I will look into it. Currently it is hardcoded, but I want to try and read it in from XML in the future.

Quote from: Kulverstukass on October 08, 2014, 12:02:36 PM
Woop woop! non-Critical non-compatibility of Personal shields with Edb interface. Step-by-step:
Edb interface 2.2.3 + Personal shield 0.3 -> Upgrade colonist -> See him marked as MISSING at top list of colonists, just like if he was kidnapped, see colonist with shield acting just fine -> save, quit to main menu, load save -> Errors in console and glitched graphics (Sorry, didn't screencapped; something about "something something energy: 250", "something not found" and standalone "0"). Game frozen, so i've restarted it completely and it loaded just fine, with only minor detail - Shielded colonists was moved to end of top bar list of interface.
Damn, game, let me check personal shieds already :D

That is disappointing will have to look into it, although not certain what I can do about it from my end.

Quote from: Dude1925 on October 08, 2014, 03:27:07 PM
Hey I seem to have a problem. When ever I try to build something from this, I can select the plan but I can't place them. I tried to place them in both godmode and not, yet there's no difference. I really like the idea of these mods but I can't use any of them.

Dont know what is happening there. Do you have any other mods installed? Can you try it on a new colony? Do you have the ED-Core mod enabled first?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.03 - 08/10/2014
Post by: Kulverstukass on October 08, 2014, 04:33:35 PM
Quote from: Jaxxa on October 08, 2014, 03:52:49 PM
In the future if people are having problems can you please post an issue on GitHub, that will be easier that talking about it here, as we can discuss it specifically. Also including "output_log.txt" from RimWorldXXXWin_Data will be more useful that screenshots of errors.
Should i add log from crash after "missing" upgraded colonist? And how add .txt into issue, or just copypast text in it or pastebin link with week-expire maybe (if - then what "Syntax Highlighting" for better convenience)?
I'll post log for Edb after this, but maybe you're interested too?

Quote from: Jaxxa on October 08, 2014, 03:52:49 PM
I am not seeing the issue with the icons, can you try it on a new colony with no other mods installed.
Yep, kept checked only Core RW, ED-core and ED-wireless, created new world, new colony, researched and placed in debug mode and at first icons was just fine (i'd also remembered them wrong, just direct on & off), but after save and complete restart of RW and load that save - crosses, crosses everywhere © at receive/transmit buttons.

Quote from: Jaxxa on October 08, 2014, 03:52:49 PM
That is disappointing will have to look into it, although not certain what I can do about it from my end.
It's not that bad, actually, just requires save and restart game, they also become kind of sorted, which I've found useful due to a fact (as i know) that there no sorting options of them.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.03 - 08/10/2014
Post by: k1ll3rM on October 08, 2014, 05:56:01 PM
I used the roofdrills mainly for trade spots inside of mountains and for solar panels inside of mountains and I also have the icon bug and EdB interface problem.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.03 - 08/10/2014
Post by: Clibanarius on October 08, 2014, 07:15:12 PM
HELL YES, EMBRASURES!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.03 - 08/10/2014
Post by: Omni on October 09, 2014, 02:06:49 AM
I would actually highly recommend putting text under each of the ammunition-related modules reminding people that they can pick and choose which parts of the mod they want to use. Remind them RIGHT when they're thinking about not wanting the ammunition. Never underestimate the ability of people to not read the whole post or miss giant bold colored text.

In other news, laser drill and personal shields? Yes please. ;D
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Jaxxa on October 09, 2014, 05:46:05 AM
Just put up a new version of the mod on the Nexus now. Hopefully that works for more people.

This version should fix the issues with the icons for the Wireless power node, an issue with the starting ammo of some types of Mortars and what building are covered by SIF shields, should now be all types of Walls, Doors, Embrasures and sandbags.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Kulverstukass on October 09, 2014, 06:16:16 AM
Added issue to github as 0.4 doesn't work, will try new colony w/o other mods and update this post.

Edit: Nope, in a new colony with all other mods un-checked i was able to place in god-mode only embrasures and all 3 tables for omniGel. All shields, laser drill/filler and wireless node just didn't appear, but i've tried to normally build one Node and after constructing its disappeared with more errors in console. All logs on github.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Ivia on October 09, 2014, 07:49:03 AM
Thanks so much for the Embrasures :D
I also wonder if it's possible to make a lockable Embrasures doors?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Igabod on October 09, 2014, 07:58:57 AM
I've noticed that embrasures don't transmit electricity like they did in the A6 version. Could you add a conduit version as well?

Also, how exactly do the wireless nodes work? I assumed I needed one next to a connection to the power grid (in my case directly next to the geothermal generator) and that one should transmit while another one in a remote location is set to receive. However when I did that it told me that the remote one wasn't connected to the power grid. I am confused because isn't that the point of wireless? Please help me see what I'm missing here, I don't want to have to build power conduits all the way across my map.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: skullywag on October 09, 2014, 08:08:44 AM
Not sure how I feel about embrasures transmitting power, granted they used to in A6 and I see no real world reason they couldnt...guess I just like running cables to my turrets and stuff...which reminds me....reinforced cabling...anyone done that yet?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Clibanarius on October 09, 2014, 08:37:50 AM
Personally, I prefer the idea of a wall interspersed with embrasures with the line of turrets behind it connected to power conduits coming along from behind the wall with embrasures. It makes more sense.

A rough ascii diagram, with c being conduit and w being a wire
/---e---e---\
cwwt w tww|
|               |

Boy would this have worked better if it were a font that is equal width per character!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Rikiki on October 09, 2014, 08:50:09 AM
Use the code section to write with normalized font (= is a wall, - is a wire):

/===e===e===\
c---t---t---|
|           |
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: MelanisticAlbino on October 09, 2014, 08:58:59 AM
I love the mod!

Unfortunately the laser drill doesn't work for me, it disappears when it's finished building  :(
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Kulverstukass on October 09, 2014, 09:09:14 AM
Quote from: MelanisticAlbino on October 09, 2014, 08:58:59 AM
Unfortunately the laser drill doesn't work for me, it disappears when it's finished building  :(
Thats 0.04 issue, in 0.03 it works like charm and spreading like cancer, after building one geothermal you have energy to sustain 3 (3.6k/1.2k) drills more.
If you'd like to check it - here it all-in-one zip http://rghost.ru/58430695
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: MelanisticAlbino on October 09, 2014, 09:11:23 AM
It can't be a 0.04 issue because I'm using 0.03.

I'm going to try and upgrade and see what happens.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Kulverstukass on October 09, 2014, 09:34:06 AM
Well, false alarm from me due to a github archive not contains .dll and "All's well that ends well."
0.04 loaded my save from 0.03 just fine and works perfectly right now.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Igabod on October 09, 2014, 09:40:52 AM
Is there another download link for v.04? I downloaded v.03 earlier apparently right before you updated it but that was from a different source apparently. I don't want to sign up for nexus just to download this.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Kulverstukass on October 09, 2014, 09:53:15 AM
I was terribly wrong about "working perfectly", it exceeds 4gb of memory and crashed in minutes.
I do believe it's because of SIF shield covered a lot of wall tiles and Rimworld basically not good at hauling lot of textures.

And here is "RimWorld-Enhanced-Defence_0.04-62-0-04.zip", downloaded from Nexus around 20 minutes ago. (5 days until link expires)
http://rghost.ru/private/58431547/8e3854a449915a7b22d2094411ae1dc6
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Clibanarius on October 09, 2014, 09:54:30 AM
Quote from: Rikiki on October 09, 2014, 08:50:09 AM
Use the code section to write with normalized font (= is a wall, - is a wire):
THANK YOU! I love that there're smart people around who can help me out when I have something like that, haha.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Akai on October 09, 2014, 12:35:21 PM
Quote from: Igabod on October 09, 2014, 09:40:52 AM
Is there another download link for v.04? I downloaded v.03 earlier apparently right before you updated it but that was from a different source apparently. I don't want to sign up for nexus just to download this.

Same thing for me. I'd love to give the mod a try, but I don't see a reason paying money for making a "free" account (as stated on Nexus Page, but in the registration forms are only options for paying accounts) just to download some of the mods' modules.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Xill on October 09, 2014, 12:38:55 PM
Quote from: Akai on October 09, 2014, 12:35:21 PM
Quote from: Igabod on October 09, 2014, 09:40:52 AM
Is there another download link for v.04? I downloaded v.03 earlier apparently right before you updated it but that was from a different source apparently. I don't want to sign up for nexus just to download this.

Same thing for me. I'd love to give the mod a try, but I don't see a reason paying money for making a "free" account (as stated on Nexus Page, but in the registration forms are only options for paying accounts) just to download some of the mods' modules.

you can very simply click past it.

atleast thats what i did. was a bit hard to find but there's either a button there to pass that screen or just go to the forums from the mainpage and log in with the account you just made (either one of those is what i did a while ago)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Akai on October 09, 2014, 12:58:17 PM
That actually worked. Turns out the "create account" button is functional event without selecting one of the payment options. I got confused by the lack of a free account-option. Thanks a lot, Xill. Downloading the mod now. ;)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: johandirk88 on October 09, 2014, 03:53:15 PM
buildings disapear when builded!!! (sorry if i had bad english)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Ramsis on October 09, 2014, 05:08:10 PM
Just going to sit tight and wait for the non-nexus DL link to be posted. I do hate Nexus with a burning passion.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Kulverstukass on October 09, 2014, 08:09:33 PM
Quote from: Ramsis on October 09, 2014, 05:08:10 PM
Just going to sit tight and wait for the non-nexus DL link to be posted. I do hate Nexus with a burning passion.
Just previous page https://ludeon.com/forums/index.php?topic=6636.msg65759#msg65759
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Jaxxa on October 09, 2014, 08:55:53 PM
I really didn't realize that so many people don't like the nexus.
Out of interest why don't many of you like it?

Anyway I will go back to using mediafire in the next release. Ideally I would like to keep a single upload site as it is easier to update one place.

I hope to have better memory usage in the next version to fix the crashes that were reported.

So currently I am using GitHub as a ingression / nightly source release. I will explain this better in the next version, It does not have the DLL's and may contain code I am working on but does not work yet. You can compile it yourself and use it, but I make no guarantee that it is in a working state.

I will look into power conducting Embrasures and balancing the laser drill.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Iwillbenicetou on October 09, 2014, 10:44:12 PM
Try to update in big batches or something, because I don't want to keep on creating new worlds/colonies.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Kulverstukass on October 09, 2014, 11:13:45 PM
Another tiny bit of feedback, which i'm not sure even worth putting into github as issue.
Stored power of Upgrade stations is used simultaneously by all of them - when one upgrade or recharge colonist - other lost their energy too.

Also tiny request (mb should i "pull request" on github for such things?) - make shields graphic "hid-able", like designated storages. That CRAM shield giant green bubble a bit too bright, and standard shield's light-blue color a bit interferes with game messages.

Also, i've turned off SIF shields for now and memory usage looks normal.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Jaxxa on October 09, 2014, 11:32:50 PM
Quote from: Iwillbenicetou on October 09, 2014, 10:44:12 PM
Try to update in big batches or something, because I don't want to keep on creating new worlds/colonies.
That was kind of the plan to not do any updates for a while, but with the memory usage issue and other bugs I want to get them fixed first. Remember that you can read through the changelog and decide to keep on the current version until you are ready for a new colony.

Quote from: Kulverstukass on October 09, 2014, 11:13:45 PM
Another tiny bit of feedback, which i'm not sure even worth putting into github as issue.
Stored power of Upgrade stations is used simultaneously by all of them - when one upgrade or recharge colonist - other lost their energy too.
That is a feature, building more gives you redundancy and more places to charge from, but you cant spam them and keep all of your colonist protected during a battle for an extended period of time.

Quote from: Kulverstukass on October 09, 2014, 11:13:45 PM
Also tiny request (mb should i "pull request" on github for such things?) - make shields graphic "hid-able", like designated storages. That CRAM shield giant green bubble a bit too bright, and standard shield's light-blue color a bit interferes with game messages.
Funny you should mention that, I am working on that literally as you sent the message.

Quote from: Kulverstukass on October 09, 2014, 11:13:45 PM
Also, i've turned off SIF shields for now and memory usage looks normal.

I think I have tracked down the memory issue, looks like it does happen with normal shields as well, but much more slowly as they only have the single shield rather than many for the SIF Shield.

Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Kulverstukass on October 09, 2014, 11:59:35 PM
Quote from: Jaxxa on October 09, 2014, 11:32:50 PM
That is a feature, building more gives you redundancy and more places to charge from, but you cant spam them and keep all of your colonist protected during a battle for an extended period of time.
Thats a sign to look through wiki, i was thinking of a balance reason, but wasn't sure.
Also, but I'm not sure is it even close to worth its time to implement or even possibility of it - 2 energy for upgrade station, one for recharge as it is right now, and another, maybe even consuming metal and/or silver (through Autoloader, for more usage of this feature), for upgrade, with much slower recharge. So it will make more stations more desirable. Surely not a request, just suggestion.

Quote from: Jaxxa on October 09, 2014, 11:32:50 PM
Funny you should mention that, I am working on that literally as you sent the message.
Aw yiss!

Quote from: Jaxxa on October 09, 2014, 11:32:50 PM
I think I have tracked down the memory issue, looks like it does happen with normal shields as well
Yep, checked memory and it was 2.3+ already, from around 0.9-1gb from start, but that was slow indeed, hour or more.


Added later: About OmniGel wiki - it says 75og to 50 metal, but i'm sure, it's 10og to 50metal in Mk2 table right now, 0.04. And I was thinking OmniGel is out of balance, looks just wrong setting makes it OP. Also, about balance, i'm sure its dropping so many omniGel in drop pods by mistake too, it happened 2 or 3 times and it turns into near 1 thousand of it.
Also, Embrasures info in wiki says "wood and logs", surely you just copied it from description for when RW did has separate logs and planks.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
Post by: Omni on October 10, 2014, 01:19:04 AM
Quote from: Jaxxa on October 09, 2014, 08:55:53 PM
I really didn't realize that so many people don't like the nexus.
Out of interest why don't many of you like it?
Hmm, no idea why so many people dislike it. I personally love the Nexus, especially for Elder Scrolls mods and Fallout mods.

I do know many people have been embittered by being banned for doing/posting something inappropriate, and I suppose it seems likely that ban extends over the whole Nexus network. I've never seen a ban I felt was unreasonable, though. I've only ever seen a few bans that were very reasonable. (Best that we don't turn this topic into argument over the Nexus.) The Nexus sites don't have any issue with adult content either, so it's not like people are banned for posting things deemed too pornographic. In fact, if you want sexual/adult mods, the Nexus is a GREAT source, at least for games with a large Nexus presence. (But often not the BEST source. For many, there is a dedicated adult mod community for the game that is an even better source.)

If anyone has any solid reasons for disliking the Nexus, I'd be interested to hear them. Keep things civil, though. Remember that this thread is for Jaxxa's mods primarily.

Personally, I prefer these forums over the Nexus as far as the release of RimWorld mods is concerned. It just feels more natural here on Ludeon's home site. However, using the Nexus for hosting mod downloads is (usually) a very good way of assuring the download will be reliable and easily available. Posting updates both here AND the Nexus is the best case scenario; it caters to different tastes, and if either is down the other will be available.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Jaxxa on October 10, 2014, 07:32:00 AM
Just put up a new version, will probably be the last one for a while, assuming nothing goes terribly wrong.
I think it should fix the issues that have come up.

For now I have uploaded to the nexus and mediafire, don't know what I will use in the future, ideally I will only upload it in a single place.

Let me know how it goes.

0.05
- Fix for Memory leak relating to the Shield Display
- Added option to Hide Shield visual display
- Only one Laser Drill Can be active at a time
- Power carrying Embrasures.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Igabod on October 10, 2014, 07:45:39 AM
My reasoning for not liking the nexus download link was already addressed. I was under the impression that I had to sign up for yet another stupid account somewhere just to download a single mod. Apparently the pop-ups telling you that you can't download it till you sign up are misleading, though I haven't tried again yet. I just prefer the simplicity of a big button that says "Download" and nothing else pops up other than the "save or run" dialog. I like the mediafire link just fine because it is easy to see without searching all over the screen and because they don't lie to me and tell me I have to sign up. I prefer dropbox personally because that's just a simple white page with one big button that says Download. No other distractions and no advertisements or anything else. Download links shouldn't be so complicated in my mind. I would love it if the link that is posted leads directly to the "save or run" dialog rather than another website with another button. But if that's not an option then simple is better whatever you go with.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Kulverstukass on October 10, 2014, 09:28:58 AM
And this is me again with tiny little feedback, as for 0.05.

Great work as for graphics options, and it looks like everything is good from a minute check.

But with one nuance - SIF shields, that was built before 0.05 should be deconstructed or they will not only not responding to hide/show their graphics, but what much more important - they will drop performance to 1-5 fps due to excessive alerts spawning while loading their power storage. I've closed game before one SIF shield powered itself to 150 from 100, its less than 30 seconds, and output log was already 4.5mb. Woah, seriously, roughly 56 thousands lines says
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
ShieldField.validBuildings Not set up properly

in just a ~30 seconds. Actually log contains 117 thousand of lines, but there is an empty one between that two i've posted in code section.



But as i said, it's good, newly built shields work w/o problems or even alerts, both in old save or in a new colony.

Nope, found a problem. Fire now heavily lags game, lots of errors in console, unplayable FPS. To the github log goes.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Smasher5523 on October 10, 2014, 01:59:57 PM
I love this mod so much, except for only 1 thing... We got huge shields stopping mortars, and small shields stopping it all.. How about huge shields that block everything? for a huge price though, please add? ;)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Jaxxa on October 10, 2014, 08:07:00 PM
Quote from: Kulverstukass on October 10, 2014, 09:28:58 AM
Nope, found a problem. Fire now heavily lags game, lots of errors in console, unplayable FPS. To the github log goes.

Is anyone else seeing this? I have not been able to reproduce this. Does it happen on a new map?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Omni on October 10, 2014, 11:06:46 PM
So, I liked the idea of the OmniGel, but the textures were driving me crazy. So I made new ones. (Also, it's "Omni" Gel, so it has to look good. ;) )

The plant and detached "bulb" are yours to use freely; the base of the plant is based on the ingame agave art, but otherwise it's all original. The tables, however, are based on a table in the Clutter mod, so I imagine you'll have to get permission if you want to use them. It's only the very base of the table - the blue part - that is from Clutter, so if necessary I could simply replace the base table with something else. (It'd look far less cool, though.) If there is any issue from me sharing these images with content from Clutter, I can remove them from the attachments. (Or a moderator can, if it is necessary.)

I kind of assume "Omni Gel" is based on Mass Effect's Omni Gel, so I made the textures to fit that theme. ;D As an easter egg, if you look carefully at the base of the plant, the "veins" on it suggest this is after the "green" ending was chosen. (Just calling it green to avoid spoilers.)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Kulverstukass on October 11, 2014, 02:11:21 AM
Quote from: Jaxxa on October 10, 2014, 08:07:00 PM
Is anyone else seeing this? I have not been able to reproduce this. Does it happen on a new map?
I think i should apologize for that sort of false alarm, i wasn't able to reproduce that problem in a new colony, so it maybe just old save incompatibility, as i was keeping same colony from before ED installed and up to 0.05.

In short words, there is no problems with fire as i stated.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Coenmcj on October 11, 2014, 02:49:21 AM
I'm using 0.04 at the moment and I noticed that my SIF shields were not interacting with my walls. any of them. At all. Switched to dev mode and checked all types of both persuasions (Powered and non) and nothing, no repair mode, no shield, no nothing.

I'm running the full Enhanced defense pack with EdB's prepare carefully incase that's of any use.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Kulverstukass on October 11, 2014, 03:29:42 AM
Quote from: Coenmcj on October 11, 2014, 02:49:21 AM
I'm using 0.04 at the moment and I noticed that my SIF shields were not interacting with my walls. any of them. At all.
Shield was working after being built, but stopped after you restarted RW, like loading savegame next day? Check for console "~", there should be an error "ShieldField.validBuildings Not set up properly" while SIF shield being powered.
If yes - add any additional info here https://github.com/jaxxa/RimWorld-Enhanced-Defence/issues/8 to help Jaxxa track that error.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Jaxxa on October 11, 2014, 04:20:37 AM
Quote from: Omni on October 10, 2014, 11:06:46 PM
So, I liked the idea of the OmniGel, but the textures were driving me crazy. So I made new ones. (Also, it's "Omni" Gel, so it has to look good. ;) )
Thanks, Love the new Textures, just added them to the new version.

If anyone has or wants to make and texture,s that would be good send them my way :)

I have just put up a new version that I hope will fix the issues that are happening now.

Thanks for the feedback / bug reports guys, especially Kulverstukass.

0.06
- Fix for SIF Shield not restoring correctly when loading a saved game.
- Fix for potential null pointer errors relating to projectiles without a faction
- Changed OmniGel textures to use the ones provided by Omni
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Shinzy on October 11, 2014, 05:29:26 AM
Quote from: Omni on October 10, 2014, 11:06:46 PM
So, I liked the idea of the OmniGel, but the textures were driving me crazy. So I made new ones. (Also, it's "Omni" Gel, so it has to look good. ;) )

I love these!

The bulb makes me think of vultures beak though (Which is not a bad thing but I couldn't resist ;D)
(http://i.imgur.com/Hfk8WEw.png)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.05 - 10/10/2014
Post by: Omni on October 11, 2014, 05:32:26 AM
Quote from: Jaxxa on October 11, 2014, 04:20:37 AM
- Changed OmniGel textures to use the ones provided by Omni
This makes me laugh. ;D But I guess where else would you get OmniGel textures?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Kulverstukass on October 11, 2014, 11:33:01 AM
Didn't tested much, but previously created new colony, for testing fire and SIF shield was working good after loading and reloading RW didn't caused any errors with shield functions. Great work!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Kulverstukass on October 11, 2014, 08:16:02 PM
I'm double posting just so it will not be unnoticed as edition of much earlier previous post.
And i'm sorry again for my awful english.


Jaxxa, i was looking at your shield mechanics and thought, if you are was able to implement it even into a pawn and game "swallowed" such alteration (i do hope for "simplicity reasons" that you just copied default pawn and added shield mechanics to it, that's why we have "shielded colonist body" in dump storage and crematorium, or just linked new type of body to default behavior), as sort of next step, even if you prefer defensive mechanics (sort of neglected by Deep strike feature), may be a great overhaul of "weapons & ammo" mechanics by adding reversed shield feature as ammo counter, with depleting energy for spawning bullet and recharging working as change of clip.

I'm not calling for "go and make it", you'd put a lot of time into your mods already, but, erm, look at possibility of it in a more theoretical way, are weapons/items as "things" even close to be capable of holding such (at least looking so) complicated with abstractions (as projected shield isn't a "solid" building, more of spawned and supported effect; as it looks for me, far from modding).

Simple imaging of pistol, not being that slowpoke bullet spewer or bursting all his clip in one shot even if enemy is dead as modders try to make it for viable CQC option, or shotgun, making 7 (5) fast shots as it's a hunting weapon, like 1s to aim, 1.5s to recover from recoil and reload from internal magazine, but going after that for, like, 5s reload (as shields goes for 15s) make my heart skip a beat.
Also, it would remove such a problematic workarounds, as for Stun Gun by skullywag, where for balance reasons it has 10s cooldown, and game's mechanics make colonist completely immobile.

It would be RRR-Evolution for sure.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Xill on October 12, 2014, 11:20:42 AM
so i may just be very blind.
but i cant get the mortars to be reloaded with new shells
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Kulverstukass on October 12, 2014, 12:04:52 PM
Quote from: Xill on October 12, 2014, 11:20:42 AM
so i may just be very blind.
but i cant get the mortars to be reloaded with new shells
Sure you didn't misused default hopper instead of new autoloader?

I've didn't tried it by myself, after four mortars was shooting at crashed ship part surrounded by centipedes for two days and didn't drop it health even to half, just looking at mortars in Security tab makes me sick. What even worse, raiders able to directly hit lone colonist or power cord at first try.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Xill on October 12, 2014, 12:09:38 PM
Quote from: Kulverstukass on October 12, 2014, 12:04:52 PM
Quote from: Xill on October 12, 2014, 11:20:42 AM
so i may just be very blind.
but i cant get the mortars to be reloaded with new shells
Sure you didn't misused default hopper instead of new autoloader?

I've didn't tried it by myself, after four mortars was shooting at crashed ship part surrounded by centipedes for two days and didn't drop it health even to half, just looking at mortars in Security tab makes me sick. What even worse, raiders able to directly hit lone colonist or power cord at first try.

that might've been it. i thought the autoloaders were part of another mod. heh ^_ ^"
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Jaxxa on October 12, 2014, 07:09:39 PM
Quote from: Kulverstukass on October 11, 2014, 08:16:02 PM
...ammo counter...

An interesting idea that has come up before in various threads. I have added it to my list of potential features, but don't expect anything any time soon, if at all. I doubt that I will make any major additions before Alpha 8.

Quote from: Xill on October 12, 2014, 12:09:38 PM
that might've been it. i thought the autoloaders were part of another mod. heh ^_ ^"

Glad you got it sorted :)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Jaxxa on October 15, 2014, 06:38:27 PM
I will have a new version up soon, probably tomorrow.

It will be changing a few things with how the Shields are working.

Where will be Small / Standard / Fortress and SIF shields.

The SIF Shield will be unchanged and works how it currently does.
The Small / Standard (Previously Basic) Shields will be mostly unchanged.

The Fortress Shield (Previously CRAM) now has the ability to block Direct Fire weapons, but does not have the Fire suppression mode that Small / Standard do. However the Fortress Shield can now counter DropPods. While Shields can not stop DropPods as they to weapon, because of their increased Mass, they can make certain that they cant stop it. It can overload the Avionics system, causing the decent rockets not to fire so that the DropPod slams into the ground at terminal Velocity.

Practically this means that instead of drooping off people they will now hit the ground with a bang.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Dragoon on October 15, 2014, 11:46:37 PM
I enabled the core and shield files but when I place them down they build it and it vanishs.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Jaxxa on October 16, 2014, 12:03:35 AM
Quote from: Dragoon on October 15, 2014, 11:46:37 PM
I enabled the core and shield files but when I place them down they build it and it vanishs.
Are you using the latest version?
Are there any errors in the log?
Did you enable ED-Core before the Shield module?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Dragoon on October 16, 2014, 12:09:14 AM
I am using the latest version,yes, and how do I enable the core first?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Jaxxa on October 16, 2014, 04:50:29 AM
It should be the order that you enable it in the mod menu, although I would have expected it to give errors if that was the problem.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Dragoon on October 16, 2014, 01:32:59 PM
the core is at the top of all the ed stuff but when I enable shields and restart my game I get errors.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.06 - 11/10/2014
Post by: Jaxxa on October 16, 2014, 11:21:40 PM
The list is always in Alphabetical order. What matters is the order you enabled them in.

Try disabling everything except for the Rimworld "Core", restart the game, Enable ED-Core, Restart the game, enable ed-shield.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Jaxxa on October 17, 2014, 12:42:09 AM
New Update, the main new feature is that DropPods can be intercepted now.
You can keep the shield up and stop them droping directly into your base.

The Fortress can "disrupt the avionic systems of DropPods, caulsing failure of their decent rockets and therefore a terminal velocity impact."

0.07
-Changes to Shields
--Standard / Small / Fortress / SIF Shields
-Allow Artillery to FlyOver Shields
-DropPod Intercept Mode
-Fix to Toggle of Visually Showing Shields not being restored on Save Load
-Shield Texture Updates
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Dragoon on October 17, 2014, 01:34:43 AM
I did that still get this error.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Kulverstukass on October 17, 2014, 04:02:55 AM
Quote from: Dragoon on October 17, 2014, 01:34:43 AM
I did that still get this error.
I'm sure you downloaded ED from github, didn't you? It doesn't contain required .dll file, check  "ED-Core\Assemblies" and if there is no .dll files - re-download and use version from nexus or mediafire from OP-post.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Tsilliev on October 17, 2014, 11:18:48 AM
I am using the mod very good progress with the content, ty. I want to report something, when I enable ED-MortarAmmo, and when I finish building the mortars they dont spawn, also the same with wireless power, maybe another mod is interfering?
(http://i.imgur.com/bifxIGC.png)
(http://i.imgur.com/hK2mW6r.png)
(http://i.imgur.com/7Hp94Ew.png)
And also when I start the game at the menu I see this log error, its about the droppods.
(http://i.imgur.com/YxMgPI8.png)

(i dont see spoiler button to hide the pics, tell me if its too spammy wil lremove them)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Dragoon on October 17, 2014, 04:55:29 PM
Quote from: Kulverstukass on October 17, 2014, 04:02:55 AM
Quote from: Dragoon on October 17, 2014, 01:34:43 AM
I did that still get this error.
I'm sure you downloaded ED from github, didn't you? It doesn't contain required .dll file, check  "ED-Core\Assemblies" and if there is no .dll files - re-download and use version from nexus or mediafire from OP-post.

Yes I think that was it thanks!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Jaxxa on October 17, 2014, 08:55:02 PM
Quote from: Tsilliev on October 17, 2014, 11:18:48 AM
I am using the mod very good progress with the content, ty. I want to report something, when I enable ED-MortarAmmo, and when I finish building the mortars they dont spawn, also the same with wireless power, maybe another mod is interfering?
(i dont see spoiler button to hide the pics, tell me if its too spammy wil lremove them)

I just did an FAQ (linked from the first post) of how to fix some problems that people are having, hopefully including yours.

Can you please go through this and let me know how you go.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: RoxTaze on October 23, 2014, 08:35:49 AM
I have some ideas for this mod, but i'm not sure about it's efficiency - they may be too imbalance for early times.. (but helpful later.)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: keeper_247 on October 23, 2014, 03:20:05 PM
how do you make shells? or can you only buy them for weapon traders?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Jaxxa on October 23, 2014, 06:23:31 PM
Quote from: keeper_247 on October 23, 2014, 03:20:05 PM
how do you make shells? or can you only buy them for weapon traders?

The High level (3) version of the OmniGel Replicator can create shells.

Quote from: RoxTaze on October 23, 2014, 08:35:49 AM
I have some ideas for this mod, but i'm not sure about it's efficiency - they may be too imbalance for early times.. (but helpful later.)

Feel free to suggest them, I can add them to the list I have of possible features.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Tsilliev on October 24, 2014, 03:19:13 AM
Help?

(http://i.imgur.com/sqOmqQn.png)

(http://i.imgur.com/hoFFsAY.png)

(http://i.imgur.com/DTqEwzj.png)

I guess its conflicting with other mods? How do you find exactly which ones, I read there is problem with ed prepare carefuly + fusion power plant, are these the main suspects?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Jaxxa on October 24, 2014, 03:30:04 AM
Quote from: Tsilliev on October 24, 2014, 03:19:13 AM
Help?
...
I guess its conflicting with other mods? How do you find exactly which ones, I read there is problem with ed prepare carefuly + fusion power plant, are these the main suspects?

Please read the FAQ that is linked from the first post:
Quote from: Jaxxa on October 06, 2014, 03:28:24 AM
If you are having trouble please Read this FAQ, it has instructions on logging an issue at the end of it:
https://github.com/jaxxa/RimWorld-Enhanced-Defence/wiki/FAQ-Problems
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: RoxTaze on October 24, 2014, 05:40:38 AM
Well... the most obvious addition to shield system is capacitors - they can be like some sort of Hoppers (can be placed nearby) but only store a shield charge in quiet periods, charging shields back when siege comes.

Second interesting idea is create semi-remote shield system, connect a wireless energy transfering and shields. (for example - Charger produces charge, then through some sort of cables(mod own cables) transfer it to transmitter, which dispense the charge between shields.)

AAAAnd the most tasty - EMP or Gamma-Shields that protects any electronics during a solar flares. (This is be most useful idea because many mods and sometimes - Game itself rely on volatile tech. (Yep... i'm looking at JuliaEllie's Apothecarius and EVERY hydroponics basin in the game.)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Coenmcj on October 25, 2014, 07:13:25 PM
But will it blend? That is the question.

Some things in rimworld are still hardcoded, Solar flares might be uneditable so that something could stop them in a localized area.

Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Igabod on October 25, 2014, 08:42:10 PM
Quote from: Coenmcj on October 25, 2014, 07:13:25 PM
But will it blend? That is the question.

Some things in rimworld are still hardcoded, Solar flares might be uneditable so that something could stop them in a localized area.

There is a mod out now that adds hydroponics basins and lights and a turret that all operate without being connected to the power grid and still function during solar flares. So I'm sure it's possible.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: RoxTaze on October 26, 2014, 02:53:36 PM
Quote from: Coenmcj on October 25, 2014, 07:13:25 PM
But will it blend? That is the question.

Some things in rimworld are still hardcoded, Solar flares might be uneditable so that something could stop them in a localized area.

Quote from: Igabod on October 25, 2014, 08:42:10 PM
Quote from: Coenmcj on October 25, 2014, 07:13:25 PM
But will it blend? That is the question.

Some things in rimworld are still hardcoded, Solar flares might be uneditable so that something could stop them in a localized area.

There is a mod out now that adds hydroponics basins and lights and a turret that all operate without being connected to the power grid and still function during solar flares. So I'm sure it's possible.

Yep! I made Apothecarius HiveMind building immune to SF's like in that mode... but i think for Jaxxa it will be more easy than for me.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: ITOS on October 26, 2014, 03:13:26 PM
My brain turns "EMRG turret" into "Ermahgerd! turret".
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: skullywag on October 26, 2014, 04:10:12 PM
Quote from: ITOS on October 26, 2014, 03:13:26 PM
My brain turns "EMRG turret" into "Ermahgerd! turret".

What has been seen cannot be unseen...
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Igabod on October 26, 2014, 05:54:50 PM
Quote from: ITOS on October 26, 2014, 03:13:26 PM
My brain turns "EMRG turret" into "Ermahgerd! turret".

Mine too! LOL. Every time I see that on my mods list I say ERMAHGERD!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Jaxxa on October 26, 2014, 07:36:09 PM
I would like to so some type of Solar flare shielding, although I have not looked into how the events are done so I don't know if it is possible.

I don't want to have to take the approach of changing every building individually as that would be quite a bit of work and break compatibility with a lot of other mods. So I will see what I can do.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Coenmcj on October 26, 2014, 11:13:58 PM
Quote from: ITOS on October 26, 2014, 03:13:26 PM
My brain turns "EMRG turret" into "Ermahgerd! turret".

Damn it ITOS!

"Ermahgerd! Ermahgerd turrets in the cliffs cap'n!"
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Weyrling on October 28, 2014, 08:54:24 PM
I just discovered that the fortress shield blocks incoming trade pods as well as attackers, I just sold a bunch of stuff and disintegrated about 6000 silver, also lit one of my walls on fire.

It makes sense but I didn't even consider it until after the fact.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Coenmcj on October 28, 2014, 11:19:22 PM
Quote from: Weyrling on October 28, 2014, 08:54:24 PM
I just discovered that the fortress shield blocks incoming trade pods as well as attackers, I just sold a bunch of stuff and disintegrated about 6000 silver, also lit one of my walls on fire.

It makes sense but I didn't even consider it until after the fact.

Hah, that's brilliant.
What an excellent way to add inflation to the market!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Jaxxa on October 29, 2014, 07:41:13 PM
Yes, that is something to keep in mind when receiving supplies.

Also if you are using the DeepStrike module and you are not careful you can kill all of your colonists in one go and loose the game.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Reysuke on October 29, 2014, 08:10:46 PM
Quote from: Jaxxa on October 29, 2014, 07:41:13 PM
Yes, that is something to keep in mind when receiving supplies.

Also if you are using the DeepStrike module and you are not careful you can kill all of your colonists in one go and loose the game.
Well..... That explains everything.... Stupid me >.>
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: mipen on November 06, 2014, 04:24:18 AM
I built my orbital command thing under a roof, and whilst trying to firgure out how to use it, I loaded a bunch of colonists into and pushed the deepstrike button on the orbital command building itself... After waiting for a few minutes without my colonists showing up, and after building a beacon and clicking the drop button on that numerous times, I concluded that sending them to drop into a roofed over area is not a good idea. Luckily I had saved before testing it out! :P But maybe it would be good to disable the drop option if the building is under a roof? Just for the sake of people as slow as I :P
But I love the mod, it is absolutely amazing! The fortress shield would have to be my favourite; being able to have an outdoors base without fear of enemies dropping in on your head, or mortars burning everything to the ground. Thanks for the brilliant mod Jaxxa!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: skullywag on November 06, 2014, 04:27:32 AM
Wouldnt be hard to check that the location picked is not roofed. Would be a nice addition. I concur with the above, being that these things contain the most valuable thing in the game itd be worth not allowing silly mistakes to kill them as much as possible (without being too cheaty)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Vas on November 07, 2014, 07:50:14 AM
Fortress shield stops me from getting trade supplies, but does not stop enemies from landing within the shielded area.  This includes the robotic enemies and such.

Also, I had a thought related to the SIF Shield.  I'd like it's power to scale based on how many blocks it is protecting.Rather than to cost a fortune to protect 5 blocks, it would barely use much power at all.  :P

The SIF shield seems to have a problem with some walls as well, it won't activate on the embrasures in the embrasure mod, unless they are the standard basic conduitless embrasure.  I wanted to use my reinforced embrasures because shields barely withstand raider attacks at all.

Is it possible to put two SIF shields up beside each other so if one goes down, the other stays?  Or gives double the shield strength for double shield time?  Actually, that'd cost an even higher fortune of energy.  I think it'd be nice to be able to place down a capacity upgrade next to each shield module, extending it's capacity by x amount per upgrade placed near it.  This of course requires a longer charge time, drawing in a lot more energy for a longer period of time.  :P

As for a slight bit of balancing, could you make the fortress shield take 2x2 blocks of space rather than one?  Just seems like something making such a massive shield, should be a larger device.  :P

An idea for SIF shield, slightly related to above, is a large SIF shield generator, which puts a shield around every single block in it's radius but in a large area.  So I don't need a fortress shield inside a mountain if I just want to add shields to all my walls.  Or maybe I have an area where I need a large one rather than 5 small ones.  Hopefully, you can also make this one power with the amount of blocks it is protecting, if you can do that in the first place.  :P

--

Does the drop pod let you go to other locations on the big map?  Or only within your colony's range on the map?  I assume the second, so I haven't gotten it.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: shmooe on November 09, 2014, 12:53:10 PM
Having issues where shells are reduced by 71 in auto-hopper after reloading game. the guns also are reduced by 71 for every save and game reload. ran into wireless power issue where watts didn't match my resources. had 100000W available once for no reason. used the power when saved and reloaded game power values where diff every time. had to delete all wireless nodes, save, exit game, reload game, and put them all back. now when i see the values are messed up i just save, quit RimWorld, and reload the game. but what a great mod when you figure out how to avoid the bugs. lol it's just loads of fun with zombies, arachnids, etc... Just wanted to give my report, im sure this has already been looked into. Also please add, Auto Watt transfer system or Watt Regulator with an auto turn on. annoying having to adjust all the time when adding. it should just have the option for auto. this way i can set manual values for inner defense that rarely need changes and the outer will just take whats left of the power as needed till i run out of power automatically.... Your Thoughts Anyone?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: ToXeye on November 09, 2014, 03:41:54 PM
Tiki torches make excellent cover for bandits. At least until it breaks from the one shot.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Jaxxa on November 09, 2014, 06:19:15 PM
Quote from: skullywag on November 06, 2014, 04:27:32 AM
Wouldnt be hard to check that the location picked is not roofed. Would be a nice addition. I concur with the above, being that these things contain the most valuable thing in the game itd be worth not allowing silly mistakes to kill them as much as possible (without being too cheaty)

Yeah, I will add a check if the drop point is roofed. It may still kill them is there is roofs around and the Fortress shield will kill them if you don't turn it off.

Quote from: Vas on November 07, 2014, 07:50:14 AM
Fortress shield stops me from getting trade supplies, but does not stop enemies from landing within the shielded area.  This includes the robotic enemies and such.

It should stop the droppod enemies, but not others that just spawn. Are you finding the ones in droppods keep getting through? if so that is a bug.

Quote from: Vas on November 07, 2014, 07:50:14 AM
Also, I had a thought related to the SIF Shield.  I'd like it's power to scale based on how many blocks it is protecting.Rather than to cost a fortune to protect 5 blocks, it would barely use much power at all.  :P
I may look into a dynamic power usage later on.

Quote from: Vas on November 07, 2014, 07:50:14 AM
The SIF shield seems to have a problem with some walls as well, it won't activate on the embrasures in the embrasure mod, unless they are the standard basic conduitless embrasure.  I wanted to use my reinforced embrasures because shields barely withstand raider attacks at all.
I will look into updating that.

Quote from: Vas on November 07, 2014, 07:50:14 AM
As for a slight bit of balancing, could you make the fortress shield take 2x2 blocks of space rather than one?  Just seems like something making such a massive shield, should be a larger device.  :P
Sounds like a good idea

Quote from: Vas on November 07, 2014, 07:50:14 AM
Does the drop pod let you go to other locations on the big map?  Or only within your colony's range on the map?  I assume the second, so I haven't gotten it.
Currently only on the same colony map.

Quote from: ToXeye on November 09, 2014, 03:41:54 PM
Tiki torches make excellent cover for bandits. At least until it breaks from the one shot.
I don't get it, I didn't add Tiki torches

Quote from: shmooe on November 09, 2014, 12:53:10 PM
Having issues where shells are reduced by 71 in auto-hopper after reloading game. the guns also are reduced by 71 for every save and game reload. ran into wireless power issue where watts didn't match my resources. had 100000W available once for no reason. used the power when saved and reloaded game power values where diff every time. had to delete all wireless nodes, save, exit game, reload game, and put them all back. now when i see the values are messed up i just save, quit RimWorld, and reload the game. but what a great mod when you figure out how to avoid the bugs. lol it's just loads of fun with zombies, arachnids, etc... Just wanted to give my report, im sure this has already been looked into. Also please add, Auto Watt transfer system or Watt Regulator with an auto turn on. annoying having to adjust all the time when adding. it should just have the option for auto. this way i can set manual values for inner defense that rarely need changes and the outer will just take whats left of the power as needed till i run out of power automatically.... Your Thoughts Anyone?

That sounds very strange, are you getting that even with no other mods installed?
Can you post steps you can take to reproduce it?

It might be easiest to log a GitHub issue https://github.com/jaxxa/RimWorld-Enhanced-Defence/issues to talk just about that and to avoid the overlapping conversation we will get here.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: ToXeye on November 10, 2014, 07:21:21 AM
Sorry, I was going to post on the tech tree minami board. Didn't do it correctly someheow. Meow. How.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: exelsiar on November 11, 2014, 08:57:58 PM
Hi, I'm enjoying the mod so far, I've had a couple of hickups the first was fixed by installing the core module, an easy thing to miss >_<

But the other issue hasn't gone away. The omnigel plant texture is broken for me, when zoomed at various zoom levels it just doesn't exist, so i only see soil, and at other zooms i has the icon of a bed...
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: Devdisigdu on November 12, 2014, 03:59:29 AM
I take it you started playing after making changes in the mod list?

After updating the list of mods loaded, quit your game and start it back up, should fix the issue.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: exelsiar on November 12, 2014, 04:11:49 AM
Ahh it has, thank you ^_^
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
Post by: millenium on November 13, 2014, 02:51:02 PM
just a random thought i had about shields. would it be possible to add more construction materials for the generators and then the materials would adjust how strong the shield would be and the power consumption of same?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Jaxxa on November 16, 2014, 01:44:28 AM
Put up a new version.

Quote0.08
-Added ED-VisibleRadius module
--Allows you to keep the radius up for Trade beacons and SunLamps after deselecting them
-Rebalanced (Reduced) various research costs
-Added ED-WallConnect module
--Visual update to allow walls and natural rock to connect with each other
--Also applied to Embrasures (even without this module)
-Added ED-Plants24H module
--Plants will grow 24 Hours a day if they have sufficient lighting
--Effects PlantPotato, PlantStrawberry, PlantCotton, PlantDevilstrand, PlantRose, PlantDaylily
--Also changes OmniGel (even without this module)
-Fixed bug that allowed EMRG to spawn on mechanoids
-Fortress shield is now 2x2 in size
-SIF Shield should now function for any Wall and Door
-Droppod will not activate undercover
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Kulverstukass on November 16, 2014, 03:26:29 AM
Quote from: Jaxxa on November 16, 2014, 01:44:28 AM
-Fortress shield is now 2x2 in size
Existing F.Shields should be deconstructed before update ED?
Quote from: Jaxxa on November 16, 2014, 01:44:28 AM
-Droppod will not activate undercover
Wat? /my engrish fails me/

Also, I have some EMRG-miniguns, they just will not spawn on mechs anymore, or you changed something related to being "handheld"?
So, should I delete them before update?


Another also - SIF shield still let some bullets go through, damaging not only embrasure it covers, but even turret behind embrasure. And with door being damagable before shield drops it leads to, well, bad end.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Reysuke on November 16, 2014, 04:31:05 AM
I get Error all over the place and my farmer wont plant stuff on fields :/ did i do something wrong?
They will plant everything that wasnt changed by your plant24h mod. Everything else they just "Stand" on the field and do nothing until they get hungry or sleepy

Quote from: Kulverstukass on November 16, 2014, 03:26:29 AM
Quote from: Jaxxa on November 16, 2014, 01:44:28 AM
-Droppod will not activate undercover
Wat? /my engrish fails me/

You could start your Deepstrike Pods under Roof Areas and kill your ppl. He fixed it i think
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Jaxxa on November 16, 2014, 05:16:26 PM
Quote from: Kulverstukass on November 16, 2014, 03:26:29 AM
Existing F.Shields should be deconstructed before update ED?
Have not tested it, probably best to do it to be on the safe side. You can always test it and roll back the changes if it crashes.

Quote from: Kulverstukass on November 16, 2014, 03:26:29 AM
Also, I have some EMRG-miniguns, they just will not spawn on mechs anymore, or you changed something related to being "handheld"?
So, should I delete them before update?
I think it will be fine, I just removed one of the tags that allowed them to spawn on mechanoids, but again have not tested upgrading.

Quote from: Kulverstukass on November 16, 2014, 03:26:29 AM
Another also - SIF shield still let some bullets go through, damaging not only embrasure it covers, but even turret behind embrasure. And with door being damagable before shield drops it leads to, well, bad end.
Strange I will look into that when I have the time.

Quote from: Reysuke on November 16, 2014, 04:31:05 AM

Quote from: Kulverstukass on November 16, 2014, 03:26:29 AM
Quote from: Jaxxa on November 16, 2014, 01:44:28 AM
-Droppod will not activate undercover
Wat? /my engrish fails me/

You could start your Deepstrike Pods under Roof Areas and kill your ppl. He fixed it i think
That's the plan. I will give you a warning if the drop point is covered. Not 100% certain what will happen if you have only that uncovered and everywhere else covered. The fortress shield can still kill them.
[/quote]

Quote from: Reysuke on November 16, 2014, 04:31:05 AM
I get Error all over the place and my farmer wont plant stuff on fields :/ did i do something wrong?
They will plant everything that wasnt changed by your plant24h mod. Everything else they just "Stand" on the field and do nothing until they get hungry or sleepy
Please read the FAQ on the first post. If that does not help you fix it then post a github issue and I will look into it.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Kulverstukass on November 17, 2014, 12:54:48 AM
Well, for testing reasons, updated .7 to .8 w/o deconstructing Fort Shields, and you know, when there was not ehough place for new size - they disappear, even deleted one wall section /pic1/ (tried to fit?), and if there was enough place, it just updates them /pic2/.
Not much of a silver waste, just some fitting 2x2 sort-of-troubles.
EMRG miniguns looks fine, and farmers didn't tested 24h growing as they have solar flare situation.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Reysuke on November 17, 2014, 03:29:21 PM
Sweet Update!
But can you make that 24h growing module compatibel with the Herbs from Apothecarius? So the Herbs also grow 24H with enough light :)
Would be awesome :)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Jaxxa on November 17, 2014, 05:11:06 PM
Quote from: Kulverstukass on November 17, 2014, 12:54:48 AM
Well, for testing reasons, updated .7 to .8 w/o deconstructing Fort Shields, and you know, when there was not ehough place for new size - they disappear, even deleted one wall section /pic1/ (tried to fit?), and if there was enough place, it just updates them /pic2/.
Not much of a silver waste, just some fitting 2x2 sort-of-troubles.
EMRG miniguns looks fine, and farmers didn't tested 24h growing as they have solar flare situation.

Thanks for letting me know.

Quote from: Reysuke on November 17, 2014, 03:29:21 PM
Sweet Update!
But can you make that 24h growing module compatibel with the Herbs from Apothecarius? So the Herbs also grow 24H with enough light :)
Would be awesome :)

Glad you like it.

Probably not as that would require me to copy the plant definitions and then keep them uptodate with Apothecarius.

Although it is a fairly easy change for you todo.

1. Make certain that Apothecarius is loaded some time after ED-Core
2. change the thingClass of the plants in xml to be <thingClass>Enhanced_Defence.Plants24H.Plant</thingClass> (probably only a base plant)

That should be all you have to do, test it and let me know how it goes.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: eatKenny on November 17, 2014, 07:43:29 PM
While testing my own turret mod(using your dll for ammo consuming turrets) I found ammo issue: after load a saved game the turrets will reset it's internal ammo to default, not where you left it.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Jaxxa on November 17, 2014, 08:10:06 PM
Quote from: eatKenny on November 17, 2014, 07:43:29 PM
While testing my own turret mod(using your dll for ammo consuming turrets) I found ammo issue: after load a saved game the turrets will reset it's internal ammo to default, not where you left it.
Strange, Thanks for letting me know. I will look into that.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Reysuke on November 17, 2014, 09:43:29 PM
Quote from: Jaxxa on November 17, 2014, 05:11:06 PM
Quote from: Reysuke on November 17, 2014, 03:29:21 PM
Sweet Update!
But can you make that 24h growing module compatibel with the Herbs from Apothecarius? So the Herbs also grow 24H with enough light :)
Would be awesome :)

Glad you like it.

Probably not as that would require me to copy the plant definitions and then keep them uptodate with Apothecarius.

Although it is a fairly easy change for you todo.

1. Make certain that Apothecarius is loaded some time after ED-Core
2. change the thingClass of the plants in xml to be <thingClass>Enhanced_Defence.Plants24H.Plant</thingClass> (probably only a base plant)

That should be all you have to do, test it and let me know how it goes.
You are the Best! Working perfect! Thanks!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Jaxxa on November 17, 2014, 10:15:01 PM
Quote from: Reysuke on November 17, 2014, 09:43:29 PM
Quote from: Jaxxa on November 17, 2014, 05:11:06 PM
Quote from: Reysuke on November 17, 2014, 03:29:21 PM
Sweet Update!
But can you make that 24h growing module compatibel with the Herbs from Apothecarius? So the Herbs also grow 24H with enough light :)
Would be awesome :)

Glad you like it.

Probably not as that would require me to copy the plant definitions and then keep them uptodate with Apothecarius.

Although it is a fairly easy change for you todo.

1. Make certain that Apothecarius is loaded some time after ED-Core
2. change the thingClass of the plants in xml to be <thingClass>Enhanced_Defence.Plants24H.Plant</thingClass> (probably only a base plant)

That should be all you have to do, test it and let me know how it goes.
You are the Best! Working perfect! Thanks!

Awesome, Glad it worked and you are enjoying it.
Thanks for letting me know it worked, I will update onto the wiki at some stage.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: eatKenny on November 18, 2014, 05:18:18 AM
oh and another small thing, the "connected rate" from a ammo feeding turret shows a odd number, i'm ok with it, some may not :o

(http://i59.tinypic.com/2psog1t.jpg)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Kulverstukass on November 21, 2014, 02:42:18 AM
Does Fort shield affect Mechanoid's droppods?
They've just landed on my trading pad, near on top of Fort shield with Intercepting option on.
It worked just fine, when previously raiders tried same.

Actually, after my post Mechs tries that again, and got exploded, with no survivors. Weird, as it's 100% that it was powered and turned ON at their previous try.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Vas on November 22, 2014, 04:32:23 AM
The Plant24 hour one breaks the game, won't let me plant things anymore.  Huge string of red errors.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Jaxxa on November 22, 2014, 10:41:31 PM
Quote from: eatKenny on November 18, 2014, 05:18:18 AM
oh and another small thing, the "connected rate" from a ammo feeding turret shows a odd number, i'm ok with it, some may not :o

What number is shown when selecting other ammo turrets? does it always show the same?
What number is shown on stock power using objects?

Quote from: Vas on November 22, 2014, 04:32:23 AM
The Plant24 hour one breaks the game, won't let me plant things anymore.  Huge string of red errors.

Please read the FAQ linked from the first post.

Quote from: Kulverstukass on November 21, 2014, 02:42:18 AM
Does Fort shield affect Mechanoid's droppods?
They've just landed on my trading pad, near on top of Fort shield with Intercepting option on.
It worked just fine, when previously raiders tried same.

Actually, after my post Mechs tries that again, and got exploded, with no survivors. Weird, as it's 100% that it was powered and turned ON at their previous try.

Strange, did they come down in droppods or do they just spawn?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Vas on November 23, 2014, 01:42:54 AM
I don't understand, you're telling us to mod our own game core files?

https://github.com/jaxxa/RimWorld-Enhanced-Defence/wiki/EPE-24h-Plants
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Jaxxa on November 23, 2014, 02:23:25 AM
Quote from: Vas on November 23, 2014, 01:42:54 AM
I don't understand, you're telling us to mod our own game core files?

https://github.com/jaxxa/RimWorld-Enhanced-Defence/wiki/EPE-24h-Plants

Yeah, that was not easy to understand, I just updated that page to make it a bit easier.

Don't edit the Core game files, if you want to change them copy it into a new mod and edit it there.

Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Kulverstukass on November 23, 2014, 03:17:49 AM
Quote from: Jaxxa on November 22, 2014, 10:41:31 PM
Strange, did they come down in droppods or do they just spawn?
Yep, landed right near shield and trading beacons, i've checked shield settings and everything was adjusted right. I'm also seen trading droppods goes through, with Intercepting on, but rarely.
Maybe there is some sort of "checkpoint" of this mechanics, that require spawn droppods normally (after loading game) and only after that it start working, which leads to first droppods lands freely regardless of settings?
Also, is i'm understand it right, that Intercepting feature annihilates droppods at moment their spawn, not even shadow of a landing droppod should be seen?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Vas on November 23, 2014, 03:50:28 AM
Quote from: Jaxxa on November 23, 2014, 02:23:25 AMYeah, that was not easy to understand, I just updated that page to make it a bit easier.

Don't edit the Core game files, if you want to change them copy it into a new mod and edit it there.

So how come you didn't include the core game plants modded with this?  We have to do all the work?  I checked the XML in the directory of this particular mod, and it contains the core game's plants, but as I said, it doesn't work.  Throws off a lot of errors and makes planting impossible.  Why did you include the plant XML file if you didn't change the values that needed changing?

Plants_Cultivated.xml
-- <ThingDef ParentName="PlantBase"> ?
No, that doesn't seem right.  Your example says <thingClass>.  I'm trying to find a file with that inside it.

Comparing it to the original, at the top of your file you have
    <thingClass>Enhanced_Defence.Plants24H.Plant</thingClass> insteadof "plant".  So you already modified the game's original plants.  Yes?  So, your mod doesn't work.  Unless, you're saying we need to copy this thingClass to all the plants inside your own XML file?  Which I don't think is true, because the top is supposed to be a template for all the rest below, any values you leave out should be copied to the items below, right?

I'm rather confused.
Does this particular part of the mod work with just installing it and loading it after the ED Core?  If you aren't using ANY mods that add new plants.  So you just use potatoes and strawberries for example.  If so, then my message about errors earlier is still valid because it didn't work.  I have the mod that makes a mod order screen and it is at the end of the ED load list.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Reysuke on November 23, 2014, 11:01:58 AM
Quote from: Vas on November 23, 2014, 03:50:28 AM
Quote from: Jaxxa on November 23, 2014, 02:23:25 AM-Snip-
I had the same problem. also made me crazy.
But this works. i just had to uncheck all mods and check them all new after one other (i did 1 after 1 to check where it went wrong.)
After this it worked fine. if you want other plants just check the page befor. i tested it with the herbs from apothecarius and it works.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Jaxxa on November 23, 2014, 02:37:20 PM
Quote from: Vas on November 23, 2014, 03:50:28 AM
snip
Editing the xml files should only be for if you want more plants that I have not done.

Have you read the FAQ Page?
It should show you how to fix the errors you are getting, if not it will show you how to log an issue and include the log files.

https://github.com/jaxxa/RimWorld-Enhanced-Defence/wiki/FAQ-Problems



Quote from: Reysuke on November 23, 2014, 11:01:58 AM
I had the same problem. also made me crazy.
But this works. i just had to uncheck all mods and check them all new after one other (i did 1 after 1 to check where it went wrong.)
After this it worked fine. if you want other plants just check the page befor. i tested it with the herbs from apothecarius and it works.

Yes, that would be the load order issue and that is one of the ways to fix it.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Jaxxa on November 23, 2014, 09:06:22 PM
Quote from: Kulverstukass on November 23, 2014, 03:17:49 AM
Quote from: Jaxxa on November 22, 2014, 10:41:31 PM
Strange, did they come down in droppods or do they just spawn?
Yep, landed right near shield and trading beacons, i've checked shield settings and everything was adjusted right. I'm also seen trading droppods goes through, with Intercepting on, but rarely.
Maybe there is some sort of "checkpoint" of this mechanics, that require spawn droppods normally (after loading game) and only after that it start working, which leads to first droppods lands freely regardless of settings?
Also, is i'm understand it right, that Intercepting feature annihilates droppods at moment their spawn, not even shadow of a landing droppod should be seen?

They should land first and then be instantly destroyed.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Kulverstukass on November 24, 2014, 11:59:45 AM
Quote from: Jaxxa on November 23, 2014, 09:06:22 PM
They should land first and then be instantly destroyed.
Intercepting does make them 'explode' instead of 'spawn unit', yeah?
That explains why i was able to turn off Intercepting after trading droppods was already on their way.
That also add to that "not intercepted droppods" situation one more news - changing settings should affect already spawned, but not landed pods, and there was a situation, when i've turned Interception ON after message about "jumped on top of you", but enemy landed just fine.

That sort of looks like game mechanics require first droppods to land and decline to any external effects on them, maybe it's just got "resetted" on loading save, and game thinks that just first colonists arrives, which is hard-coded.

Gotcha! One screen that better than thousand words.
Options was ON all the time, those are first droppods after loading game, "jumped on top of you" event.
(http://i63.fastpic.ru/thumb/2014/1125/8b/9875e81cfe8bb8eb81f99fe08ea0568b.jpeg) (http://fastpic.ru/view/63/2014/1125/9875e81cfe8bb8eb81f99fe08ea0568b.png.html)
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Kulverstukass on November 26, 2014, 09:01:11 AM
Another one, and i'm not even sure that they are first "droppodders" in this game session.
(http://i68.fastpic.ru/thumb/2014/1126/46/585b7b13a87e51fc500b9bef478ac646.jpeg) (http://fastpic.ru/view/68/2014/1126/585b7b13a87e51fc500b9bef478ac646.png.html)
This feature has more passed invasions than prevented, at least for me.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Iwillbenicetou on December 08, 2014, 11:04:49 PM
I was testing around, and when I tried to do the personal shield, it came up with a error, "can't find pawn type," or something like that. Any help?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Raufgar on December 08, 2014, 11:08:09 PM
Quote from: Iwillbenicetou on December 08, 2014, 11:04:49 PM
I was testing around, and when I tried to do the personal shield, it came up with a error, "can't find pawn type," or something like that. Any help?

If I remember correctly, it was mentioned previously that EB:PE replaces the default colonist pawn type with a new one that can generate shields, so any other mod that also does this or amends the default pawn type will conflict with EB:PE. Not sure if this is the issue in your case or not...
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Iwillbenicetou on December 08, 2014, 11:11:51 PM
Like Edb Prepare Carefully?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Raufgar on December 08, 2014, 11:27:43 PM
Quote from: Iwillbenicetou on December 08, 2014, 11:11:51 PM
Like Edb Prepare Carefully?

That is possible, I can't confirm exactly since I also have been having issues with this mod. Will test.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Jaxxa on December 08, 2014, 11:35:54 PM
Are you getting these issues when you first start the game or when you actually try to upgrade a colonist?

If it is when you start the game it could be that it is not installed correctly (not loading the core mod first).

Also do you get this issue without any other mods installed?
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: webkilla on December 11, 2014, 08:13:43 PM
can't wait for this mod to be updated to alpha8

...I just can't play this game without the shields!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.08 - 16/11/2014
Post by: Clibanarius on December 14, 2014, 06:35:59 AM
I can't wait, either. There are so many good toys in ED that I have come to rely upon, not just the Browning manned turret.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.09 - 19/12/2014
Post by: Jaxxa on December 18, 2014, 10:56:08 PM
I have updated the mod to the new Alpha.
Give it a go and let me know if you find any problems.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.09 - 19/12/2014
Post by: Jaxxa on December 19, 2014, 03:50:49 AM
Looks like there is a bug with the trade beacon from the display radius module not working.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.09 - 19/12/2014
Post by: Oga88 on December 19, 2014, 05:08:21 AM
i like this mod. but the omnigel doesn't look good, its like from a different game
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.09 - 19/12/2014
Post by: Clibanarius on December 19, 2014, 06:58:30 AM
Besides that the concept of Omnigel literally IS from another game, yeah, the texture is a little different from the others in the game and can be changed at your end real easily. I haven't bothered, since I don't use Omnigel a lot.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.09 - 19/12/2014
Post by: Ded1 on December 19, 2014, 12:15:41 PM
So i have found out you cant turn omnigel into metal (didnt try other stuff yet, i will update this post if i find it doesnt work).
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.09 - 19/12/2014
Post by: Clibanarius on December 19, 2014, 05:01:57 PM
My guess is that because it's now called steel and not metal. Probably is still showing in-game as 'metal' and all.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.09 - 19/12/2014
Post by: Dave-In-Texas on December 19, 2014, 08:21:36 PM
Quote from: Ded1 on December 19, 2014, 12:15:41 PM
So i have found out you cant turn omnigel into metal (didnt try other stuff yet, i will update this post if i find it doesnt work).

I find myself wondering what type of stone the mod will turn out, since it used to just make 'stone chunks'

edit:  answered my own question: (from the xml)  hehe
      <products>
         <ChunkGranite>1</ChunkGranite>
      </products>
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.09 - 19/12/2014
Post by: Match on December 19, 2014, 08:46:37 PM
I cannot get omnigel to work myself. Thinking about making a stopgap measure that makes omnigel harvest yield a metal instead.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.09 - 19/12/2014
Post by: Jaxxa on December 19, 2014, 08:56:24 PM
Looks like there is a problem with making things from Omnigel, working on a fix now.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.09 - 19/12/2014
Post by: john pretzel on December 19, 2014, 09:08:48 PM
Hi Jaxxa, great mod here you've done!  :)

My favorite feature is the Embrasures and Laser Drill. I haven't tried the shields but I'll get there  ;)
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.09 - 19/12/2014
Post by: Match on December 19, 2014, 09:10:19 PM
Quote from: Jaxxa on December 19, 2014, 08:56:24 PM
Looks like there is a problem with making things from Omnigel, working on a fix now.

Thanks Jaxxa, everything else is working great!
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.10 - 20/12/2014
Post by: Jaxxa on December 19, 2014, 10:26:02 PM
Uploaded a new version.

Should fix the issue with the Omnigel not working.
And added some new things that you can make with it, balance feedback welcome.
You can also specify what type of stone you want to make.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.10 - 20/12/2014
Post by: Korporal Kagger on December 20, 2014, 02:57:24 AM
I just got this mod earlier today and i had a little bit of difficulty getting it working.  I didn't realize it was all in separate bits and I had to remove them from the main folder, but I got it squared away after a bit of tinkering and then I got to using it.  It officially and instantly became my mostest favoritest bestest mod eeevvveeeeerrrr the instant I saw the Mass Effect reference!  I cannot explain my love for you :).  And I'm not talking about OmniGel lol.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Jaxxa on December 20, 2014, 03:29:21 AM
Thanks for the feedback, always good to know people are enjoying the mod :)

I just put up a new version with an attempt at making Wall Vents. They are a bit rough but apear to be working for me.

They allow you to equalize the temperature between two Rooms. Uses the Same graphics as the cooler, does not matter what direction it is placed. Power it on to equalize the temperature between two rooms, power it off to keep the temperature separate. Made out of Stuff, has the same health as a wall made from that stuff. Except for the power switch none of the buttons will do anything.

Edit: There was a problem with the upload of 0.11 that I have now fixed, if you already downloaded it please redownload.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Igabod on December 20, 2014, 04:13:42 AM
Quote from: Jaxxa on December 20, 2014, 03:29:21 AM
Thanks for the feedback, always good to know people are enjoying the mod :)

I just put up a new version with an attempt at making Wall Vents. They are a bit rough but apear to be working for me.

They allow you to equalize the temperature between two Rooms. Uses the Same graphics as the cooler, does not matter what direction it is placed. Power it on to equalize the temperature between two rooms, power it off to keep the temperature separate. Made out of Stuff, has the same health as a wall made from that stuff. Except for the power switch none of the buttons will do anything.

Edit: There was a problem with the upload of 0.11 that I have now fixed, if you already downloaded it please redownload.

Awesome, glad someone figured out the vents. That should really be it's own separate mod with it's own listing though. It doesn't fit into this mod I don't think. I'll definitely try it out and see if I can give you some feedback.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: iame6162013 on December 20, 2014, 05:42:11 AM
omg... "ED-Vent" i love it
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: ITOS on December 20, 2014, 05:47:09 AM
Thank you for these mods! I do not use all of them but I find several to be very useful. :)

A suggestion if you're moving into heating; it would be great with a shield device that heats/cools a small area even if it isn't enclosed.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: DarkTemplarlord on December 21, 2014, 09:15:05 AM
For some reason my colonist wont able plant Omnigel plants. they come to do planting next to planting zone but then nothing happens.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Dragoon on December 21, 2014, 11:47:36 AM
Quote from: DarkTemplarlord on December 21, 2014, 09:15:05 AM
For some reason my colonist wont able plant Omnigel plants. they come to do planting next to planting zone but then nothing happens.


Do you have this mod https://ludeon.com/forums/index.php?topic=3612.0 ?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: DarkTemplarlord on December 21, 2014, 12:18:12 PM
Quote from: Dragoon on December 21, 2014, 11:47:36 AM
Quote from: DarkTemplarlord on December 21, 2014, 09:15:05 AM
For some reason my colonist wont able plant Omnigel plants. they come to do planting next to planting zone but then nothing happens.


Do you have this mod https://ludeon.com/forums/index.php?topic=3612.0 ?

Yes and no. i didint use any other mod to test how this Omnigel mod worked with the Enhanced Defence Core mod and planting didint work for some reason. But yea i using that mod and several others
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Ickum on December 22, 2014, 01:49:20 AM
I would build the shield generators and whenever they would finish, upon completion the blueprint would vanish, and no building would appear, eating my 500 silver and 100 metal.  Any idea what the dealio is?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Jaxxa on December 22, 2014, 03:01:25 AM
People having trouble with Omnigel  and Shields, Can you please check that you have the core mod enabled and it is loading above all the other modules in the load order.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Igabod on December 22, 2014, 03:17:07 AM
Quote from: Jaxxa on December 22, 2014, 03:01:25 AM
People having trouble with Omnigel  and Shields, Can you please check that you have the core mod enabled and it is loading above all the other modules in the load order.

I'm curious why you even have a core mod. Couldn't you just put the .dll in each respective mod to avoid this problem? I ask purely as a modder who may not be well informed enough to understand the reasoning behind this. I personally would just put an assemblies folder in each of the mods with a copy of the .dll file in each of them.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: DarkTemplarlord on December 22, 2014, 08:52:01 AM
I used better modloader mod and now Omnigel is working when i putted core mod top of the list. I recomend to use that modloader mod
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Jaxxa on December 23, 2014, 05:24:38 AM
Quote from: DarkTemplarlord on December 22, 2014, 08:52:01 AM
I used better modloader mod and now Omnigel is working when i putted core mod top of the list. I recomend to use that modloader mod
Glad that helped.

Quote from: Igabod on December 22, 2014, 03:17:07 AM
I'm curious why you even have a core mod. Couldn't you just put the .dll in each respective mod to avoid this problem? I ask purely as a modder who may not be well informed enough to understand the reasoning behind this. I personally would just put an assemblies folder in each of the mods with a copy of the .dll file in each of them.

That may be possible, and I may do that in the future.
The reason that I haven't done that so far is:

  • It makes more sense to me to only have it once.
  • It is quicker and easier to only update one .dll when publishing a release version.
  • Less chance that I could miss updating a .dll and cause an older version to be loaded for some people
  • I don't know how rimworld handles duplicate .dll's, it may be loading everything multiple times and I don't know if that could have memory / stability implications.

Granted nothing on the list is defiantly stops this from working.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Oga88 on December 23, 2014, 06:03:44 AM
Jaxxa thanks for your work it is amazing ;)

can you look into making a quick change in the emotions of colonist when you sell prisoners. I just dont get it why must they negative about it.

Shields and embrasure are must have mods, thanx!!!
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Oga88 on December 24, 2014, 12:46:03 PM
Jaxxa there is a bug in ED-Stargate
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Jaxxa on December 28, 2014, 08:12:30 PM
Quote from: Oga88 on December 24, 2014, 12:46:03 PM
Jaxxa there is a bug in ED-Stargate

Whoops, I meant to remove that from the release version.
That is something that I am still working on.

Probably best if no one uses that yet.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: DarkTemplarlord on December 31, 2014, 10:06:03 AM
Also ED-Plants24H mod dosent seem work at least PlantDevilstrand has still over 40 day grown time while other plant have less but they still dont grow in 24H even with help of sunlamp
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Professor Cupcake on December 31, 2014, 09:11:26 PM
Any chance of making it so that colonists can shoot out through diagonal embrasures (when the two adjacent walls are solid), or is that out of the scope of a mod?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: BinaryBlackhole on December 31, 2014, 09:28:17 PM
I Installed the mod and enabled it but I cant use it do I have to  put the modules in the mods folder separately.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: OmegariusWolf on January 01, 2015, 07:48:10 AM
How does the stargate work, it only seams to make my game crash wen i try to build it
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: webkilla on January 01, 2015, 03:16:45 PM
I have the mod installed and activated - but none of the content seems to show up when playing the game... there's no laser drills, no shields, no omnigel - none of the research options are showing

I'm using the RTG mod, MIRV artillery mod, the inspection mod and weapon crafting - could it be a conflict from these?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.11 - 20/12/2014 - Vents
Post by: Dragoon on January 01, 2015, 03:47:20 PM
the file holds folders drag and drop those folders into mods.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.12 - 03/01/2015
Post by: Jaxxa on January 02, 2015, 06:42:25 PM
Uploaded a new version.
The main change is a new vent graphic.
Stargate module has been removed, it wasn't supposed to be included yet anyway, it is still something I am experimenting with.

I have also included more detailed installation instructions that should hopefully fix the issues that the last few people are having, if something is still is not working after using the new version and following the instruction please let me know.


Quote from: Professor Cupcake on December 31, 2014, 09:11:26 PM
Any chance of making it so that colonists can shoot out through diagonal embrasures (when the two adjacent walls are solid), or is that out of the scope of a mod?

I don't think that would be possible, at least not easily.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.12 - 03/01/2015
Post by: Patrykbono20 on January 03, 2015, 02:41:50 AM
needs new game or overwrite olds ?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 03, 2015, 06:09:45 AM
Quote from: Patrykbono20 on January 03, 2015, 02:41:50 AM
needs new game or overwrite olds ?


I think this will work on existing games,but I have not tested that extensively, I added some more instructions in the readme on how to upgrade, test and roll back if you have any problems.

I have also just uploaded a new version with the working (although only tested by me) Stargate system.

Quote

The Stargate system allows you to transport materials over great distances, even between colonies.

The main way to get a Stargate is to Research and build it. Once you have done this you can use it for travel. The Stargate has a Capacitor and a buffer system. The Capacitor is charged with electricity and provides the power needed to establish a wormhole. the buffer stores the equipment and personnel that you want to sent to another Stargate.

You can add all close colonists into the buffer by pressing the Add Colonist button on the Gate UI panel. Pressing add resource will add any resources that are located in adjacent Autoloaders.

Once you have loaded the colonists / resources that you want you can press "Dial Out" and to complete the process of sending your team offworld. The capacitor will have to be recharged before this can be done again.

On a different (or the same) gate pressing "Incoming Wormhole" will cause the off world team to arrive at the selected destination gate.

Using this system it is possible to transfer personnel and equipment between colonies, establish mining / farming colonies to support a main colonies or completely evacuate a colony to a new location.

To assist you there is a second way to get a Stargate, the Offworld gate. This is build for free and instantly, when it is completed you can turn it into a full Stargate, at the cost of removing all colonists from the current map. This can be used to simulate an offworld team arriving at an uninhabited location.

Give it a go and let me know what you think.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: SabakuOokami on January 03, 2015, 06:20:29 AM
A stargate o_o...

Screw building a ship, we're going through that shiny puddle.

I'm curious about the off-world gate version of it and everything, but that's where testing it comes in. :3

Oddly enough, is it possible to somehow add in a stargate into world generation where it's 1 stargate on the world (unable to build them). With a little dot so the player knows where it's at and can build there around it and such?
Or maybe it's there and you can send an off-world team to it's location and make a base or something? Kind of an alternate way of building a colony instead of doing it the usual way.

(Though alternatively, a person can simply cheat in a gate, kill off his colonists and send the off-world team afterward, I guess.) And now... *runs to mess with the stargate*
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 03, 2015, 06:29:58 AM
Quote from: SabakuOokami on January 03, 2015, 06:20:29 AM
(Though alternatively, a person can simply cheat in a gate, kill off his colonists and send the off-world team afterward, I guess.) And now... *runs to mess with the stargate*

That is basically what the Offword version does.

Have fun.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: SabakuOokami on January 03, 2015, 07:35:51 AM
Quote from: Jaxxa on January 03, 2015, 06:29:58 AM
Quote from: SabakuOokami on January 03, 2015, 06:20:29 AM
(Though alternatively, a person can simply cheat in a gate, kill off his colonists and send the off-world team afterward, I guess.) And now... *runs to mess with the stargate*

That is basically what the Offword version does.


Have fun.

I realized that when I got into the game to try it out...
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Igabod on January 03, 2015, 07:59:51 AM
This new Stargate system changes the whole game! Now there is even more continuity for my colony after I get it to a point where everything is on autopilot and there are tons of idle people running around. You could basically expand your colony to cover an entire portion of the world map with this. I really think this deserves it's own mod with a separate thread and it's own listing on the mod list so it can be noticed easier.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Anduin1357 on January 03, 2015, 08:14:40 AM
I would rather respect canon with this for Rimworld and not call it a stargate, but a Rimgate.
Off world OPness aside, let's make this compatible with this version NOW and make it based off short ranged data stream that is worse than a ring transporter (ie, no orbit) but better in some ways (signal goes through walls, roof etc...)
2 stargates on a map for 2 bases and easy travel.
All this mod needs now is a way to decimate anyone standing on it when activating.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Anduin1357 on January 03, 2015, 11:01:44 AM
On second thought, if the Stargate submod is still gonna be, make it draw an insane amount of power (From the source gate) each time it's activated (Just like what you did to the the shields) and make it have a charge up.
Make a dll for manipulating multiple instances of Rimworld so that we can have live gate activations with people actually streaming through.
Change the gate graphics to occupy 1 x 3 space and make it an upright gate. An iris system, gate shields, wormhole vortex and an actual DHD device to speed up active dials...
A mechanic that allows incoming wormholes to send back people. (So that colonists don't get trapped.)
A synchronizing  time  mechanism. (So that people can't cheat with it for example: Send back food supplies to aid colony who just sent an offworld team in the middle of winter)
Now, time for a portable power source...
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Anduin1357 on January 03, 2015, 11:23:02 AM
Quote from: Anduin1357 on January 03, 2015, 11:01:44 AM
On second thought, if the Stargate submod is still gonna be, make it draw an insane amount of power (From the source gate) each time it's activated (Just like what you did to the the shields) and make it have a charge up.
Make a dll for manipulating multiple instances of Rimworld so that we can have live gate activations with people actually streaming through.
Change the gate graphics to occupy 1 x 3 space and make it an upright gate. An iris system, gate shields, wormhole vortex and an actual DHD device to speed up active dials...
A mechanic that allows incoming wormholes to send back people. (So that colonists don't get trapped.)
A synchronizing  time  mechanism. (So that people can't cheat with it for example: Send back food supplies to aid colony who just sent an offworld team in the middle of winter)
Now, time for a portable power source...
Before I forget, a way to differentiate between colonies and their technologies, (I can imagine going off world and losing access to tech on the other side.)
Edit: Instead of the Stargate lying flat on the ground, make it stand, emit teal light when active. lit lighting for 2 squares.
Then you can make the vortex.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Igabod on January 03, 2015, 11:42:21 AM
I just want to point out that you CAN modify your posts if you have something you want to add to it. You don't have to make 3 new posts in a row and quote yourself.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: alphalol on January 03, 2015, 08:02:36 PM
Thought you should know that you forgot to disable some debugging in ED-Plants24h and it's murdering the game's output log:

(http://i.imgur.com/qZdvzWa.png)
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Anduin1357 on January 03, 2015, 08:46:11 PM
Quote from: alphalol on January 03, 2015, 08:02:36 PM
Thought you should know that you forgot to disable some debugging in ED-Plants24h and it's murdering the game's output log:
It will not only murder the log, it *WILL* lag your game and eventually crash you if the log gets too large.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 03, 2015, 08:57:38 PM
Quote from: Anduin1357 on January 03, 2015, 08:46:11 PM
Quote from: alphalol on January 03, 2015, 08:02:36 PM
Thought you should know that you forgot to disable some debugging in ED-Plants24h and it's murdering the game's output log:
It will not only murder the log, it *WILL* lag your game and eventually crash you if the log gets too large.
Is this still happening with the latest version? I though I fixed it.


Quote from: Igabod on January 03, 2015, 07:59:51 AM
This new Stargate system changes the whole game! Now there is even more continuity for my colony after I get it to a point where everything is on autopilot and there are tons of idle people running around. You could basically expand your colony to cover an entire portion of the world map with this. I really think this deserves it's own mod with a separate thread and it's own listing on the mod list so it can be noticed easier.

Thanks glad you like it.

Anduin1357, thanks for all of the ideas. I cant respond to all of them right now, but I will be looking over them for ideas when I make additions.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Dreid on January 03, 2015, 09:15:25 PM
How do I use the stargate?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 03, 2015, 09:17:37 PM
Quote from: Dreid on January 03, 2015, 09:15:25 PM
How do I use the stargate?

Basic instructions here:
https://github.com/jaxxa/RimWorld-Enhanced-Defence/wiki/ED-Stargate
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Dreid on January 03, 2015, 10:10:02 PM
Thank you very much just been trying it all our in God mode very cool!
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Coenmcj on January 04, 2015, 01:05:38 AM
I'm so gutted right now...

I had Just updated ED to 0.12 and started a new colony, I'm atleast 2 hours in already and then you go and release Stargates?

Jaxxa, why do you have to be so awesome. :/
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: seadderkrupp on January 04, 2015, 07:55:30 AM
Followed the instructions for the stargate - put resources into it and colonists then dialled out but nothing happened. Saved the game and started on a new world - when i try to place the "free" strgate nothing happens it does not build or even let me place it? Do i have to use the same world that the stargate is on?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Anduin1357 on January 04, 2015, 10:23:58 AM
You can place the free stargate and you *MUST* activate it for use.
If you have 2 instances of the game, the mod breaks.
Dial in to retrieve everyone and everything in that buffer.
Placing a stargate is like placing a designated sleeping spot, no need to work on it, no materials needed.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: seadderkrupp on January 04, 2015, 10:30:07 AM
the problem i have is that the Stargate will not place - can select and get the image to lay down and place it anywhere like any other item but that is as far as it goes.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Anduin1357 on January 04, 2015, 10:43:15 AM
Can the terrain support it? ie. not on a marsh or water.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: seadderkrupp on January 04, 2015, 12:33:56 PM
Ground is flat and even cleared trees etc out the way just in case. Just checked the error logs and am getting an error about the offworld gate not being found.
could not find typenamed Enhanced_defence.Stargate.building_offworldStargate.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Iwillbenicetou on January 04, 2015, 02:59:33 PM
Quote from: seadderkrupp on January 04, 2015, 12:33:56 PM
Ground is flat and even cleared trees etc out the way just in case. Just checked the error logs and am getting an error about the offworld gate not being found.
could not find typenamed Enhanced_defence.Stargate.building_offworldStargate.
Did you deactivate the mod? If not, it may be a problem with the files.
I also love this mod because of the Stargate. Though I have one question, does it continually send resources/pawns when they are placed in the buffer?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: BinaryBlackhole on January 04, 2015, 03:33:33 PM
Love most of the mod but there's  a problem wit the embrasures and omnigel with the embrasures I made a kill box but the enemy just heads straight for the door instead of fighting.
With the 3rd tier of matter replicator all the prices go crazy it would be cheaper to make silver than buy the gold or uranium and sometimes even plastasteel. The medicine fortunately seems balanced. Disassembling a Centipede gives 50 plastasteel and some metal its a easier way to get plastasteel than getting 1875 omnigel.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Iwillbenicetou on January 04, 2015, 03:41:38 PM
Quote from: BinaryBlackhole on January 04, 2015, 03:33:33 PM
Love most of the mod but there's  a problem wit the embrasures and omnigel with the embrasures I made a kill box but the enemy just heads straight for the door instead of fighting.
With the 3rd tier of matter replicator all the prices go crazy it would be cheaper to make silver than buy the gold or uranium and sometimes even plastasteel. The medicine fortunately seems balanced. Disassembling a Centipede gives 50 plastasteel and some metal its a easier way to get plastasteel than getting 1875 omnigel.
You can change it in the files ;D. Go to: Mods>ED-OmniGel>Defs>RecipeDefs>Recipes_OmniGel.xml, then scroll down to the plasteel and change it from 75 to 25 or something. ;D
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: seadderkrupp on January 04, 2015, 03:46:46 PM
Have deactivated, reactivated and even made sure the filepath etc are in the mod. Still does not work -so will give this paticular one a miss even though would liked to have started a new colony with favourite characters. Also noticed an issue if you accidently dial in on the stargate that i end up with multiple copies of the same colonist. That is the one i researched and built - i put a colonist in to test and the dissapeared/stored in the buffer but this time dialed in see what if anything would happen.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: BinaryBlackhole on January 04, 2015, 04:27:18 PM
found it but cant seem to edit the code.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Iwillbenicetou on January 04, 2015, 05:16:38 PM
Me too. Try to use notepad or notepad ++. Just a file editor
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Der Failer on January 04, 2015, 05:52:42 PM
I've run in to a bug with the personal shield. After upgrading my colonists and saving/loading the game the debug log popup (see debug.png). A quick look in the overview/factions tab showed me the overview.png. I've gone ahead and also attached the output log (here (https://onedrive.live.com/redir?resid=98F7062EDC43B93A!318&authkey=!AAzrG-yRiMgJsL8&ithint=file%2ctxt) since it is pretty big).

After a bit for trying i could isolate the problem to the personal shield mod, other mods doesn't seem to be involved (as far as i can tell).
I deactivated all mod but ED-Core and ED-PersonalShields (and Core game of course). Just saving and loading the game showed no problem, but after upgrading the colonists with a shield and again saving/loading the debug log is popping up once again (see new colony after loading.png). Output log of this trial is also attached.

Also while trying around I noticed that if a colonist who received a shield is shown in the graphical history as dead, but in the statistic he won't be shown a dead.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 04, 2015, 06:16:01 PM
Quote from: seadderkrupp on January 04, 2015, 12:33:56 PM
Ground is flat and even cleared trees etc out the way just in case. Just checked the error logs and am getting an error about the offworld gate not being found.
could not find typenamed Enhanced_defence.Stargate.building_offworldStargate.

This error is related to not finding the .dll file.
The core mod does not have the .dll, is not activated, or is activated later in the load order.
Please read the FAQ, post again if that does not fix it.

https://github.com/jaxxa/RimWorld-Enhanced-Defence/wiki/FAQ-Problems

Quote from: BinaryBlackhole on January 04, 2015, 03:33:33 PM
Love most of the mod but there's  a problem wit the embrasures and omnigel with the embrasures I made a kill box but the enemy just heads straight for the door instead of fighting.
With the 3rd tier of matter replicator all the prices go crazy it would be cheaper to make silver than buy the gold or uranium and sometimes even plastasteel. The medicine fortunately seems balanced. Disassembling a Centipede gives 50 plastasteel and some metal its a easier way to get plastasteel than getting 1875 omnigel.

I dont know what I can do about them rushing in, that seams to be more about how the AI is dealing with it and deciding to attack the door.

Thanks for letting me know about the costs. I haven't had much time to play the game, only testing it is dev mode so all the balancing will be a bit off. I will look into that.

Quote from: Iwillbenicetou on January 04, 2015, 05:16:38 PM
Me too. Try to use notepad or notepad ++. Just a file editor

Notepad++ should work, that is what I used to make it :)


Quote from: Iwillbenicetou on January 04, 2015, 02:59:33 PM
... Though I have one question, does it continually send resources/pawns when they are placed in the buffer?

What do you mean by continually send?

resources/pawn are stored in the buffer until you press dial out.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Iwillbenicetou on January 04, 2015, 07:47:46 PM
Quote from: Jaxxa on January 04, 2015, 06:16:01 PM
Quote from: Iwillbenicetou on January 04, 2015, 02:59:33 PM
... Though I have one question, does it continually send resources/pawns when they are placed in the buffer?

What do you mean by continually send?

resources/pawn are stored in the buffer until you press dial out.
Ok, if it is even possible, and bring Rimworld to the max, have an A2B conveyor transport goods, like food/minerals into the buffer, then sent immediately to the main base. If it is possible
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Anduin1357 on January 04, 2015, 10:01:21 PM
Well, live instance to instance stargating with an upright stargate is in the ideas list to consider for him.
I would suggest that you do NOT build anything, especially a conveyor, into the stargate's unstable wormhole vortex.
You know what happens if you do... ;)
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Iroquois on January 04, 2015, 10:33:26 PM
Probably a noob question but I am new to games like this. When I try to place a Stargate the cursor turns to a red X and it wont let me select anything else. It basically freezes the UI. Even pressing ESC to deselect everything and open the options menu does nothing. Little help?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Coenmcj on January 05, 2015, 03:48:39 AM
G'day Iroquois, Welcome to the forums!

Just the two things,
What mods we're you running at the time and could grab and attach the Output log?
It's in rimworld/Rimworld###Data

Might help Jaxxa figure out what happened and hopefully fix your problem. :)
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Anduin1357 on January 05, 2015, 05:14:02 AM
I think that the stargate might show "unknown resource" as one of it's building materials.
I had that happen to me with Vas's Hydroponics before.
Basically, his stargate probably isn't compatible with his game.
What is the version of your game?
Did you edit the Stargate mod files?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: seadderkrupp on January 05, 2015, 05:52:18 AM
Thanks. I am currently trying the load order which is being a a pain to test:P Stargate seems to work though for odd reason there was an explosion and killed some of the colonists. And now am getting problems with the personal shields mod - though never remember its there so no biggy for me.  Just need to make sure all the ED mods are listed first i think.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Anduin1357 on January 05, 2015, 05:59:48 AM
Remember to list Core first, then ED-Core
Make sure you *have* ED-PersonalShields since it's research is in ED-Shields.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Iroquois on January 05, 2015, 10:17:20 AM
The output log is too big to let me attach. I also just attempted the Stargate more than once in both normal mode and God mode. And yes, it is listing an unknown resource as one of it's building resources. As for the mods I'm using I believe I had on all ED mods except the turret ammo, EdB Interface, JaffaKree, M&Co. Common, M&Co. MMS, SurgeryExtendedandBionics, Sleepy Time, CryptoHax, EdBPrepareCarefully, Flammenwerfer, Railguns, FireExtinguisher, Landmines and NonLethals. I am using version 0.8.651 and I have no clue how to edit mod files so no, I just stay out of them.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Hargut on January 05, 2015, 06:03:32 PM
Hey mates,

anyone else having problem with the embrasures ?

Cuz when i place them, my enemys just shoot trough them.
Or maybe its becaus they stand right nxt to the wall ?

But right now they just shoot throught it like its not there, anyone else face this problem ?

Ally my turrets die every fight, if i would knew that before, i would build different >D



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Iwillbenicetou on January 05, 2015, 06:11:55 PM
This is in embrasures. It's a sad feature. What I suggest is wall, embrasure, wall pattern. and put sandbags in front of the embrasures. This is what I do!
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 05, 2015, 06:40:40 PM
Sorry to the people who have bugs and are posting logs. I will hopefully have time to have a look at them tomorrow when I am back on my computer.

Quote from: Iwillbenicetou on January 04, 2015, 07:47:46 PM
Quote from: Jaxxa on January 04, 2015, 06:16:01 PM
Quote from: Iwillbenicetou on January 04, 2015, 02:59:33 PM
... Though I have one question, does it continually send resources/pawns when they are placed in the buffer?

What do you mean by continually send?

resources/pawn are stored in the buffer until you press dial out.
Ok, if it is even possible, and bring Rimworld to the max, have an A2B conveyor transport goods, like food/minerals into the buffer, then sent immediately to the main base. If it is possible

Are you talking about trying to run two instances of rimworld at the same time? What is it that you are trying to do?

Quote from: Hargut on January 05, 2015, 06:03:32 PM
Hey mates,

anyone else having problem with the embrasures ?

Cuz when i place them, my enemys just shoot trough them.
Or maybe its becaus they stand right nxt to the wall ?

But right now they just shoot throught it like its not there, anyone else face this problem ?

Ally my turrets die every fight, if i would knew that before, i would build different >D

Basically embrasures are sandbags that you cant walk through. If you want more protection then i would sugest setting up a SIF shield that can cover the embrasures.

Quote from: Iroquois on January 05, 2015, 10:17:20 AM
The output log is too big to let me attach. I also just attempted the Stargate more than once in both normal mode and God mode. And yes, it is listing an unknown resource as one of it's building resources. As for the mods I'm using I believe I had on all ED mods except the turret ammo, EdB Interface, JaffaKree, M&Co. Common, M&Co. MMS, SurgeryExtendedandBionics, Sleepy Time, CryptoHax, EdBPrepareCarefully, Flammenwerfer, Railguns, FireExtinguisher, Landmines and NonLethals. I am using version 0.8.651 and I have no clue how to edit mod files so no, I just stay out of them.

Don't know why is is listing an unknown resource. It is only using Steel and Uranium to build.

Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Hargut on January 05, 2015, 07:36:32 PM
Is there a way to manualy load my motars ?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 05, 2015, 07:56:55 PM
Quote from: Hargut on January 05, 2015, 07:36:32 PM
Is there a way to manualy load my motars ?

Not currently, You will have to build an autoloader next to it and fill it.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Iwillbenicetou on January 05, 2015, 08:13:05 PM
Also, I'm afraid to use the stargate in case my colonists are lost forever. Is it safe?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 05, 2015, 08:41:18 PM
Quote from: Iwillbenicetou on January 05, 2015, 08:13:05 PM
Also, I'm afraid to use the stargate in case my colonists are lost forever. Is it safe?

I have tried to make it as safe as possible, unfortunately some people are reporting issues that I have not gotten to the bottom of yet. I suggest you keep a save game from before the Stargate, and maybe try just sending resources at first if you are especially worried. If anything goes wrong you can restore your last save.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: StorymasterQ on January 05, 2015, 09:01:13 PM
Remember, don't run your Stargate through a star's corona or you may end up in the past :D

...That's a good Trivia question, though. Does anyone know how many times they use that plot? I think twice? Once is SG-1 and once in Atlantis, I think?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Igabod on January 05, 2015, 09:08:35 PM
Quote from: StorymasterQ on January 05, 2015, 09:01:13 PM
Remember, don't run your Stargate through a star's corona or you may end up in the past :D

...That's a good Trivia question, though. Does anyone know how many times they use that plot? I think twice? Once is SG-1 and once in Atlantis, I think?

Another time in Stargate Universe.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 05, 2015, 09:22:23 PM
Quote from: Igabod on January 05, 2015, 09:08:35 PM
Quote from: StorymasterQ on January 05, 2015, 09:01:13 PM
Remember, don't run your Stargate through a star's corona or you may end up in the past :D

...That's a good Trivia question, though. Does anyone know how many times they use that plot? I think twice? Once is SG-1 and once in Atlantis, I think?

Another time in Stargate Universe.

As far as I remember twice in SG1, once Universe, Atlantise and in the Movie:

SG1:
First time they went back to 1969

Reset the Ashen taking over the world through peace

SGA:
John got stuck in future Atlantis

SGU:
Made the past civilization

SG1 Continuum movie:
SG1 went back to fix the past.


And yes this is a feature of this mod you can send some one out, load a previous game and recall them.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: OmegariusWolf on January 05, 2015, 10:02:00 PM
Can someone explain me how does the Stargate work, i know I'm probably being a noob, but i can't find a way to add materials or people to the gate, i already tried to create a stockpile  next to it and click the button to add materials but nothing happens.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 05, 2015, 10:11:41 PM
Quote from: OmegariusWolf on January 05, 2015, 10:02:00 PM
Can someone explain me how does the Stargate work, i know I'm probably being a noob, but i can't find a way to add materials or people to the gate, i already tried to create a stockpile  next to it and click the button to add materials but nothing happens.

For colonists you draft them, stand them next to the gate and press add colonist.
For resources you will have to build a Autohopper, load that with the resources you want and then press the add resource button.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Iwillbenicetou on January 06, 2015, 08:04:38 PM
Quote from: Jaxxa on January 05, 2015, 09:22:23 PM
Quote from: Igabod on January 05, 2015, 09:08:35 PM
Quote from: StorymasterQ on January 05, 2015, 09:01:13 PM
Remember, don't run your Stargate through a star's corona or you may end up in the past :D

...That's a good Trivia question, though. Does anyone know how many times they use that plot? I think twice? Once is SG-1 and once in Atlantis, I think?

Another time in Stargate Universe.

As far as I remember twice in SG1, once Universe, Atlantise and in the Movie:

SG1:
First time they went back to 1969

Reset the Ashen taking over the world through peace

SGA:
John got stuck in future Atlantis

SGU:
Made the past civilization

SG1 Continuum movie:
SG1 went back to fix the past.


And yes this is a feature of this mod you can send some one out, load a previous game and recall them.
They made a TV show called Continuum. It's okay.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Iwillbenicetou on January 06, 2015, 08:16:22 PM
Quote from: Jaxxa on January 05, 2015, 08:41:18 PM
Quote from: Iwillbenicetou on January 05, 2015, 08:13:05 PM
Also, I'm afraid to use the stargate in case my colonists are lost forever. Is it safe?

I have tried to make it as safe as possible, unfortunately some people are reporting issues that I have not gotten to the bottom of yet. I suggest you keep a save game from before the Stargate, and maybe try just sending resources at first if you are especially worried. If anything goes wrong you can restore your last save.
I found out how to create a wormhole without everyone becoming *missing.* Just build it in God mode, and it has all the tools without activating it. If it still doesn't work, put unlimited power on. That's what I did.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 07, 2015, 04:16:12 AM
I haven't been able to track down and replicate any of those issues people have been having.

If you wouldn't mind could you log an issue on github so I can talk with you to figure out how to replicate it with other comments that will happen in this thread.

Thanks.

https://github.com/jaxxa/RimWorld-Enhanced-Defence/issues
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: OmegariusWolf on January 07, 2015, 02:16:16 PM
I think i figured what the problem is with the Stargate, it seams when someone tries to send more than one outgoing jump it overrides the first one to go. plus there is a bug in witch it is possible to limitlessly send items and the same people over the gate.

My bases are overrun with clones and I'm freaking out. :o
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 07, 2015, 05:36:56 PM
Quote from: OmegariusWolf on January 07, 2015, 02:16:16 PM
I think i figured what the problem is with the Stargate, it seams when someone tries to send more than one outgoing jump it overrides the first one to go. plus there is a bug in witch it is possible to limitlessly send items and the same people over the gate.

My bases are overrun with clones and I'm freaking out. :o

If someone tries to send more than one outgoing jump it 'should' be giving an error telling you to recall all off-world teams first.

Also when you recall someone it should remove the file that stores them so you cant get clones unless you are loading a previous save from before they left.

It sounds like something may be going wrong with reading / writing the files.

Could you give detailed instructions on how to replicate that, using a new colony (probably use dev mode to do it quickly).
What OS are you using?

Thanks.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: MeMyselfAnDie on January 08, 2015, 08:26:49 AM
I found a bug, and I'm not sure what could be causing it. I was placing a vent to try to make 2 rooms into freezers with one AC, and I accidentally placed the vent the wrong way, with the red side facing the colder room. This caused some... interesting results. It made both rooms hot. Like, REALLY hot (http://i.imgur.com/QHS80y0.jpg?1). It made my people pass out and catch fire when they walked in. :(
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: OmegariusWolf on January 08, 2015, 09:46:17 AM
Quote from: Jaxxa on January 07, 2015, 05:36:56 PM
Quote from: OmegariusWolf on January 07, 2015, 02:16:16 PM
I think i figured what the problem is with the Stargate, it seams when someone tries to send more than one outgoing jump it overrides the first one to go. plus there is a bug in witch it is possible to limitlessly send items and the same people over the gate.

My bases are overrun with clones and I'm freaking out. :o

If someone tries to send more than one outgoing jump it 'should' be giving an error telling you to recall all off-world teams first.

Also when you recall someone it should remove the file that stores them so you cant get clones unless you are loading a previous save from before they left.

It sounds like something may be going wrong with reading / writing the files.

Could you give detailed instructions on how to replicate that, using a new colony (probably use dev mode to do it quickly).
What OS are you using?

Thanks.

1st - load main base save.
2nd - load stargate with resources\people
3rd - save game main base
4th - send outgoing wormhole
5ft - load Stargate colony 1 save
6th - select Stargate and click incoming wormhole to receive resources\people.
7th - save game Stargate colony 1
(reload main base repeat steps 3 to 7 to Spam unlimited resources\clones in new colony)
8th - repeat steps 1 to 5 then instead of clicking incoming wormhole load up the Stargate with something and press outgoing wormhole. load up a 2nd colony save game and press incoming wormhole, it only receives the colony items but not the main base.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: seadderkrupp on January 08, 2015, 09:58:52 AM
Thought i had got this to work finally but...:( So have the load order of the mods as good as can be. Have the autloloader mod for the resource hoppers etc. And finally got a group to arrive at a new colony and works ok till saved and reloaded. Then all the colonists but three just stand around not doing any work at all - they will eat but that is it.

Done this four times and each time when i have to save it and reload this begins again. Any ideas or anyone else hase same issue?

Thanks
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Asero on January 08, 2015, 11:41:23 AM
Quote from: OmegariusWolf on January 08, 2015, 09:46:17 AM
(...reload main base repeat steps 3 to 7 to Spam unlimited resources\clones in new colony...)

One possible way to prevent this is to create a second file keep sort of a 'transaction log' of gate activity between the colonies.

For example (Generated at main base):
Transaction Id* | Gate Idc | Gate Status | Gate Buffer Flag
2165468            Chmntn      Inactive**    Full (Buffer file created)
*Id stored in buffer file for added verification...
**User did not send outgoing wormhole. If he did it would be changed to *Outbound*


User load game at new colony:
Transaction Id | Gate Idc | Gate Status | Gate Buffer Flag
2165468            Chmntn      *Inactive      Full (Buffer file stored until gate is activated...)
**2165469        Atlantis        Outbound    Full (Can safely receive at main base)

*Gate checks last entry in log file > sees gate was not activated at main base and sends absolutely nothing ;D
**When user loads second colony and send new outbound connection for example...


Of course the Gate IDC is superficial and I only used it for demonstration purposes...
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Anduin1357 on January 08, 2015, 08:21:40 PM
Quote from: Asero on January 08, 2015, 11:41:23 AM
Quote from: OmegariusWolf on January 08, 2015, 09:46:17 AM
(...reload main base repeat steps 3 to 7 to Spam unlimited resources\clones in new colony...)

One possible way to prevent this is to create a second file keep sort of a 'transaction log' of gate activity between the colonies.

For example (Generated at main base):
Transaction Id* | Gate Idc | Gate Status | Gate Buffer Flag
2165468            Chmntn      Inactive**    Full (Buffer file created)
*Id stored in buffer file for added verification...
**User did not send outgoing wormhole. If he did it would be changed to *Outbound*


User load game at new colony:
Transaction Id | Gate Idc | Gate Status | Gate Buffer Flag
2165468            Chmntn      *Inactive      Full (Buffer file stored until gate is activated...)
**2165469        Atlantis        Outbound    Full (Can safely receive at main base)

*Gate checks last entry in log file > sees gate was not activated at main base and sends absolutely nothing ;D
**When user loads second colony and send new outbound connection for example...


Of course the Gate IDC is superficial and I only used it for demonstration purposes...

Good idea. I would also like to see that log in the saves instead of in the root game.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 08, 2015, 09:27:00 PM
Quote from: Asero on January 08, 2015, 11:41:23 AM
Quote from: OmegariusWolf on January 08, 2015, 09:46:17 AM
(...reload main base repeat steps 3 to 7 to Spam unlimited resources\clones in new colony...)

One possible way to prevent this is to create a second file keep sort of a 'transaction log' of gate activity between the colonies.
...

I could do something like that, but right now I want to try and keep it simple.
And if you are going to do this to duplicate resources, you may as well just spawn things in with the dev mode, and how else are you going to simulate the multiverse / timetravel episodes.

Quote from: seadderkrupp on January 08, 2015, 09:58:52 AM
Thought i had got this to work finally but...:( So have the load order of the mods as good as can be. Have the autloloader mod for the resource hoppers etc. And finally got a group to arrive at a new colony and works ok till saved and reloaded. Then all the colonists but three just stand around not doing any work at all - they will eat but that is it.

Done this four times and each time when i have to save it and reload this begins again. Any ideas or anyone else hase same issue?

Thanks

Sorry to hear that. I have not encountered that.
Is it happening with no other mods installed?
On a new colony testing with dev mode?
Can you draft them?
Are they showing up in the overview screen? is so have you enabled them to do work that is available?

Quote from: Anduin1357 on January 08, 2015, 08:21:40 PM
Good idea. I would also like to see that log in the saves instead of in the root game.

Next version will have the ability to set the location that you want the files kept. Not really recommended but if you want to try running multiple instances on the same machine and gating between them, using a network drive or something like dropbox as asynchronous multiplayer I wont stop you.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Asero on January 08, 2015, 10:06:25 PM
Quote from: Jaxxa on January 08, 2015, 09:27:00 PM
I could do something like that, but right now I want to try and keep it simple.
And if you are going to do this to duplicate resources, you may as well just spawn things in with the dev mode, and how else are you going to simulate the multiverse / timetravel episodes.

Indeed. If someone really wants to use the stargate exploit to cheat (and spoil their game in the process) I guess it's you won't be able to stop them anyway. It's their problem then ::)
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Hayhorse on January 12, 2015, 08:40:57 PM
I seem to have a problem with the stargate, I cant load resources I get an error message from the debug log saying that something like "defs.687.autoloader was not found" that is not exactly it but I cant send resources through the gates right now saddly, while colonists load fine...
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 12, 2015, 08:44:44 PM
Quote from: Hayhorse on January 12, 2015, 08:40:57 PM
I seem to have a problem with the stargate, I cant load resources I get an error message from the debug log saying that something like "defs.687.autoloader was not found" that is not exactly it but I cant send resources through the gates right now saddly, while colonists load fine...
1. Have you enabled the Autoloader Module?
2. Then you have to research and build an Autoloader next to the Stargate (research requirement is being removed next update, probably tomorrow)
3. Fill the autoloader with the resources you want then try loading again.

let me know how that goes.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Hayhorse on January 12, 2015, 08:49:50 PM
I just looked into the folder I have containing the other mods (not all of them are enabled) and I saw auto-loader, 2 groups of mods have the same image file in them (autoloader and mortar ammo are the same and emrasierise and the EMRG turret have the same image as well) so I thought they where just duplicate mods.

Edit: Went and looked at them again and it was only EMRG and Autoloader using the same image in the "about" folder, whoops!
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Jaxxa on January 12, 2015, 09:31:38 PM
Thanks for pointing that out, sorry it was a it confusing.
Glad you got it working.

They are separate modules, they shared the graphic from back when the only thing for Autoloaders to do was load the EMRG, but it has since been expanded in usage. I will look at getting a new preview graphic for Autoloader.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Hayhorse on January 13, 2015, 06:02:14 PM
Maybe several preview images if that's possible? With it just being the loader for one and it loading other objects that need it, and possibly a .txt file saying what mods need it so others know!
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.13 - 03/01/2015 - Stargate
Post by: Nitote on January 16, 2015, 10:58:46 PM
When i use this mod, when building things like the stargate and shields, at the point of finnish building, it just disapears, like it wasnt built.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Jaxxa on January 17, 2015, 06:08:34 AM
Just uploaded a new version:
This will most probably break already constructed Stargates and Mortars, I THINK it should be save compatible if you deconstruct those building first, but as always keep a backup.

Quote0.14
-Fixes to Mortar turrets to bring them in line with Alpha 8 changes
-Increased Cost of Stargate
-Increased Stargate Power Consumption
-Added charge options
--Increase the power consumption of the Stargate for a reduction in charge time
-Removed Autoloader Research Requirment
--Would have been problomatic to be used with offworld gates
-Stargate Dynamic Save location
--Change where the stargate .xml files are saved and read from
--Most people will want to leave this alone, but it might be helpful for trying more complex stuff or bug fixing.
-Updating / Balancing OmniGel recipies based on resource cost

One interesting thing is that the Stargate building xml not has a record for the path that it should store the files it uses to keep track of offworld teams. So if you want to move it from it's default location or try something having it on a network drive or dropbox to move them between multiple computers you can try that.

Quote from: Hayhorse on January 13, 2015, 06:02:14 PM
Maybe several preview images if that's possible? With it just being the loader for one and it loading other objects that need it, and possibly a .txt file saying what mods need it so others know!

This new version should have a different image. Any Module that needs the Autoloadershould say so in it's description, for example the first line on the Stargate description is:
"Requires: ED-Core, ED-Autoloader"

Quote from: Nitote on January 16, 2015, 10:58:46 PM
When i use this mod, when building things like the stargate and shields, at the point of finnish building, it just disapears, like it wasnt built.

Sorry you are having trouble. This is usually a problem with the instalation, modules not being installed or not in the correct load order. Could you please read through the FAQ https://github.com/jaxxa/RimWorld-Enhanced-Defence/wiki/FAQ-Problems and let me know of that does or does not fix your problem.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: HBKRKO619 on January 17, 2015, 06:29:35 AM
Thanks Jaxxa :)
I just saw a wild ED-Vehicule apear in your update  ;D The teasing is to strong  :P
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Jaxxa on January 17, 2015, 06:37:45 AM
Quote from: HBKRKO619 on January 17, 2015, 06:29:35 AM
Thanks Jaxxa :)
I just saw a wild ED-Vehicule apear in your update  ;D The teasing is to strong  :P

Nothing to see here ::) move along, these aren't the droids you're looking for.

In all seriousness don't get your hopes up, it is very early ideas and I don't even know if it will be possible the way I am thinking of doing it.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Khaosius789 on January 17, 2015, 08:07:03 PM
Vents don't work. O.o Yes, I checked to make sure it was open.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Jaxxa on January 17, 2015, 10:56:12 PM
Quote from: Khaosius789 on January 17, 2015, 08:07:03 PM
Vents don't work. O.o Yes, I checked to make sure it was open.

Are you getting any errors in the log?
What is the temperature difference?

It is not instant, the temperature may take a while to equalize.
Can you post a screenshot of where you are trying it?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Runesco on January 18, 2015, 12:08:53 PM
Hey, great mods with all the stuffs and thangs. It's a lot of fun to play around with after vanilla base game :D Just have a quick question though, how do I activate shields once I've given my colonists the nano shield upgrade? It seems to be random, but a few of them have the nano shield, but it says offline while others have online?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Hayhorse on January 18, 2015, 12:22:54 PM
Yeah vent dont work, on my plains colonoy I tried it in the first 2 bed rooms and the temepture in the other room ( the one that was freezing) was spiking to ~56C and droping to ~12C while the other room just sat there and began cooling down
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Nitote on January 18, 2015, 01:16:29 PM
Quote from: Jaxxa on January 17, 2015, 06:08:34 AM
Just uploaded a new version:
This will most probably break already constructed Stargates and Mortars, I THINK it should be save compatible if you deconstruct those building first, but as always keep a backup.

Quote

Quote from: Nitote on January 16, 2015, 10:58:46 PM
When i use this mod, when building things like the stargate and shields, at the point of finnish building, it just disapears, like it wasnt built.

Sorry you are having trouble. This is usually a problem with the instalation, modules not being installed or not in the correct load order. Could you please read through the FAQ https://github.com/jaxxa/RimWorld-Enhanced-Defence/wiki/FAQ-Problems and let me know of that does or does not fix your problem.

Is that list on the right on Github the correct load order, if not, could you list the correct order, in which you got it to work?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: pirate34 on January 18, 2015, 05:21:02 PM
Has a conflict with Mr Carltons central heating mod regardless of whether or not the vent module is being used (I'm only running ED Core and ED Stargate) causing visual glitches; central heating vents will appear to be random objects on screen at the same time
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: chaotix14 on January 18, 2015, 05:38:26 PM
Quote from: pirate34 on January 18, 2015, 05:21:02 PM
Has a conflict with Mr Carltons central heating mod regardless of whether or not the vent module is being used (I'm only running ED Core and ED Stargate) causing visual glitches; central heating vents will appear to be random objects on screen at the same time

Odd, as I'm running central heating and ED along side another without any hitch.
Visual glitches are a common occurrence if you don't exit and restart the client after activating mods, that might be the case.

On another note I completely removed the ED vents file from my mods folder, presumably me being on automatic mode and avoiding conflicts by having 2 mods that do basically the same thing. Maybe if you try doing the same your glitches will be solved.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Jaxxa on January 18, 2015, 05:51:03 PM
Quote from: Runesco on January 18, 2015, 12:08:53 PM
Hey, great mods with all the stuffs and thangs. It's a lot of fun to play around with after vanilla base game :D Just have a quick question though, how do I activate shields once I've given my colonists the nano shield upgrade? It seems to be random, but a few of them have the nano shield, but it says offline while others have online?
1. Research the personal shields
2. Build the Colonist Upgrade Station
3. Draft a colonist and have then stand near it
4. Press  "Upgrade to Nanno Shield" button to have that individual colonist upgraded to use shields (they should now show the shield status) - The upgrade building will need to recharge itself before it can do this again. Repeat this for all colonists
5. To recharge shields have them stand near the building when it is charged, if their shields are offline it must charge to 100% before it will come online again.

Tip: I like to build a upgrade station near the kitchen table so they recharge when eating, all upgrade building stare the same charge with each other.

Quote from: Hayhorse on January 18, 2015, 12:22:54 PM
Yeah vent dont work, on my plains colonoy I tried it in the first 2 bed rooms and the temepture in the other room ( the one that was freezing) was spiking to ~56C and droping to ~12C while the other room just sat there and began cooling down

Thanks for the report. It currently will move more heat the greater the temperature difference, I suppose with a small room it might be able to cause those kinds of fluctuations in a small room. I will test that out and probably rework the logic for them.

Quote from: Nitote on January 18, 2015, 01:16:29 PM
Is that list on the right on Github the correct load order, if not, could you list the correct order, in which you got it to work?
Here is my current load order, i thing the only things that should matter is Base game "Core", then "ED-Core" then "ED-AutoLoader", don't think the order of AutoLoader is too important.

  <activeMods>
    <li>Core</li>
    <li>ED-Core</li>
    <li>ED-AutoLoader</li>
    <li>ED-DeepStrike</li>
    <li>ED-Embrasures</li>
    <li>ED-EMRG turret</li>
    <li>ED-LaserDrill</li>
    <li>ED-MortarAmmo</li>
    <li>ED-OmniGel</li>
    <li>ED-PersonalShields</li>
    <li>ED-Plants24H</li>
    <li>ED-Shields</li>
    <li>ED-Stargate</li>
    <li>ED-Vent</li>
    <li>ED-VisibleRadius</li>
    <li>ED-WirelessPower</li>
  </activeMods>


Quote from: chaotix14 on January 18, 2015, 05:38:26 PM
Quote from: pirate34 on January 18, 2015, 05:21:02 PM
Has a conflict with Mr Carltons central heating mod regardless of whether or not the vent module is being used (I'm only running ED Core and ED Stargate) causing visual glitches; central heating vents will appear to be random objects on screen at the same time

Odd, as I'm running central heating and ED along side another without any hitch.
Visual glitches are a common occurrence if you don't exit and restart the client after activating mods, that might be the case.

On another note I completely removed the ED vents file from my mods folder, presumably me being on automatic mode and avoiding conflicts by having 2 mods that do basically the same thing. Maybe if you try doing the same your glitches will be solved.

It does sound like the semi regular texture bug in the base game. Is it consistently there after restarting the game and consistently not there without my mod?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Facepunch on January 19, 2015, 09:45:03 AM
Issue with the vents, I used them for my prison block, put a heater in 1 cell and vents in all of them, it worked great for 15 seconds. Then, rotating through my 3 cells, a heatwave of 1883C degrees torched my only prisoner, it burned her heart for gods sake. It was scary. It came back around and finished her off before I could rescue her.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Nitote on January 19, 2015, 10:11:20 AM
Thank you, I'll give it a go.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Epyk on January 19, 2015, 11:00:35 AM
Quote from: Facepunch on January 19, 2015, 09:45:03 AM
Issue with the vents, I used them for my prison block, put a heater in 1 cell and vents in all of them, it worked great for 15 seconds. Then, rotating through my 3 cells, a heatwave of 1883C degrees torched my only prisoner, it burned her heart for gods sake. It was scary. It came back around and finished her off before I could rescue her.

This is one of the few posts I've ever laughed at. lol  :)
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Jaxxa on January 19, 2015, 05:35:56 PM
Quote from: Facepunch on January 19, 2015, 09:45:03 AM
Issue with the vents, I used them for my prison block, put a heater in 1 cell and vents in all of them, it worked great for 15 seconds. Then, rotating through my 3 cells, a heatwave of 1883C degrees torched my only prisoner, it burned her heart for gods sake. It was scary. It came back around and finished her off before I could rescue her.

That does appear to be suboptimal.
I will work on fixing that over the next few days.
Could you please post a screenshot of your setup so I can replicate it and check fixes?

Thanks
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Facepunch on January 19, 2015, 06:41:37 PM
Yeah, I can reproduce it, anyways. Spiked up to 2000C and briefly started a fire, didnt get a screenshot of that one, though. I did, however, got a screenshot of my cell hitting 1965C.
http://puu.sh/eKWOL/ce3fbae990.jpg
My mods:
http://puu.sh/eKX2b/029dcae0c3.jpg

Great work on everything else, though. Love the shields, although the fortress shield doesn't seem to block air drop pods, had pirates drop on me twice. Still, no issue thanks to the other shields.


On further testing, what *looks* to be happening, hard to tell because it goes by so fast, is every time the heat passes through a vent, it's doubled. So, if 20 heat is doubled twice a second, or so 20x2=40, 40x2=80, 80x2=160, 160x2=320 We're already looking at lethal temperatures in about 6 seconds. Took about an hour in-game time for this to happen to a test cell I made:
http://puu.sh/eKZ2Z/fa69abce60.jpg
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Jaxxa on January 19, 2015, 06:45:03 PM
Quote from: Facepunch on January 19, 2015, 06:41:37 PM
Yeah, I can reproduce it, anyways. Spiked up to 2000C and briefly started a fire, didnt get a screenshot of that one, though. I did, however, got a screenshot of my cell hitting 1965C.
http://puu.sh/eKWOL/ce3fbae990.jpg
My mods:
http://puu.sh/eKX2b/029dcae0c3.jpg

Great work on everything else, though. Love the shields, although the fortress shield doesn't seem to block air drop pods, had pirates drop on me twice. Still, no issue thanks to the other shields.

Thanks,

I tried to make vents equalize the temperature instantly to simulate joining the zones, but it looks like with small rooms things like that can happen, so I will bring them down to about the cooling / heating rate of normal coolers.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.14 - 17/01/2015
Post by: Nitote on January 22, 2015, 11:59:10 AM
Sadly rearanging the mods did not help, might be that i have to many mods active, such a shame, it would of added some "end game" activity.

Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Jaxxa on January 22, 2015, 07:09:35 PM
Just put up a new version. Changes listed below:
Hopefully that should fix the issue with vents.
And I added a cooler that you can reverse.

Quote
-Redone vent logic
-increased stack amount for OmniGel
-Adds reverse cycle Cooler
--Identical to the standard cooler except that it can be freely rotated after being placed.

Quote from: Nitote on January 22, 2015, 11:59:10 AM
Sadly rearanging the mods did not help, might be that i have to many mods active, such a shame, it would of added some "end game" activity.

If you could post your load order xml file I will have a look at it.
Also if you could test it without any other mods active that could be helpful.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Inacio on January 23, 2015, 07:34:01 AM
I'm getting an issue: I can't build Wireless Power nodes or anything else from your mod (like laser drills). Even going in debug mode and enabling God Mode won't let me build them.
Log at the main menu: http://puu.sh/eUy7Z/d8490488be.png & http://puu.sh/eUycN/8bb6ed80c6.png

I can build Embrasures though
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Nitote on January 23, 2015, 02:54:01 PM
Here it is.

<activeMods>
    <li>Core</li>
    <li>ED-Core</li>
    <li>ED-AutoLoader</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-OmniGel</li>
    <li>ED-PersonalShields</li>
    <li>ED-Shields</li>
    <li>ED-Vehicles</li>
    <li>ED-VisibleRadius</li>
    <li>ED-Stargate</li>
    <li>ED-WirelessPower</li>
    <li>ED-DeepStrike</li>
    <li>ED-Plants24H</li>
    <li>ED-EMRG turret</li>
    <li>EdBInterface</li>
    <li>EdBModOrder</li>
    <li>EdBScenarios</li>
    <li>EdBPrepareCarefully</li>
    <li>Clutter</li>
    <li>MoreHair</li>
    <li>Apparello</li>
    <li>USCMC</li>
    <li>ProjectArmory217</li>
    <li>MoreStorage</li>
    <li>Mechanical-Defence-2-master</li>
    <li>Apothecarius</li>
    <li>Canned Food</li>
    <li>Crawlies</li>
    <li>CyberneticsStorm</li>
    <li>FlameThrower</li>
    <li>Glassworks</li>
    <li>GlitterTech</li>
    <li>Industrialisation</li>
    <li>JaffaKree</li>
    <li>Norbals</li>
    <li>LandMines</li>
    <li>Liandri Corp</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. MMS</li>
    <li>MAI</li>
    <li>Miscellaneous_186</li>
    <li>MedicineKitCrafting 1.1</li>
    <li>RTFTJ</li>
    <li>NonLethals</li>
    <li>SurgeryExtendedAndBionics</li>
    <li>Turret Collection</li>
    <li>Weapon Crafting 1.1</li>
  </activeMods>
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Jaxxa on January 24, 2015, 06:36:23 PM
Quote from: Inacio on January 23, 2015, 07:34:01 AM
I'm getting an issue: I can't build Wireless Power nodes or anything else from your mod (like laser drills). Even going in debug mode and enabling God Mode won't let me build them.
Log at the main menu: http://puu.sh/eUy7Z/d8490488be.png & http://puu.sh/eUycN/8bb6ed80c6.png

I can build Embrasures though

Do you have the ED-Core mod enabled before the other mods in the loadorder?

Quote from: Nitote on January 23, 2015, 02:54:01 PM
Here it is.

...

That looks good, can you just check that you have the .dll file in "\Mods\ED-Core\Assemblies". If that is not it unfortunately I am not certain what the problem is.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Nitote on January 25, 2015, 04:56:02 PM
Quote from: Jaxxa on January 24, 2015, 06:36:23 PM


Quote from: Nitote on January 23, 2015, 02:54:01 PM
Here it is.

...

That looks good, can you just check that you have the .dll file in "\Mods\ED-Core\Assemblies". If that is not it unfortunately I am not certain what the problem is.


Aha.. theres no .dll file, only a readme saying "place .dll here"
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Jaxxa on January 26, 2015, 02:52:28 AM
Quote from: Nitote on January 25, 2015, 04:56:02 PM
Quote from: Jaxxa on January 24, 2015, 06:36:23 PM


Quote from: Nitote on January 23, 2015, 02:54:01 PM
Here it is.

...

That looks good, can you just check that you have the .dll file in "\Mods\ED-Core\Assemblies". If that is not it unfortunately I am not certain what the problem is.


Aha.. theres no .dll file, only a readme saying "place .dll here"

You probably got a source only release from Github, please download one of the zip files from the end of the first post in this thread, or the nexus:

http://www.nexusmods.com/rimworld/mods/62/
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Nitote on January 26, 2015, 10:22:07 PM
Works like a charm now, thank you  :)
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Jaxxa on January 26, 2015, 10:36:22 PM
Glad to hear it, have fun  :)
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: wikusaurus on January 29, 2015, 03:23:40 AM
hey, i have a problem installing this mod, first i extract it to the mods folder and acrivate it ingame, but nothing happened, i use rimworld alpha 8f btw, i appreciate any help, thanks
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: skullywag on January 29, 2015, 03:44:50 AM
youve got to split tye mods out from the parent folder. mods/modname not mods/folder/modname, you should see multiple mods in the menu not just 1 for this
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: SilverDragon on January 29, 2015, 03:45:03 AM
Quote from: wikusaurus on January 29, 2015, 03:23:40 AM
hey, i have a problem installing this mod, first i extract it to the mods folder and acrivate it ingame, but nothing happened, i use rimworld alpha 8f btw, i appreciate any help, thanks

Hi! There's really indepth instructions on how to install this mod at https://github.com/jaxxa/RimWorld-Enhanced-Defence#installation-instructions (https://github.com/jaxxa/RimWorld-Enhanced-Defence#installation-instructions) . Check that out first and if you still are having problems with it, feel free to ask again in here. :)
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: epicmonkeking on January 29, 2015, 03:49:33 PM
when i launch the game i get the debug console boot up saying "could not find a type named Enhanced_Defence.Temperature.Building_Vent" anybody know the reason?
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: SilverDragon on January 29, 2015, 05:56:33 PM
Quote from: epicmonkeking on January 29, 2015, 03:49:33 PM
when i launch the game i get the debug console boot up saying "could not find a type named Enhanced_Defence.Temperature.Building_Vent" anybody know the reason?
Is this the only error you are getting? Make sure your mod order is correct so that all the ED modules are last on your list, with ED-Core loading first. Also you didn't mention what other mods you are using. :)
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: epicmonkeking on January 29, 2015, 09:35:35 PM
Quote from: SilverDragon on January 29, 2015, 05:56:33 PM
Quote from: epicmonkeking on January 29, 2015, 03:49:33 PM
when i launch the game i get the debug console boot up saying "could not find a type named Enhanced_Defence.Temperature.Building_Vent" anybody know the reason?
Is this the only error you are getting? Make sure your mod order is correct so that all the ED modules are last on your list, with ED-Core loading first. Also you didn't mention what other mods you are using. :)
it was a mod load order. i didnt have a load order editor and edvent was loading before edcore. that will teach me why i should use a load order editor  :P . thanks for replying. :)
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Foxador on January 31, 2015, 07:05:05 PM
I also want to add that the fortress shield didn't stop enemies from dropping down right on top of me like some others have reported.  I had a fortress shield right next to my trade beacons and a enemy dropped down on them like they always tend to do with drop pods and it went straight through my shield  without stopping a single person. And yes i watched them all come through with drop pods and land right in the base right next to the shield that was powered on and selected to stop drop pods.

All it seems to do is destroy my own trade drop pods when I buy stuff but not the enemies
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Jaxxa on February 01, 2015, 06:48:56 PM
Quote from: Foxador on January 31, 2015, 07:05:05 PM
I also want to add that the fortress shield didn't stop enemies from dropping down right on top of me like some others have reported.  I had a fortress shield right next to my trade beacons and a enemy dropped down on them like they always tend to do with drop pods and it went straight through my shield  without stopping a single person. And yes i watched them all come through with drop pods and land right in the base right next to the shield that was powered on and selected to stop drop pods.

All it seems to do is destroy my own trade drop pods when I buy stuff but not the enemies

Thanks for letting me know. I will look into that, but unfortunately right now I don't know of a better way to fix it.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Khaosius789 on February 02, 2015, 09:57:26 PM
Would it be possible to set a custom range for the shields, with a custom strength? I just watched 2 Centipedes with chainguns rip through four fortress shields... They're definitely not strong enough.

Also, 2.7k for 2k shield strength seems underpowered. Especially if you're not using nuclear or fusion mods.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Foxador on February 05, 2015, 03:18:45 PM
I'm not sure if this has been mentioned but I was using your mod with all the mods from the epic pack in the correct order and I noticed a interesting bug that happens as a result of this mod.

I was using only shields as defense and no turrets when I noticed that the enemies loved to bum rush and kill the shield generators first.  I figured the best way to stop this was to defend the shield gens by putting some walls around them and a single door to get to the shield gen. When ever I got raided, half the raiders would 'bug out' and stand outside my basing not doing anything while the other half would enter my base and die.  Mind you I have the whole base outside and enclosed off except for a single entrance and again I have no turrets just my own guys defending it. 

The first half of the enemy raiders come in and die to my own guys and the other half just stands outside doing nothing. Sometimes it's even more than half that stand around not doing anything.  I found out the problem was the shield gen being 'blocked off' even though it had a door leading to it. It seems that as long as the enemies don't have immediate access to them they go all wonky and do nothing. In the middle of a raid where I was testing it out I had one guy destroy the door leading to my shield gen and they all fixed themselves and began attacking again.  And every raid I got since then worked just fine. I even got it on video too
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Hayhorse on February 05, 2015, 09:21:15 PM
Quote from: Foxador on February 05, 2015, 03:18:45 PM

*SNIP*

The first half of the enemy raiders come in and die to my own guys and the other half just stands outside doing nothing. Sometimes it's even more than half that stand around not doing anything.  I found out the problem was the shield gen being 'blocked off' even though it had a door leading to it. It seems that as long as the enemies don't have immediate access to them they go all wonky and do nothing. In the middle of a raid where I was testing it out I had one guy destroy the door leading to my shield gen and they all fixed themselves and began attacking again.  And every raid I got since then worked just fine. I even got it on video too

It is because they consider the shields defenses like turrets or embrasures. Some "raids" are to destroy you base while others are coming to kill (I.E. Tribals destroy the base while Mecanoids kill and destroy). If they come to destroy/wreck you colony then they will hit defenses then bum rush power, temperture controll and random objects etc.... Its just the games coding the way they attack. This should really be posted elsewhere by the way since it is a bug for them to just stand there, but doing it with a turret they might do the same. Do a test with a turret instead of a sheild in one of them on a test map and see if they do the same thing.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Moonshard on February 08, 2015, 02:31:03 AM
Quote from: Iwillbenicetou on January 04, 2015, 02:59:33 PM
Quote from: seadderkrupp on January 04, 2015, 12:33:56 PM
Ground is flat and even cleared trees etc out the way just in case. Just checked the error logs and am getting an error about the offworld gate not being found.
could not find typenamed Enhanced_defence.Stargate.building_offworldStargate.
Did you deactivate the mod? If not, it may be a problem with the files.
I also love this mod because of the Stargate. Though I have one question, does it continually send resources/pawns when they are placed in the buffer?


Just to pull up an old note.

I'm having the same issue. I have made sure that the load order is correct, made sure to start from scratch and even made sure there was just the ED Mods activate, it is still showing this error to me. I've tried and failed to fix >.<. I've added two pictures to show you i have followed the guide.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Jaxxa on February 08, 2015, 06:17:45 AM
Quote from: Moonshard on February 08, 2015, 02:31:03 AM
Just to pull up an old note.

I'm having the same issue. I have made sure that the load order is correct, made sure to start from scratch and even made sure there was just the ED Mods activate, it is still showing this error to me. I've tried and failed to fix >.<. I've added two pictures to show you i have followed the guide.

Sorry to hear that. The load order looks good.

Can you please check that you have a .dll file in "\ED-Core\Assemblies".
If not can you download the latest version from the first post on this page.
In fact even if you do have the .dll can you download it again in case something was corrupted during the download.

Quote from: Hayhorse on February 05, 2015, 09:21:15 PM
It is because they consider the shields defenses like turrets or embrasures. Some "raids" are to destroy you base while others are coming to kill (I.E. Tribals destroy the base while Mecanoids kill and destroy). If they come to destroy/wreck you colony then they will hit defenses then bum rush power, temperture controll and random objects etc.... Its just the games coding the way they attack. This should really be posted elsewhere by the way since it is a bug for them to just stand there, but doing it with a turret they might do the same. Do a test with a turret instead of a sheild in one of them on a test map and see if they do the same thing.

This sounds like what is happening. I might have to look at changing the type so they are less of a target.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Moonshard on February 08, 2015, 06:33:04 AM
Fraid I have tried re-downloading the .dll from two different places, here on the forums and on Nexus. So far the issue still continues.

This is the error exactly as i have seen.

Edit:

I thought i'd try something and I was right. .15 would refuse to work and errored out. HOWEVER trying .14, the mod run's fine and works perfectly with no issues.

Furthering this After managing to place down a stargate I saw two extra files in my main Rimworld folder that were not there before related to the stargate mod..

Surprise surprise this was the two files that the picture i have below showed were missing. 'Stargate.xml" and 'Stargatebackup.xml' It seems that from what i can tell, .15 expect these files to be here already when first loading the file, where .14 does not. Replacing the .14 files with the new .15 files worked flawlessly and the Mod is working 100% as intended.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Jaxxa on February 08, 2015, 05:19:10 PM
Glad to hear you got it working eventually.
Thanks for reporting that, something strange is going on there.
Title: Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
Post by: Moonshard on February 08, 2015, 08:17:51 PM
No problems.

Hope it all helps find the issue and provides a guide for anyone else with this issue.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: dareddevil7 on February 13, 2015, 05:51:15 PM
do you have any plans for the future?
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Jaxxa on February 15, 2015, 05:30:15 AM
I have a few ideas that I would like to try and implement.
But I am uncertain when I will get the chance and even if I do can they actually work well.

Before some of that I will be working on updating to the new Alpha, although I don't know how long that will take.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: skullywag on February 15, 2015, 08:07:58 AM
Hey Jaxxa, could I nick some of you shield code for a mod im working on? Ill credit obv.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: popster99 on February 15, 2015, 08:26:53 AM
*wonders what the mod is*
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: skullywag on February 15, 2015, 11:36:29 AM
PODs...
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Jaxxa on February 16, 2015, 03:02:36 AM
Quote from: skullywag on February 15, 2015, 08:07:58 AM
Hey Jaxxa, could I nick some of you shield code for a mod im working on? Ill credit obv.

Go for it.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: skullywag on February 16, 2015, 03:45:58 AM
Cheers buddy.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: popster99 on February 16, 2015, 04:40:34 AM
Quote from: skullywag on February 15, 2015, 11:36:29 AM
PODs...
*wonders what that stands for*
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: MrWashingToad on February 16, 2015, 03:21:23 PM
Jaxxa -

Not sure if this is the mod causing the issue, but it's the only one loaded that came up with a result for "GrowingNow()" when I ran a search on my mods folder.

I had to wipe my output_log.txt file because of stacked errors from the same issue - was over 1.06GB large (after many many hours of playing, after 1 hour after wipe of file, already to ~100kb of filesize with most of these being the same error).

Error I'm getting recurring is:
Custom GrowingNow()
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

After about 1 year of game time, game is slow slow, it's faster to run on speed 1 than speed 3.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: skullywag on February 16, 2015, 04:51:14 PM
Epyk is using an old version he needs to update, ive let him know.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Jaxxa on February 16, 2015, 07:05:25 PM
Yes, was a bug in a previous version and should be fixed in the latest version.

I don't know if Epyk would be making a new version with Alpha 9 around the corner.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Asfalto on February 20, 2015, 05:12:14 PM
Need fortress shielddddd!!!
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: SupremeSoviet on February 21, 2015, 04:00:28 PM
So I have this mod in the epyk pack how do you build the Stargate?  And what is its actual function?
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Redshadow on February 21, 2015, 04:13:03 PM
Quote from: SupremeSoviet on February 21, 2015, 04:00:28 PM
So I have this mod in the epyk pack how do you build the Stargate?  And what is its actual function?
Have you, uh, have you read the description of the item? It allows you to send resources & colonists to other colonies.
It's similar to the Drop Pod system, you put colonists into it by drafting them and sending them next to it.
Once they're in the stargate, you can build a stargate in any other world and call them back out to be used in your colony
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: skullywag on February 21, 2015, 04:21:22 PM
Jaxxa forgot to say my PODs mod has Updated code for shields, cant remember if anything changed in it though, incase you havent got to it yet.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Yas on February 21, 2015, 04:52:56 PM
Hey there,

your already working on A9 upgrade? My colony defence feels super unenhanced atm. Do you have an idea when it will be finished yet? Id appreciate any sign of life :)
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Jaxxa on February 21, 2015, 11:11:28 PM
Quote from: SupremeSoviet on February 21, 2015, 04:00:28 PM
So I have this mod in the epyk pack how do you build the Stargate?  And what is its actual function?
From the looks of it the Stargate was not included in the epyk pack. It looks like only certain modules were included, or at least mentioned on the first post.

Quote from: skullywag on February 21, 2015, 04:21:22 PM
Jaxxa forgot to say my PODs mod has Updated code for shields, cant remember if anything changed in it though, incase you havent got to it yet.

Thanks for the offer but I have the shields mostly working now.

Quote from: Yas on February 21, 2015, 04:52:56 PM
Hey there,

your already working on A9 upgrade? My colony defence feels super unenhanced atm. Do you have an idea when it will be finished yet? Id appreciate any sign of life :)

Work is progressing on this mod, although I don't want to give an ETA.
That will depend on how much time I have and how long things take to get done, both of which I don't know at the moment. But it is progressing.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: MadsMartinMadsen on February 22, 2015, 01:31:45 AM
Nice to hear there will probably be an update, like this mod a lot.
Dont worry about the time it takes, at least I can wait. I mean dont stress about it, when you have time and want to do it is great  ;)
So thank you for the work you put into it.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Ruin on February 23, 2015, 02:52:37 PM
Also really happy to hear that this one is being updated.  I really like the Embrasures, Vents and Laser Drill from this one.  Thanks for all your effort Jaxxa.  :D
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Mussels on February 23, 2015, 10:44:31 PM
also looking forward to the update - these things feel like they belong in the game.

maybe make the fortress shields more powerful against those damn minigun wielding mechas in the next update too? :D
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Morlow on February 23, 2015, 11:41:12 PM
+1 on this mod being awesome! Looking forward to the update.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Zaraelys on February 26, 2015, 09:05:05 AM
I love this mod. Looking forward to it being updated for A9.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Starkiller4 on February 28, 2015, 07:31:20 PM
Can anyone tell me how the wireless node works? I've set up one next to a geothermal power source and i have another one set up in the field, yet no options to transmit/receive power pop up, leaving one node just powerless. HELP?!
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Jaxxa on February 28, 2015, 09:37:02 PM
You should have a number of buttons across the bottom labeled Power Transmit and Power Receive.

The one near the generator you will want to press the Power Transmit a few times. Then at the other one you can press revive a few time. The info box in the bottom left will give you information about how much power you are sending / have available.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Starkiller4 on February 28, 2015, 11:23:19 PM
this is all i have...

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Jaxxa on February 28, 2015, 11:31:29 PM
Very strange, what version of the mod / version of the game are you running?
Do you have any errors in the log?
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Starkiller4 on March 01, 2015, 12:01:46 AM
how can i post errors in the log? The game is the latest version (9e) as well as the mod (RimWorld-Enhanced-Defence_0.15)
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Jaxxa on March 01, 2015, 12:35:14 AM
Quote from: Starkiller4 on March 01, 2015, 12:01:46 AM
how can i post errors in the log? The game is the latest version (9e) as well as the mod (RimWorld-Enhanced-Defence_0.15)

Well there is your problem. The currently released version is only for Alpha 8. Alpha 9 compatible update should be coming very soon.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Starkiller4 on March 01, 2015, 12:46:47 AM
that is weird. alot of the other mods work, and it seems that most of this works except the presence of those buttons. balls! Well thanks for replying. i'll hold out till the updates.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Jaxxa on March 01, 2015, 01:42:15 AM
Yeah, those custom buttons were one of the things that had a major change in this latest version.

I am 90% certain I will have the update out within 24 hours.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Starkiller4 on March 01, 2015, 02:00:25 AM
I am certain that i'm 100% impressed and appreciative.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Mussels on March 01, 2015, 03:35:29 AM
i am 100% excited by that news
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: popster99 on March 01, 2015, 03:54:56 AM
its been a month wheres the update?
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: Yas on March 01, 2015, 04:14:59 AM
Quote from: popster99 on March 01, 2015, 03:54:56 AM
its been a month wheres the update?

2 weeks are 1 month? Err, press "1" to reduce life-speed to normal :D (jk)
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.15 - 23/01/2015
Post by: popster99 on March 01, 2015, 04:44:58 AM
he said that a couple days before February its now march
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.16 - 23/01/2015
Post by: Jaxxa on March 01, 2015, 06:15:57 AM
Ok, Here is the updated version.
As usual I haven't had much time to actually do a full play through and test everything. So please report any bugs you find and comment on the current state of the balance and I will try and get it fixed up. Or if you think something could be explained better.

Quote0.16
-Update to Alpha 9
-Removed "ED-MortarAmmo"
--Similar feature now implimented in the base game
-Removed "ED-EMRG turret"
--Was mainly a demo for turrets using Ammo and that is now in the base game
--Might come back later in some form.
-Increased size of Lazer Drill, brought in line with geothermal plant
-Reduced size of Laser Filler to better fill in tight spaces to remove useless geothermal vents.
-Reworking Personal Shields
--Will not require custom Pawns anymore
--I got part way through updating this when Latta uploaded an awsome mod with a bunch of assets and code I could use.
---"Shooter's shield / Customizable personal shield" https://ludeon.com/forums/index.php?topic=10994.0
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.16 - 01/03/2015
Post by: Mussels on March 01, 2015, 07:03:30 AM
i'm excited.


getting a few errors on launching, only have one other mod installed - fix bone.

(http://img.techpowerup.org/150301/Capture428.jpg)

dont know if thats relevant, but so far things are working fine.
Title: Re: [MOD] (Alpha 8) Enhanced Defence - 0.16 - 01/03/2015
Post by: Jaxxa on March 01, 2015, 02:48:34 PM
Thanks for reporting that.
It looks like I accidentally left in "ED-Vehicles" that I was playing with at some point but does not work. Just disable that module and it should get rid of most of the errors.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: Jaxxa on March 01, 2015, 05:39:09 PM
FYI about the personal shields. They are now using an gear object that must be equipped (you can get it for free from the Colonist Upgrade Station). But apart from that should function as they did in the previous version of my mod for the previous alpha.

They will block all damage, can be used with guns, but must be recharged by going to the station.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: Mussels on March 01, 2015, 07:58:39 PM
Quote from: Jaxxa on March 01, 2015, 05:39:09 PM
FYI about the personal shields. They are now using an gear object that must be equipped (you can get it for free from the Colonist Upgrade Station). But apart from that should function as they did in the previous version of my mod for the previous alpha.

They will block all damage, can be used with guns, but must be recharged by going to the station.

sounds like a great update - i'll remove the vehicles one, it was quite a surprise to see in the list.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: Mussels on March 02, 2015, 01:21:50 AM
Thoughts so far:

Nano shield has a typo as nanno. It equips and works fine, but appears to replace a clothing item (power armor) - i feel it shouldnt replace that, but work with it. problem example: cold weather, as it replaces the parka.

Same as last version, all the stations seem to share that pool of energy - bit odd that, can they be made to have seperate energy?
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: jabbamonkey on March 02, 2015, 09:33:16 AM
There are individual modules that are in the zip file... but not mentioned in the description...

What are these...
1. Autoloader
2. Vehicles

Also, the GitHub descriptions for some of the modules state "Starting Update to New Alpha" ... are these modules not ready for Alpha 9 (as this post suggests), or has GitHub not been updated?  For example, see your github page (https://github.com/jaxxa/RimWorld-Enhanced-Defence#installation-instructions) and look at DeepStrike and Embrasures...
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: Jaxxa on March 02, 2015, 05:39:34 PM
Quote from: Mussels on March 02, 2015, 01:21:50 AM
Same as last version, all the stations seem to share that pool of energy - bit odd that, can they be made to have seperate energy?

They could, but it was a deliberate choice to have them all share energy to prevent people from being able to spam them and become really powerful.

Quote from: Mussels on March 02, 2015, 01:21:50 AM
Thoughts so far:

Nano shield has a typo as nanno. It equips and works fine, but appears to replace a clothing item (power armor) - i feel it shouldnt replace that, but work with it. problem example: cold weather, as it replaces the parka.

Noted.

Quote from: jabbamonkey on March 02, 2015, 09:33:16 AM
There are individual modules that are in the zip file... but not mentioned in the description...

What are these...
1. Autoloader
2. Vehicles

Also, the GitHub descriptions for some of the modules state "Starting Update to New Alpha" ... are these modules not ready for Alpha 9 (as this post suggests), or has GitHub not been updated?  For example, see your github page (https://github.com/jaxxa/RimWorld-Enhanced-Defence#installation-instructions) and look at DeepStrike and Embrasures...

Your best bet is to look at the descriptions in the About.xml, the same ones that show up in the mod menu. Autoloader is needed by functionality in the Stargate module and Vehicles are not ready for release yet and was included by accident.

Github is uptodate (source only) and they should be ready. Those descriptions are of the last commit that changed anything in that folder. I did a "Starting Update to New Alpha" commit that updated some modules but not others. So the ones that were updated first but not after will still show that as the last change. I am meaning to try and be more descriptive in the update messages.

Remember you are better getting a binary release from mediafire or the nexus as Github does not have the binaries and may have half finished changes in it.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: MrSurvivor on March 03, 2015, 06:14:27 PM
Does the ed 24 hour plants affect the new hops, rice, and corn?
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: Jaxxa on March 03, 2015, 06:24:50 PM
Quote from: MrSurvivor on March 03, 2015, 06:14:27 PM
Does the ed 24 hour plants affect the new hops, rice, and corn?

It should do. Let me know of you notice any problems with it.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: hunterkiller725 on March 04, 2015, 02:21:53 AM
is anyone elses shield generates disappearing as soon as there made?
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: Jaxxa on March 04, 2015, 06:20:48 AM
Quote from: hunterkiller725 on March 04, 2015, 02:21:53 AM
is anyone elses shield generates disappearing as soon as there made?

Please read through the FAQ linked from the first post.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: Yas on March 05, 2015, 02:05:17 AM
Quote from: hunterkiller725 on March 04, 2015, 02:21:53 AM
is anyone elses shield generates disappearing as soon as there made?

Had that problem once when I forget to activate ED-Core mod
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: TCESylver on March 05, 2015, 08:40:08 AM
Strange issue im having. When I build an autoloader in my existing save it doesnt appear after being built, but it works perfectly fine in a new game.

EDIT: just notice it happens with ALL built objects now, vanilla or mods.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: Jaxxa on March 05, 2015, 10:09:21 PM
That is very strange. If it is happening with the vanilla buildings I don't know what is going on.
Is there anything in the log files?
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: Undecided on March 06, 2015, 02:16:14 PM
Quick question, what exactly is the intended role of vents in regards to temperature? That is, are they just meant to "round out" temperature between room a few degrees, or are they supposed to actually be important for climate control?

I ask because I don't seem to find much use for them besides maybe cooling down a room a 2-4 degrees too warm. But when I try to heat rooms by placing several vents between a warm one and a cold one, even when the temperature differential is a hefty 40-60 degrees, the vents perform worse than a single heater. Their performance is low enough I usually don't even bother with them anymore. Am I using them for the wrong purpose? I only ask because the item doesn't have a in-game tooltip description yet, so I may very well be using it for something it's not intended to do.

And a related question, what determines the transfer rate of transfer in regards to vents? Is there a hard cap on heat transfer, or does it scale (linearly? logarithmically?) with the difference in temp?
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: TCESylver on March 06, 2015, 02:27:31 PM
Quote from: Jaxxa on March 05, 2015, 10:09:21 PM
That is very strange. If it is happening with the vanilla buildings I don't know what is going on.
Is there anything in the log files?

Ive noticed now that shield generators arent appearing in a new game either (stargate and other stuff seems to work fine so far).
I did install the core mod first before the others like the readme stated.

Where do I find these log files?
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16 - 01/03/2015
Post by: Jaxxa on March 07, 2015, 10:41:31 PM
Quote from: Undecided on March 06, 2015, 02:16:14 PM
Quick question, what exactly is the intended role of vents in regards to temperature? That is, are they just meant to "round out" temperature between room a few degrees, or are they supposed to actually be important for climate control?

I ask because I don't seem to find much use for them besides maybe cooling down a room a 2-4 degrees too warm. But when I try to heat rooms by placing several vents between a warm one and a cold one, even when the temperature differential is a hefty 40-60 degrees, the vents perform worse than a single heater. Their performance is low enough I usually don't even bother with them anymore. Am I using them for the wrong purpose? I only ask because the item doesn't have a in-game tooltip description yet, so I may very well be using it for something it's not intended to do.

And a related question, what determines the transfer rate of transfer in regards to vents? Is there a hard cap on heat transfer, or does it scale (linearly? logarithmically?) with the difference in temp?

Sounds like you are using it right. I will have to look into that and check it is working correctly.
Currently it scales linearly up to a hard cap. I will have a look at balancing those numbers.

Quote from: TCESylver on March 06, 2015, 02:27:31 PM
Ive noticed now that shield generators arent appearing in a new game either (stargate and other stuff seems to work fine so far).
I did install the core mod first before the others like the readme stated.

Where do I find these log files?

Log files are in your main game folder / RimWorld###Win_Data / output_log.txt

Although usually the in game console will pop up if there is a problem.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Jaxxa on March 07, 2015, 11:15:32 PM
Updated to a new version.

I THINK it should be save compatible if you get rid of all the personal shields and the personal shield building first.

0.16.1
-Changes To personal Shields
--Renamed Personal shields to be "Nanite Shield Modulator"
---To better differentiate between stock shields / shields added in other mods.
--Removed tags from personal shields to stop pawns from spawning with them initially
---Not that it did them much good because they did not start charged.
--Changed layers Overhead, should now fit over armour
--Require Personal shields to be fully charged before being brought on-line
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Mussels on March 10, 2015, 09:04:30 AM
I'm using one version older than current, but a bug worth reporting anyway:


When a colonist is injured with a surgical cut (and perhaps others, like starvation) the nano shield pings like its taking damage and depletes energy - but the wound doesnt heal. once the shield has no energy left, the wound heals like it should.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Jaxxa on March 10, 2015, 03:48:42 PM
Quote from: Mussels on March 10, 2015, 09:04:30 AM
I'm using one version older than current, but a bug worth reporting anyway:


When a colonist is injured with a surgical cut (and perhaps others, like starvation) the nano shield pings like its taking damage and depletes energy - but the wound doesnt heal. once the shield has no energy left, the wound heals like it should.

Thanks for reporting, I will look into that.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Slan on March 12, 2015, 07:09:42 AM
Hi,

I just make my first shield. I saw lot of icons : Block direct, Block Indirect, Fire suppression and Repair mode.

Can you make a quick explanation for theese in the main page under the shield part ? Thanks a lot.

Maybe a quick description of the different shields could be cool too.

Thanks a lot.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Jaxxa on March 12, 2015, 08:13:08 AM
Thanks for noting that. I will look into explaining that better in the next version.
Quick version is:

Block direct - Stopping Bullets
Block Indirect - Stopping Artillery
Fire suppression - Puts out fires in the shield area
Repair mode - Repairs the walls that are covered by the SIF shield
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Hayhorse on March 13, 2015, 12:15:26 PM
I see that ED-Vheicules is a moduale now. TIME TO LIST IT.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: kingtyris on March 13, 2015, 01:46:48 PM
Not sure if its a bug or if I simply misunderstood, but I was under the impression that the fortress shield should prevent drop pod attacks within their zone of cover? Yet I had an army of mechs drop right in on my fortress shielded trade zones.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Hayhorse on March 14, 2015, 10:19:05 AM
BTW a new mod ordor list please?
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Dragoon on March 14, 2015, 02:52:05 PM
Quote from: Hayhorse on March 14, 2015, 10:19:05 AM
BTW a new mod ordor list please?

Dude let it go It's not even supposed to be there.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: silentlord on March 16, 2015, 03:20:47 PM
hi.

just installed this and wondering how does the autoloader hopper work. when i click it and go to place.... its red no matter where in the map i place it, or even the turrets. on them, around them.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: dareddevil7 on March 20, 2015, 04:39:49 PM
i noticed a vehicles module, awaiting further awesomeness
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Lord_Robertson on March 22, 2015, 01:00:59 PM
Same!

A vehicules module? This sounds amazing. I am so looking forward being able to field a few tanks or cavalry colonists
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: mrzjadacz on March 25, 2015, 04:05:52 AM
Quote from: Jaxxa on March 12, 2015, 08:13:08 AM
Thanks for noting that. I will look into explaining that better in the next version.
Quick version is:

Block direct - Stopping Bullets
Block Indirect - Stopping Artillery
Fire suppression - Puts out fires in the shield area
Repair mode - Repairs the walls that are covered by the SIF shield
So, repair mode is useless in  Shields other than SIF?
Block direct block only bullet from outside shield to inside, or everyone? I saw that my colonists Sometimes bugging and need to shoot down shield before they can shoot in to enemies.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: rditto48801 on March 25, 2015, 01:33:45 PM
Hello.

I really love this mod so far, although after having some recent issues, I tracked down two bugs to ED.
To ED-Vehicles to be more specific.

First, some basic info.
I do use EdB Mod Order.
I downloaded ED from Nexus.
I have tried the steps listed in the FAQ for the mod. To disable all ED mods, restart, enable ED Core, restart, enable other ED modules, restart. Also making sure all modules are after/below ED Core on the EdB Mod Order list, but it did not help with the second bug I found.
The one DLL file is present.
I don't have an account on Github, which is why I did not log the issue there.


Bug #1:
Log spam, regarding InstallScytherKnifeProtrusion.
After searching lots and lots of Reciple_Medicine/Surgery and Races_Humanoid files from assorted mods, I tracked it to ED-Vehicles/Defs/ThingDefs/Races_Humanoid.xml.
Under recipes for the shielded pawn info.
  <li>InstallScytherKnifeProtrusion</li>
I changed it to InstallScytherBlade since I saw the same basic issue mentioned in other places on the forum, and the log spam stopped.

Bug 2:
Pirates never attacking my colony. Using dev mode to start pirate raids causes an error to pop up.
A bug that confused me until after fixing bug #1, when I was able to see a new error not pushed out of sight by walls of red text from bug 1.
Could not find a type named Enhanced_Defence.PersonalShields.ShieldedPawn
I can't figure out if it is due to a mod conflict or not. (I got mod soup, so there are many suspects...)
Everything else occurs just fine. Visitors from friendly towns/tribes, hostile tribe attacks, mechanoids showing up uninvited, and a animal attacks like a herd of 2 dozen psychotic deer that make me love Embrasures even more.

Disabling ED-Vehicles allows pirate raids to occur during testing with dev mode.


Minor issue.
Personal Nanno Shield sells for $0.50
Checking the xml files, I saw the Nanno and Nano version both have a market value of 0.

Question:
Is the SIF Shield supposed to ignore Embrasures?
I am guessing it is due to no way for it to tell the difference between friendly and hostile fire.

Question 2:
Can nanno and nano shield be used together? Or otherwise would it work if I were to copy the data for the nanno shield over to the file for the nanoshield?
I ask because I don't want to restart my colony, but using the updated Nano shield module breaks my saves.
There are unopened cryopods in my present game, so I am guessing that is why updating from Nanno to Nano shield mod breaks my save. Due to on ice pawns probably being generated with nanno shields.
I used dev mode to destroy all the personal nanno shields in my colony that I could find. I also used it to find other cryopods hidden out of sight, and realize I got a Mechanoid infestation in one room, so if nanno and nano cannot be used together... I got a goal to aim for. Probably involving turrets, shields, embrasures, and a stack of steel just for a really long power line.


Opinion about the shields.
The small shields seem to use a lot of power compared to the standard shield.
Since they have 1/4 the shield radius, and cover maybe 1/16 the area, just using half the energy in sustaining mode seems a bit off.
Is there a reason for that? Such as just being a trade off for having it not be an obstacle and being smaller in terms of physical size?

Another question.
Would it be alright if I were to suggest some stray ideas I had regarding shields, and perhaps new shield types?
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Jaxxa on March 26, 2015, 01:12:20 AM
Quote from: kingtyris on March 13, 2015, 01:46:48 PM
Not sure if its a bug or if I simply misunderstood, but I was under the impression that the fortress shield should prevent drop pod attacks within their zone of cover? Yet I had an army of mechs drop right in on my fortress shielded trade zones.

That is the theory of how it should work. Unfortunately there looks to be a bug that can clause some to come through, but at this stage I am uncertain how I can fix it.

Quote from: silentlord on March 16, 2015, 03:20:47 PM
just installed this and wondering how does the autoloader hopper work. when i click it and go to place.... its red no matter where in the map i place it, or even the turrets. on them, around them.

Currently the Autoloader is only needed by the Stargate module.

Quote from: mrzjadacz on March 25, 2015, 04:05:52 AM
So, repair mode is useless in  Shields other than SIF?
Yes, although you should only see the option for it on the SIF shield. Not all shields have all options.

Quote from: mrzjadacz on March 25, 2015, 04:05:52 AM
Block direct block only bullet from outside shield to inside, or everyone? I saw that my colonists Sometimes bugging and need to shoot down shield before they can shoot in to enemies.
The direct block should block everything coming into it, friendly or not. If you get into the situation of needing to fire through one you can use the toggle direct option to let everything in. SIF shields work a bit differently and should block all hostile fire and allow all friendly fire regardless of direction.

Quote from: rditto48801 on March 25, 2015, 01:33:45 PM
Hello.

I really love this mod so far, although after having some recent issues, I tracked down two bugs to ED.
To ED-Vehicles to be more specific.
Hey rditto, Glad you like the mod.
Quote from: rditto48801 on March 25, 2015, 01:33:45 PM
Bug #1:Log spam, regarding InstallScytherKnifeProtrusion.
Sorry My bad, ED-Vehicles is still a work in progress and not ready for release. I meant to remove it from the release version but have forgotten a few times.

Quote from: rditto48801 on March 25, 2015, 01:33:45 PM
Bug 2:

Sounds like it is also related to ED-Vehicles being enabled.

Quote from: rditto48801 on March 25, 2015, 01:33:45 PM
Minor issue.
Personal Nanno Shield sells for $0.50
Checking the xml files, I saw the Nanno and Nano version both have a market value of 0.
Thanks will look into that. Although it is probably not a huge problem as there would be a bunch of better ways to earn money.
Quote from: rditto48801 on March 25, 2015, 01:33:45 PM
Question:
Is the SIF Shield supposed to ignore Embrasures?
I am guessing it is due to no way for it to tell the difference between friendly and hostile fire.
No it is not, that is a bug. It should protect Embrasures and block hostile fire in both directions and allow friendly fire to pass through.

Quote from: rditto48801 on March 25, 2015, 01:33:45 PM
Question 2:
Not certain about that, haven't tested it.
You MIGHT be able to keep both and rename the thingClass and Class to the newer version.

Quote from: rditto48801 on March 25, 2015, 01:33:45 PM

Opinion about the shields.
The small shields seem to use a lot of power compared to the standard shield.
Since they have 1/4 the shield radius, and cover maybe 1/16 the area, just using half the energy in sustaining mode seems a bit off.
Is there a reason for that? Such as just being a trade off for having it not be an obstacle and being smaller in terms of physical size?

Another question.
Would it be alright if I were to suggest some stray ideas I had regarding shields, and perhaps new shield types?

Thanks for the note. Haven't had heaps of time to actually playtest them and balance and content suggestions are always welcome.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: mrzjadacz on March 26, 2015, 07:58:45 AM
Ok, I understood. I had in my bunker a few cells which was covered by more than one shield. I already reorganized it .
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: rditto48801 on March 26, 2015, 12:42:42 PM
Thanks for the info.
I'll disable ED Vehicles then.

On the previous version (0.16.0, which I still use due to the whole nanno/nano typo fix thing), I never saw the SID 'shield effect' on Embrasures, only normal walls and doors.
Having SIDs on Embrasures is just the thing could use right now. For a panic room with turrets.

Edit:
Scratch that.
I got an SID built in my present colony and it is covering Embrasures. (edit 3: And sandbags, very handy. Intended or not? end edit 3)
Thinking back, the Embrasures that apparently weren't covered before in my previous colony were all within the areas of Small or Standard Shields, with the SID placed last. So I wonder if it was covered, just not showing the individual shield effects. or if it was an older instance of ED than I thought at the time. Whatever the cause, the issue is gone now.
end edit.


One of the merchants (I think it was an exotic goods merchant) was selling the Nanno Shield Class 1 for $0.50 each.
The ones I had (stockpiled in a storage room so they weren't degrading just from being worn) had a much cheaper price to sell to the merchant. (I think $0.08 each).
I wasn't planning to sell them, but being able to stock up on 6 more of them for 3 silver...

I have seen the Repair Mode option listed for shields other than the SID in 0.16.0, like the Standard Shield. It appears to just toggle the displayed shield coverage area on and off.
Even if it doesn't repair (haven't tested that), it's nice being able to toggle the visible shield area covered effect on and off.
Edit 2:
There are two Repair Mode icons for shields. One (SID only) shows the wrench type icon. The others and the SID also have a Repair Mode icon that looks like two green squares slightly overlapping at the corners with a green checkmark or red X based on how it is toggled. I am guessing it is a mixup with icon names.
end edit 2.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Jaxxa on March 26, 2015, 10:24:27 PM
Sandbags intended to be covered.

Yes it looks like the Toggle visuals accidentally had the text for Repair mode.
Will be fixed in the next release, but working fine except for the description.
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: rditto48801 on March 26, 2015, 11:45:53 PM
Still no pirates for some reason, still getting an error of some sort that seems related to ED.
ED Vehicles is disabled.

From the output log.
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not load reference to Verse.ThingDef named ShieldedHuman_Leather

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not load reference to Verse.ThingDef named ShieldedHuman_Corpse

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not load reference to Verse.ThingDef named ShieldedHuman_Meat


Not sure if I mucked up something somewhere or not. Still on 0.16.0 due to having not had a chance to trying to get the old nanno shield stuff working with new nano shield stuff.[/

Edit:
Not getting the above error anymore. Seems to be a one time thing from after I disabled ED Vehicles.
I am guessing stockpiles placed before it was disabled still had those items listed.
Still no pirates though.
end edit.


Oh, here are some off the shield ideas I mentioned having, I thought they might have some niche to fill in ED.

Mini-Shield.
Very small coverage. Only covers its own space and the adjacent spaces (5 spaces total), and be able to stand on it.  Nothing to powerful, maybe 250 shield strength tops, quick recharge rate (maybe 5-10 points per second?). Very energy efficient in sustain mode, but an energy hog in charging mode. (100 sustained, 500 charging?). 10 second cooldown if depleted or when first powered up. It would be more akin to a 'shield wall' and protect only from direct fire, and so not protect from fires or indirect fire. A basic defense option for turrets and colonists, would be researched after the Small Shield.

Static Nano Shield (okay, could use a better name)
A small shield that can be stood on, protects from fire, direct fire and indirect fire, only covers the space it is in. 500 shield strength, 100 energy sustained, 200 charging, slow recharge rate (1/second), quick cooldown (5 seconds). Meant for defensive positions for colonists, to help protect a few number of defenders from larger numbers of attackers, and poorly suited for sustained battles due to the slow recharge rate. If not to OP, also protect from melee damage. Researched after Fortress Shield.

Umbrella Shield.
Variant of the Fortress shield. Protects from indirect attacks and fires. Does not protect against direct fire, does not do much to drop pods. Not very powerful defense wise, perhaps only on par with the Small Shield in terms of shield capacity and recharge rate, with the radius and cooldown time of the fortress shield, and energy drain equal to the standard shield. Meant more to protect areas from fire, and to stop limited indirect fire only long enough to get colonists and valuable items to a safer area.
For a secondary idea, limited protection from drop pods due to weaker power than a Fortress Shield. (if possible within reason anyways)
70% chance of landing normally.
20% chance of hard landing (an idea of impacts causing ripples in the shield, possibly knocking the pod off balance so retro rockets can't fire directly in the direction of travel. If possible, occupant spawns incapacitated or wounded.)
10% chance of crashing and being destroyed on impact (maybe the fire suppression system 'hits' a retro rocket when they fire, causing them to be off balance and flip the pod instead of slowing it down.)
Researched after Fortress Shield.

A random idea that just popped into mind.
A Shield Booster. Not very energy efficient device, basically boosts the recharge rate of shields it is adjacent to, although the larger the shield the less effective the boost.
Basic energy use 25 idle, 250 assisting shield recharge.
Buffing Small Shield, 2 points per second, max 2 buffing a single Small Shield.
Buffing Standard Shield, 1 point per second, max of 4 (so all 4 sides)
Buffing SID/Fortress Shield, 0.5 point per second, max 4 for SID, 8 for Fortress Shield.
Basically an alternative to building several shield generators covering the same area.

For the Small Shield, still thinking it might be better to halve its present energy drain in recharge and sustain mode due to the small coverage area. (500 recharging, 250 sustained)

One other thing I was curious about.
Do the shields have any sort of 'armor' by any chance?
Would it be possible to make them configurable in game to take less damage from one type of damage (such as electric) but take more from other types of damage (such as sharp)
Or perhaps to have optional upgrades or variations that could give them protection from one or more types of damage?

What would happen if I were to build two SIDs covering the same length of walls/embrasures/doors? Do effects stack, such damage be split evenly between then, or maybe just have one take all the damage until depleted before the other one starts stopping damage? Or some other effect?


edit:
I had a Mechanoid Centipede shoot an incendiary round into my defense bunker, through Embrasures covered by the SID shield.
It was still at 2k shield strength at the time.
Everything else and all other incendiary rounds were stopped.
Bug? Or just a darn lucky shot like someone parking an arrow through an arrow slit from the other side at a hundred paces on a windy day?
end edit.
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: Skyler on April 01, 2015, 04:34:06 PM
Quote from: Jaxxa on October 06, 2014, 03:29:39 AM
I have not had much time to playtest this, so let me know any balance or other issues that you find.
I am having issues with the personal and regular shield mods I cannot place either of them and when I go to place them where it should say 100 steel it says unchosen material please help!
Title: Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
Post by: Jaxxa on April 01, 2015, 06:43:31 PM
Quote from: Skyler on April 01, 2015, 04:34:06 PM
Quote from: Jaxxa on October 06, 2014, 03:29:39 AM
I have not had much time to playtest this, so let me know any balance or other issues that you find.
I am having issues with the personal and regular shield mods I cannot place either of them and when I go to place them where it should say 100 steel it says unchosen material please help!

Please read through the FAQ. If that does not fix it then post the information requested at the end.
https://github.com/jaxxa/RimWorld-Enhanced-Defence/wiki/FAQ-Problems
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: rditto48801 on April 01, 2015, 09:38:01 PM
An idea popped into mind as I have been dealing with a shortage of stuff like synthread, and was staring at my omnigel stockpile.

The idea.
Allowing the Replicators to make textiles.
Cloth: Made at Mk I Replicator. Maybe base of 2-5 cloth per 10 Omnigel?
Synththread. Make at Mk II Replicator. Maybe a base of 10-20 per 75 Omnigel?
Hyperweave. Make at Mk III Replicator. Maybe a base of 5 per 100 Omnigel?

For a related idea, a Synthetic Leather, perhaps made at the Mk II Replicator.
Basically an 'average' quality leather in terms of stats, except with above average insulation and good armor against sharp. Maybe get a base of 10 per 75 Omnigel?
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: AntiMatter on April 03, 2015, 05:24:21 PM
Adds a Stargate System, Allows for the Transport of Personnel and Supplies between Colonies.

how!? how did you come across the method of this? please do indulge me! my curiosity is over the wall!
so let me get this straight. if i have a stargate in two of my colonies but they're not on the same map (say different co-ordinates) it will work?

haven't tried it out i took a looooong month off RW
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: filippe999 on April 06, 2015, 06:24:18 AM
Is it possible to make synththread from omnigel with a sufficiently high tier of replicator?
Just read the wiki, it's not possible, can you add that in?
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: skellitor301 on April 12, 2015, 02:22:49 PM
You know, that stargate addition would be a great bridge for multiplayer. Where people play on the same world, just on their own colonies, and they work together/against eachother through the stargates. If against, they could either drop in or hack their stargate
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Ninefinger on April 19, 2015, 04:26:12 AM
Must... Have... Update... Alpha 10 *EyeTwitch* :D
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: f0xh0und696 on April 19, 2015, 06:42:13 PM
I agree, need the mod and all its glory  :(
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: Inertial Mage on April 19, 2015, 11:08:45 PM
i bet it wont but is this version of alpha 9 able to work with alpha 10
Title: Re: [MOD] (Alpha 9) Enhanced Defence - 0.16.1 - 01/03/2015
Post by: skullywag on April 20, 2015, 03:10:22 AM
No it wont be. Youll have to wait for the update.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.0 - 24/04/2015
Post by: Jaxxa on April 24, 2015, 12:14:27 AM
Release Time :)

As always let me know if you see something not right.

Quote0.17.0
-Updating to Alpha 10
-Fixed Repair mode display bug
-Removed ED-VisibleRadius
--Now Sunlamps can create grow zones and Trade beacons can create stockpiles
---This removes the main use for this module
-Personal Shields Ignore Certain damage types:
--HealGlobal
--HealInjury
--Repair
--RestoreBodyPart
--SurgicalCut

Quote from: AntiMatter on April 03, 2015, 05:24:21 PM
Adds a Stargate System, Allows for the Transport of Personnel and Supplies between Colonies.

how!? how did you come across the method of this? please do indulge me! my curiosity is over the wall!
so let me get this straight. if i have a stargate in two of my colonies but they're not on the same map (say different co-ordinates) it will work?

haven't tried it out i took a looooong month off RW

The basics of it is that you can add pawns / resources to a list that is stored within the stargate. This list can then be saved to an external file on your hard drive. Then the file can be read and the object spawned back into the game world. This way it does not matter what colony / world you are on when you send receive them, it will always be shared. Let me know if you want anymore details.

Quote from: skellitor301 on April 12, 2015, 02:22:49 PM
You know, that stargate addition would be a great bridge for multiplayer. Where people play on the same world, just on their own colonies, and they work together/against eachother through the stargates. If against, they could either drop in or hack their stargate
You can use the Stargate for trading Colonists / resources between different player, but currently you will have to manually move the files or set up something like dropbox to sync them. Although you cant do anything against them, and pawns you send to another player would come under their control.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.0 - 24/04/2015
Post by: Latta on April 26, 2015, 07:12:45 AM
There was a report that when you harvest OmniGels, you get potatoes. Can you check this?
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.0 - 24/04/2015
Post by: Dragoon_103 on April 26, 2015, 12:47:06 PM
Yeah, there seems to be a problem with Omni-Gel plants creating around 2-3 potatos instead of any Omnigel when harvested, this was done with hydroponics though.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.0 - 24/04/2015
Post by: Dave-In-Texas on April 26, 2015, 04:36:08 PM
Quote from: Jaxxa on April 24, 2015, 12:14:27 AM
Release Time :)

As always let me know if you see something not right.

Quote0.17.0
-Updating to Alpha 10
-Fixed Repair mode display bug
-Removed ED-VisibleRadius
--Now Sunlamps can create grow zones and Trade beacons can create stockpiles
---This removes the main use for this module
-Personal Shields Ignore Certain damage types:
--HealGlobal
--HealInjury
--Repair
--RestoreBodyPart
--SurgicalCut

[...]

Thanks Jaxxa.. i was jonesing for some omnigel :)
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.0 - 24/04/2015
Post by: Dave-In-Texas on April 26, 2015, 04:51:17 PM
Quote from: Latta on April 26, 2015, 07:12:45 AM
There was a report that when you harvest OmniGels, you get potatoes. Can you check this?

edited.. nevermind *grin*   more complex than expected.. oh.. jaxxa :-)
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.0 - 24/04/2015
Post by: SucceededKiller on April 26, 2015, 05:49:52 PM
Hey,

Changing <harvestedThingDef>RawPotatoes</harvestedThingDef>
to <harvestedThingDef>OmniGel</harvestedThingDef> in *rimworld install*"\Mods\ED-OmniGel\Defs\ThingDefs\Plants_OmniGel.xml" fixed it for me if you don't want to wait. :)
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.0 - 24/04/2015
Post by: Ninefinger on April 27, 2015, 03:10:29 AM
Awesome mod, one of my personal favorites! keep up the great work Jaxxa!
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: Jaxxa on April 27, 2015, 08:29:56 AM
Uploaded a new fix for the issue with OmniGel.
Thanks for reporting.

Quote from: Ninefinger on April 27, 2015, 03:10:29 AM
Awesome mod, one of my personal favorites! keep up the great work Jaxxa!
Thanks, Glad you are enjoying it.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: Crimsonknight3 on April 27, 2015, 07:00:55 PM
Hey, I just went through and made some compatibility edits for "Superior Crafting" to add things into the tech tree created by superior crafting. If anyone would like I can send them. I didn't go too overboard, mostly just adding them into where I believed would be the best place where they won't come too early :) The biggest change would be that the stargate functionality is pushed into being end game type stuff. You have to research POWER IV, CONSTRUCTION IV & CRAFTING IV aswell as the stargate tech. I am not sure whether this makes the stargate totally pointless and whether I should try and move it down to mid-game rather than late game...

On that subject I have a question for the dev, is it possible to write a .dll that makes a single stargate spawn with each new world, whilst the research to create additional stargates is still needed incase the first one gets destroyed, or you can't find it? I can do a little coding and have made a few little mods nothing complicated though :)


{EDIT}
Well it took the better part of 2 hours and I DID NOT realise its 3am (just looked at the time when I was writing the beginning of this sentence ><) and lots of trial and error and confusion at the hierachy of stupid terrain generation and it took me a long time to realise that if I want to add something into the terrain generation, I had to copy ALL of the generation steps, rather than simply trying to insert an extra step on its own.. ANYWAY now on every map 1 and only 1 stargate will spawn when the colony is created, if that is destroyed Ill have to research and unlock it the loong hard way... Might even lower the stargate's hitpoints to make it a bit more fragile (even though I am a HUGE fan of stargate and know it's only really sensitive to energy rather than physical damage :) ) that way this system of having 1 spawn with every map doesn't make things too easy still... I could even go so far as to make it a priority for raiders to attack... but not tonight! anyway, I am having a little issue in the error log with one of my research steps for Superior crafting and enhanced defence (Getting an error for one research item and can't figure out why...) if anyone wants to emulate any of my own messings with mods, just message me and ill help where I can :)
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: Zapp Brannigan on April 28, 2015, 06:46:51 AM
Hi I am having an issue with the Laser Filler. It is a 2x2 size instead of 4x4 and trying to place it over a geyser say Space already occupied. I am running it with the Alpha 10 build.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: Nataris on April 28, 2015, 05:07:53 PM
Quote from: Crimsonknight3 on April 27, 2015, 07:00:55 PM
Hey, I just went through and made some compatibility edits for "Superior Crafting" to add things into the tech tree created by superior crafting. If anyone would like I can send them.

I would love to have them as SC is one of my favorite mods and I wanted to give this mod a try as well.  Stargates sound like a lot of fun. 

I would greatly appreciate a file to replace or whatever to make them compatible.  Thanks in advance :)
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: Skyswimsky on April 28, 2015, 06:02:31 PM
Using ED-Vehicle's it kinda makes my main menu dissapear with an empty debug log.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: camper0769 on April 30, 2015, 08:37:13 PM
Loving the mod so far, but I'm having a problem where my workers try to harvest the omnigel and the harvesting leaf shows up but then they stop and nothing happens
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: Jaxxa on May 05, 2015, 04:04:03 AM
Quote from: Crimsonknight3 on April 27, 2015, 07:00:55 PM
Awesome work, glad you found a way to do what you wanted.

Quote from: Zapp Brannigan on April 28, 2015, 06:46:51 AM
Hi I am having an issue with the Laser Filler. It is a 2x2 size instead of 4x4 and trying to place it over a geyser say Space already occupied. I am running it with the Alpha 10 build.
I made it 2x2 to try and avoid issues like that by making it smaller. Is there some terrain that you cany build on there? or another obstruction.

Quote from: Skyswimsky on April 28, 2015, 06:02:31 PM
Using ED-Vehicle's it kinda makes my main menu dissapear with an empty debug log.
Sorry, that is still a work in progress and I forgot to remove it from the release version. But an alpha version of that module should be coming real soon now.

Quote from: camper0769 on April 30, 2015, 08:37:13 PM
Loving the mod so far, but I'm having a problem where my workers try to harvest the omnigel and the harvesting leaf shows up but then they stop and nothing happens
Strange, is that happening consistently?
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: Thoranius on May 05, 2015, 10:30:39 PM
I seem to be running into the "Space already occupied" bug with the 2x2 laser filler as well, even cut any grass around the site and attempted to skip around and see if there were items hiding under the geyser...mod was not installed on a fresh game, but a previous save. No apparent alerts in the debug log. Playing the most recent Alpha 10 as of today's date.

Update : Tested with a freshly generated world, and a new colony. Results appear the same.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: Jaxxa on May 06, 2015, 04:07:57 AM
Had a look at the "Space already occupied" bug.
Raised the size of the Filler back to what it was before but still no luck, so it looks like it is not related to the change in size but something else. So far it is just not letting me place things over steam vents. I will look into what changes I can make to work around this.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: skullywag on May 06, 2015, 07:50:23 AM
I assume the filler is using the placement restricter for "on a geyser"? Not near the code so cant check.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: Jaxxa on May 06, 2015, 08:49:04 AM
Yes, It is:
<placeWorkers>
      <li>PlaceWorker_OnSteamGeyser</li>
</placeWorkers>

And it is correctly limiting it. If you try placing it anywhere else it gives the error "Must be placed directly on a steam geyser" as you would expect. But when you have it over a geyser it says  "Space already occupied".

I am having a look in  Verse.GenSpawn.CanPlaceBlueprintOver() and Verse.GenSpawn.BlocksBlueprintInstantiation() and it looks like there are a number of tests cases hard coded to allow Geothermal Generators over Steam Geyser.

      if (oldDef == ThingDefOf.SteamGeyser)
        return newDef == ThingDefOf.GeothermalGenerator;


So it looks this might not be possible to have other buildings built over SteamGeyser now?

Anyway I will have another look a it tomorrow and if I cant get that going I might make it so it removes Steam Geyser near it as a workaround.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: deadlydullahan on May 06, 2015, 10:02:39 AM
A temporary work around for getting rid of steam-geysers would be to go into the core defs and looking under things>buildings_natural and changing <destroyable>false</destroyable> to true like I did below. This'll let you enter dev mode and destroy the steam_geyser. It's cheatsy but it's a work around. Also I'm not sure if it's due to <neverOverlapFloors>true</neverOverlapFloors> that prevents the laser filler from overlapping the geyser; it just caught my attention is all.

<ThingDef ParentName="BuildingNaturalBase">
<category>Ethereal</category>
<label>steam geyser</label>
<defName>SteamGeyser</defName>
<thingClass>SteamGeyser</thingClass>
<graphicPath>Things/Building/Natural/SteamGeyser</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<graphicShaderType>Transparent</graphicShaderType>
<altitudeLayer>Floor</altitudeLayer>
<destroyable>true</destroyable>
<useHitPoints>false</useHitPoints>
<tickerType>Normal</tickerType>
<selectable>true</selectable>
<description>Natural steam source.</description>
<size>(2,2)</size>
<graphicOverdraw>true</graphicOverdraw>
<neverOverlapFloors>true</neverOverlapFloors>
<blockPlants>true</blockPlants>
</ThingDef>
</ThingDefs>
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.17.1 - 27/04/2015
Post by: HerrColonel on May 08, 2015, 09:58:18 AM
Hello
I used and enjoyed this mod so far
But now in alpha 10, the SIF shield seems to not work correctly (don't affect walls/embrasures but affects sandbags)

I'd love to use it again when SIF shield will be fixed
(or if someone know how to tweak the files to make it work I want to know)
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.18.0 - 09/05/2015
Post by: Jaxxa on May 09, 2015, 02:08:24 AM
New version time. Should fix that issue with the SIF shield and a few other bugs.
Also this is the first time I have (deliberately) left the vehicle module in. It is still very rough and using placeholder art, and I am not even certain what direction I am taking it.

The gist of it is that you can build the vehicle bay, then from that build a vehicle, you then need to man it with one of your colonists and hey can drive it around the map (quickly), you can carry more resources / colonists around and is armed with mechanoid style weapons. Let me know what you think

Quote0.18.0
-Initial Alpha of Vehicle module
-Fix for Personal Shields
--Not recognising when charger is disabled
--Attempting to charge full shields
-Laser Filler now works on Area of Effect
-Removed EmbrasureConduit
-SIF Shielded buildings are now read in from XML to be easily edited.
--Included by default are:
---Sandbags
---Wall
---Door
---Autodoor
---Embrasure
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.18.0 - 09/05/2015
Post by: HerrColonel on May 10, 2015, 07:25:35 PM
Thank you modder for your quick update
Bugs are fixed and your mod is still one of the best for defense
I personnaly use embrasure and shields
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.18.0 - 09/05/2015
Post by: bigmap on May 15, 2015, 10:29:26 AM
SIF Shielded have a BUG, unable to save.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.18.0 - 09/05/2015
Post by: Jaxxa on May 16, 2015, 01:28:52 AM
Quote from: bigmap on May 15, 2015, 10:29:26 AM
SIF Shielded have a BUG, unable to save.

Updated, should fix that. Let me know if it doesn't.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.18.1 - 16/05/2015
Post by: bigmap on May 16, 2015, 04:02:11 AM
thanks ,it's ok!


Switching “ Show Visually ” mode have is a mistake,


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.18.1 - 16/05/2015
Post by: Jaxxa on May 16, 2015, 04:49:18 AM
Noted, will fix that on the next version.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.18.1 - 16/05/2015
Post by: Phaesake on June 08, 2015, 12:21:04 AM
I dunno if this has been covered yet on the topic about the Fortress Shield not stopping drop pods (Raids from drop pods, trading...). It seems that when I tried to load into my save game with a Fortress Shield in it already, it didn't work against drop pods.

I am not a coder at all and don't know any fixes for this in code. But a rudimentary way to fix this is to go into Dev mode, deconstruct the old fortress shield and build a new one in God Mode. If there is any other easy way please lemme know! ;D
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.18.1 - 16/05/2015
Post by: Flarestarchild on June 14, 2015, 12:52:36 AM
Hey Jaxxa, any eta on if/when you will be updating this to A11? I saw you have been working on it on GitHub but nothing anywhere else.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.18.1 - 16/05/2015
Post by: Jaxxa on June 14, 2015, 05:15:10 PM
Hope to have it up in the next day or two.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.18.1 - 16/05/2015
Post by: Clibanarius on June 15, 2015, 04:27:59 PM
Quote from: Jaxxa on June 14, 2015, 05:15:10 PM
Hope to have it up in the next day or two.
Ooh, thank you. I can't wait, personally!
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.18.1 - 16/05/2015
Post by: Clibanarius on June 16, 2015, 07:32:38 AM
Okay, this and T's Mods are the only two mods I need before playing RimWorld alpha 11! Any status update on the ETA, Jaxxa? I'm praying to the god that is you for this.
Title: Re: [MOD] (Alpha 10) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Jaxxa on June 16, 2015, 04:20:08 PM
Put up an initial version.
Have been really busy recently so haven't got vehicles and star gates working properly to the level I want, but I figured I may as well put everything else up.
Title: Re: [MOD] (Alpha 11) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Patrykbono20 on June 17, 2015, 12:34:03 AM
Thanks for update Jaxxa :D
Title: Re: [MOD] (Alpha 11) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: dafrandle on June 18, 2015, 01:14:40 PM
hi , when i activate your mod it removes my menu gui, and upon a relaunch i get black screen

this log may note mods in it, but they are not conflicting, because i did the previously without other mods and got the same results.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 11) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Evolvarium on June 19, 2015, 06:45:33 AM
Quote from: dafrandle on June 18, 2015, 01:14:40 PM
hi , when i activate your mod it removes my menu gui, and upon a relaunch i get black screen

this log may note mods in it, but they are not conflicting, because i did the previously without other mods and got the same results.
I have the same problem. I have to go into the mod folder and remove the mods then relaunch the game.

The ED-Core works fine but the Gui disappears after I try the launch the ED-LaserDrill, ED-Embrasures, ED-Vent, ED-VisibleRadius. Not sure if this helps but I hope it does.
Title: Re: [MOD] (Alpha 11) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: nmid on June 19, 2015, 07:55:25 AM
I have your RimWorld-Enhanced-Defence_0.19.0.zip..
Don't think nexusmod has the latest version.

ty for the mod, trying it out in A11 core.
Title: Re: [MOD] (Alpha 11) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: ballandroll on June 19, 2015, 10:03:05 PM
Quote from: dafrandle on June 18, 2015, 01:14:40 PM
hi , when i activate your mod it removes my menu gui, and upon a relaunch i get black screen

this log may note mods in it, but they are not conflicting, because i did the previously without other mods and got the same results.

I also got this problem with all file except ed-core
Title: Re: [MOD] (Alpha 11) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Dave-In-Texas on June 19, 2015, 11:42:36 PM
I've not been having any issues, thankfully.

i'm using laserdrill, omnigel, plants24 and shields.  weird that i'm not having any trouble.. perhaps there is a version conflict on one or most hosts?

edit:  i'm 99% certain i downloaded 19.0 from mediafire :)
Title: Re: [MOD] (Alpha 11) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Evolvarium on June 20, 2015, 02:47:41 AM
I must have downloaded an older version. I probably just grabbed the first mediafire version instead of the most updated on lol.

Thanks for the great mods!
Title: Re: [MOD] (Alpha 11) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Jaxxa on June 20, 2015, 04:37:00 AM
Glad you got it figured out.

It looks like the upload didn't work properly on Nexus mods last time, have just put the latest version on it now.
Title: Re: [MOD] (Alpha 11) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: nmid on June 20, 2015, 04:42:03 AM
ty :)

Btw, can you change the order of the versions in your 1st post.. it is a bit of a hiccup :p
Latest on the top, older ones at the bottom... we are all so used to the email chain method, lol.
Title: Re: [MOD] (Alpha 11) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Jaxxa on June 21, 2015, 07:06:32 AM
Thanks for the feedback, changed it to hopefully be more obvious.
Title: Re: [MOD] (Alpha 11) Enhanced Defence - 0.19.0 - 17/05/2015
Post by: nmid on June 21, 2015, 02:33:49 PM
this works too :)
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: vagineer1 on June 24, 2015, 09:30:38 AM
Is it possible to just download the Embrasures mod and the shields mod? Those are the only ones I want out of this.
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: nmid on June 24, 2015, 02:09:17 PM
You can...
RimWorld-Enhanced-Defence_0.19.0
has all the mods in different subfolders.

Just remember to add ED-Core and then you can add ED-Embrasures+ED-Shields.
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: vagineer1 on June 24, 2015, 03:20:49 PM
Quote from: nmid on June 24, 2015, 02:09:17 PM
You can...
RimWorld-Enhanced-Defence_0.19.0
has all the mods in different subfolders.

Just remember to add ED-Core and then you can add ED-Embrasures+ED-Shields.

Ah thank you.
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Materialjam on June 27, 2015, 03:02:46 PM
Not entirely sure if this was a one-time only thing or perhaps some sort of a compatibility issue between mods, but I recently had some raider drop-pods drop in the area of a fortress shield?

It would not be such a big deal to me if I did not have multiple, and the idea that they might drop deeper into my base worries me since I had built it thinking I would not have to worry about internal threats. Thanks!
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Jaxxa on June 28, 2015, 03:57:41 AM
Are you running the latest version of the mod / latest rimworld?

That issue has come up a bit before, I was hopeful that is was fixed in the latest version, but I have never been able to replicate it consistently.
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Materialjam on June 30, 2015, 04:07:07 PM
I know it is with the latest version of Rimworld, but I will redownload the mod and retry later. I'm on vacation, or else I would try to be more help!

When I get the chance I will try it with and without mods also, as it might be some kind of conflict or another. Like the last complaint, though, it only occurs when reloading a save file and can be fixed by demolishing and rebuilding the generator. Nothing game-breaking, so I can't complain too much!
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Vas on July 03, 2015, 04:09:14 AM
Your 24 hour plant thing no longer seems functional.
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: ThirdEye on July 04, 2015, 02:58:15 AM
I can't seem to get the Stargate or Orbital Command modules to work. When I finish building nothing appears.
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Jaxxa on July 04, 2015, 06:14:29 AM
Quote from: Vas lihttps://ludeon.com/forums/Smileys/default/rolleyes.gifnk=topic=6636.msg147641#msg147641 date=1435910954
Your 24 hour plant thing no longer seems functional.
Can you please give me more details, I have not had any trouble with it. Is it only some plants that are not working or all of them? Are you certain that you have the load order correct?

Quote from: ThirdEye on July 04, 2015, 02:58:15 AM
I can't seem to get the Stargate or Orbital Command modules to work. When I finish building nothing appears.
Are you certain that you have the load order correct? What version did you download?

Quote from: Materialjam on June 30, 2015, 04:07:07 PM
I know it is with the latest version of Rimworld, but I will redownload the mod and retry later. I'm on vacation, or else I would try to be more help!

When I get the chance I will try it with and without mods also, as it might be some kind of conflict or another. Like the last complaint, though, it only occurs when reloading a save file and can be fixed by demolishing and rebuilding the generator. Nothing game-breaking, so I can't complain too much!

Thanks any issue you can post steps to persistently recreate will be a big step in me fixing it.
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: ThirdEye on July 04, 2015, 11:47:20 AM
Quote from: Jaxxa on July 04, 2015, 06:14:29 AM
Quote from: ThirdEye on July 04, 2015, 02:58:15 AM
I can't seem to get the Stargate or Orbital Command modules to work. When I finish building nothing appears.
Are you certain that you have the load order correct? What version did you download?

See attached for mod order, and I am using the github build with Alpha 11.

[attachment deleted due to age]
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Jaxxa on July 04, 2015, 10:31:00 PM
Quote from: ThirdEye on July 04, 2015, 11:47:20 AM
Quote from: Jaxxa on July 04, 2015, 06:14:29 AM
Quote from: ThirdEye on July 04, 2015, 02:58:15 AM
I can't seem to get the Stargate or Orbital Command modules to work. When I finish building nothing appears.
Are you certain that you have the load order correct? What version did you download?

See attached for mod order, and I am using the github build with Alpha 11.

Best not to use the Github builds, you should use one of the release downloads from the Nexus or mediafire.
Github was a source only release, I just switched to having the binaries up there now, but still not a good idea as they are exactly what I am working on now and even less of a guarantee that they are stable than the other main versions.
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Lonely Rogue on July 05, 2015, 12:23:47 AM
Does this work for 11b I can't find out
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Jaxxa on July 05, 2015, 09:39:59 PM
It might work in 11b, not certain.
But the an official 11b update and return of the Stargate module should be up later today.
Title: Re: [A11] Enhanced Defence - 0.19.0 - 17/05/2015
Post by: Jaxxa on July 06, 2015, 12:13:13 AM
I am thinking about splitting the mod up into separate mods, so each module would be a different download. What do you guys think about that?
So far I can think of.

Advantages:

  • Only download the ones you want.
  • Only update what you need, if you are not using one module no point updating it. (less chance to break save games).
  • Update one part at a time, e.g. remove all shields from your game, update the shield mod, and load the save game to see if it works / able to stay on older versions of some modules until you start a new save while using newer parts of others.
  • Separate .dll's in each module, less reliance on load order.

Disadvantages:

  • Aditional Overhead when developing, it will take longer for me to get all the modules updated, to a new version, but updates have slowed down recently and look to be pausing for months, so this might not matter too much.
  • If you want everything you have a dozen separate files to download.
  • Shared code between modules would be duplicated, could potentially reduce interconnectivity between modules.

I put up a poll to get feedback.
Title: Re: [A11B] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on July 06, 2015, 04:18:16 PM
New update.

Quote0.19.1
-Changes to Visual studio output location
-Now include .dll in github repository
-Now building against Alpha 11B Binaries
-Removed some conflicting hotkeys
-Updating Stargate to Alpha11
Title: Re: [A11B] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: nmid on July 07, 2015, 05:00:31 AM
Wow.... a crazy but obvious idea for a "cross-over" just entered my head...
Can a undestructable & fixed star gate be a starting fixture to your colony and the jaffa faction (from another mod) use it to 'visit' your colony?
Title: Re: [A11B] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Vas on July 07, 2015, 04:53:52 PM
I like the shields in this mod, I just wish you could set them to ignore friendly fire, so I can shoot through them.  When I use a line of shields to defend a very large wall, I can't shoot through it because shields are overlapping.  When I use two shields together to compensate for one going down and giving the other time to recover, I can't shoot through it, if I make it so I can, I get shot, like not having a shield at all.  A single shot and my colonist's liver was shot out, so I can't even take them down for a long enough time to shoot a few rounds first.
Title: Re: [A11B] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on July 07, 2015, 07:26:14 PM
Quote from: nmid on July 07, 2015, 05:00:31 AM
Wow.... a crazy but obvious idea for a "cross-over" just entered my head...
Can a undestructable & fixed star gate be a starting fixture to your colony and the jaffa faction (from another mod) use it to 'visit' your colony?
That would be sweet, should be possible, but would take a bit of work in sections that I have not touched on much, mainly map generation, events and the AI.

Quote from: Vas on July 07, 2015, 04:53:52 PM
I like the shields in this mod, I just wish you could set them to ignore friendly fire, so I can shoot through them.  When I use a line of shields to defend a very large wall, I can't shoot through it because shields are overlapping.  When I use two shields together to compensate for one going down and giving the other time to recover, I can't shoot through it, if I make it so I can, I get shot, like not having a shield at all.  A single shot and my colonist's liver was shot out, so I can't even take them down for a long enough time to shoot a few rounds first.

Can you post an image of what you mean?
You should be able to fire out from anywhere inside the shield.
Title: Re: [A11B] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Mr.Cross on July 07, 2015, 07:37:50 PM
Stargate
Adds a Stargate System, Allows for the Transport of Personnel and Supplies between Colonies.

Does this mean the world map, as in you are able to visit other colonies(friendly/enemy factions)?
Or just between your saves/Home map?

The same question is for the Drop pod mod as well.
Title: Re: [A11B] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on July 07, 2015, 07:47:52 PM
Quote from: Mr.Cross on July 07, 2015, 07:37:50 PM
Stargate
Adds a Stargate System, Allows for the Transport of Personnel and Supplies between Colonies.

Does this mean the world map, as in you are able to visit other colonies(friendly/enemy factions)?
Or just between your saves/Home map?

The same question is for the Drop pod mod as well.

The Stargate is between different Saves / Home maps.
I would like to be able to visit friendly/enemy factions, but that wound need to be able to generate full working colonies and populate them.
I may add the ability to send colonist away to those places on missons, but you would be staying at your colony.

The Droppods are just on the one local map, but quickly gets to any point.
Title: Re: [A11B] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Mr.Cross on July 07, 2015, 08:20:01 PM
Ah, Ok thank you for clearing that up.
Title: Re: [A11B] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Vas on July 08, 2015, 11:24:39 AM
Quote from: Jaxxa on July 07, 2015, 07:26:14 PM
Can you post an image of what you mean?
You should be able to fire out from anywhere inside the shield.
http://steamcommunity.com/sharedfiles/filedetails/?id=477276943
I turned off my green shield graphics (fortress) but yea, it's pretty bad, I can't even shoot hostiles when they are inside another shield while I'm standing 3 feet away in another shield.  The SIF shield is the only one I like using because it doesn't block gunfire, but it also doesn't protect my colonists, so I have to rely on 100% turret defenses or disposable colonists or droids that can't shoot worth a damn.  You can see that I overlap a lot of shields to protect a large area rather than making a pillbox with a single shield.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: 1000101 on July 08, 2015, 02:04:35 PM
It's not a problem with the shields, it's a problem with where you set them up.

I make sure that only the end of of killbox has a shield extending just past the fortified end so my guys can shoot out but have cover from incoming shots.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Yas on July 09, 2015, 04:19:41 PM
Hello Jaxxa.

Votes for "keep it as it is" cause its easier for me to find those of ur mods I like if they are together. And since its modular I can do cerry picking. So, everything fine to me :).

Maybe u want to rethink the mods name thought since not everything is enhanced defence anymore? Sth more general like "Jaxas awesome mods" (u may quote me here, so its not like u show off with it ;) ).

Just my 2 cent.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on July 09, 2015, 08:01:51 PM
Yeah, I have been thinking of renaming it for a while. Just trying to decide on a name that I am happy with.
I am currently leaning towards "Enhanced Phoenix Edition", with the acronym EPE.

Since this started as updating a dead mod to work on a newer version, hence the Phoenix imagery.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Vas on July 13, 2015, 12:35:20 AM
You forgot to make your SIF and Fortress shields cost any resources.  I've also made an addon.  :P  Though I'm still having some trouble with it.
https://ludeon.com/forums/index.php?topic=14192.msg147795#msg147795
None of the art or anything was included, just a simple XML is all so it still requires your mod completely.  I made it cause it gets real laggy having 50 SIF shields and such.

There was a few thoughts I had on idle power usage as well.  Making the power usage go down further like to 20% of the power usage of charging.  E.G. if it takes 1000 to charge, 200 to keep it up, based on the fact that once it's stable, it's not hard to maintain a field unless something hits it.  But for now, I kept it all the same ratios as yours, except maybe the largest one which might be off a bit.

Lemme know what you think Jaxxa.  :P
Quick question, does your mod only work with your embrasures or embrasures from other mods as well?  Like the other embrasure mod which I seem to feel is more official, but decided not to use it because I wanted shields around them.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on July 13, 2015, 07:25:09 AM
Hey Vas.

I were you looking in game or in the code to see that the shields don't cost resources? In the xml I have a cost set for ShieldBase so as far as I know that should be inherited for all shields if I don't specifically set one.

Interesting idea about reducing the idle power to about %20, I will looking that next time I play and see how it goes.

It is intended that SIF shields should work for the other embrasure embrasure. It matches based on the name and if it does not find it you can customize the list of names in the .xml file. Let me know if you cant get that working.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Vas on July 13, 2015, 12:16:21 PM
Quote from: Jaxxa on July 13, 2015, 07:25:09 AMI were you looking in game or in the code to see that the shields don't cost resources? In the xml I have a cost set for ShieldBase so as far as I know that should be inherited for all shields if I don't specifically set one.
Well, the reason I stated the no cost of those two is because they are very large objects and should cost more than that standard amount.  Take a look at the costs I used for mine, might give you an idea.  I used gold for the larger heavier duty things because gold is a better conductor and could make it easier to store large amounts of energy for a better shield.

Also, I think that the shields shouldn't go down after the power is cut.  I believe that the shield number should steadily drop over time as it loses power instead of instant off.  It's very annoying because, I can't make certain modifications to my network, or  if an explosion happens that cuts off the power to the shield, or some misc other thing happens that takes out power even for a second.

Instead of making them store battery power which could work as a disadvantage to those who don't use the conduit explosion nullifier mod I made, you can use the shield value as the storage and just drop it steadily over time at the same rate it charges at.

Also tried to make a shield that would have a radius of 75, but the game said the radius max is 56.40036.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on July 13, 2015, 07:14:56 PM
Ok, so it is not that it does not cost any resources, it is that it's cost is too low, I agree with that and will look at increasing it for the next release.

Interesting idea with the power and something I have been thinking about recently, I am intending to overhaul the mechanics of how shields are working so it may happen when that does.

There are some limitations to the functions that I am using in the engine, looks like you found one of them. I could look at a different way of doing it to get around that limitation, but I think 56 it probably an ok maximum for now.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Lonely Rogue on July 15, 2015, 09:23:41 AM
I believe the embrasures need balancing, currently they cost the same as the regular wall, and this doesn't fit right, for one, it should take less material because there is a giant hole in the wall! Second, it should take more work to balance the boon of being able to shoot through it.

Also, can turrets shoot out of them?
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on July 16, 2015, 12:13:33 AM
Turrets can shoot out, but I don't know if they get a defence bonus.
I like the idea about making them take longer, but not to use less resources.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Zapp Brannigan on July 19, 2015, 10:38:13 AM
I can't seem to place the auto loader. I have used it in the past with A10 and A9 with out issue. I have a number of mods installed but none of them effect the mortars. I have attached a screen shot.

[attachment deleted due to age]
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on July 19, 2015, 04:12:43 PM
Using Auto loaders to give ammo to turrets is not currently supported.
I am planning to reimplement it at some stage.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Othobrithol on July 21, 2015, 11:40:38 AM
I have not read through the whole thread, so this may have been suggested before.

Have you considered making the shields (particularly the fortress shield) adjustable? I think perhaps being able to adjust the shield size (with a corresponding drop in durability or increasing energy cost) would both increase base design flexibility, efficiency as well as provide some tantalizing dilemmas to the player.

Do I expand the shield to cover the outbuildings? Do I roll back shield coverage when my steam plant is destroyed, exposing the greenhouse? Do I risk leaving a few tiles of constructed roof exposed to drop pods, or do I have a few less turrets and get full coverage?

Bonus points if it's adjustable on two of the three variables.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Hayhorse on August 09, 2015, 02:53:26 PM
Can't seem to find the load order. Maybe add that to the OP?
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on August 09, 2015, 07:30:10 PM
Each module has a list of the "Requires" in it's description.
Although as long as you have the core module first, the load order should not really matter after that.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: «Temple» on August 09, 2015, 08:47:48 PM
Hey you should have separate modules of this mod like stargate, wired power and other things and also have another version with it all in one mudpack.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Snownova on August 10, 2015, 03:22:20 AM
Quote from: Hunter00064 on August 09, 2015, 08:47:48 PM
Hey you should have separate modules of this mod like stargate, wired power and other things and also have another version with it all in one mudpack.

They already are separate folders in the download, so you can just put the core and the ones you want in your mod folder and leave out the ones you don't want.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: «Temple» on August 24, 2015, 04:05:36 PM
Sorry haven't played since A7, so I don't know what the files look like anymore. :P
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: pauloman on August 26, 2015, 12:15:00 PM
Love this mod! Will it be updated to A12?
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on August 26, 2015, 05:33:46 PM
In a way.

On the one hand I will not be making any updates to Enhanced Defence anymore. On the other hand look for my new mod with a slightly different name and suspiciously similar modules in the next few days.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Patrykbono20 on August 27, 2015, 03:25:51 AM
whether it's a epidemic with these mods?

Very missed your mods :D
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on August 28, 2015, 09:55:02 PM
New mod is up now.
https://ludeon.com/forums/index.php?topic=15606.0
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Schanic on August 31, 2015, 08:45:39 AM
Is it only me other does the shield work? I can build them but they disappear when they are done. have been like this since alpa 11 for me.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on September 01, 2015, 08:28:09 PM
You will want to get my new mod if you want to use it in Alpha 12, this mod is Alpha 11 only.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: henkepro on November 02, 2015, 03:04:16 PM
My plants grown on hydroponics don't autoharvest when fully grown and with the 24H plant mod enabled I can't harvest plants at all? There is only Cut plant option.
Title: Re: [A11b] Enhanced Defence - 0.19.1 - 07/07/2015 (New Poll)
Post by: Jaxxa on November 02, 2015, 05:01:10 PM
What version of Rimworld are you running?
This mod is for the older Alpha 11.

If you want the latest Alpha 12 version check out my new mod.

https://ludeon.com/forums/index.php?topic=15606.0