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RimWorld => Releases => Mods => Outdated => Topic started by: Rikiki on October 17, 2014, 06:46:46 PM

Poll
Question: What should be modified to balance the high precision lasgun?
Option 1: Reduce range (45 -> 40 like a m-24). votes: 9
Option 2: Reduce range and increase damage votes: 14
Option 3: This weapon is awesome and should not be modified! (kidding) ;-) votes: 30
Option 4: Other (please specify how) votes: 1
Title: [MOD] (Alpha 7) Mining&Co.: Security enforcement (V1.5 12-11-2014)
Post by: Rikiki on October 17, 2014, 06:46:46 PM
Mining&Co.: Security enforcement


  Dear customers, some of you recently reported a bounce of pirate activity in the rim sector. Mining & Co. is always trying to get its customers happy and "A dead customer is a bad customer!".
So we are proud to present you the last creation of out Security enforcement department: laser weapons!
Combined with our new alarm system, the alert speaker, you will never get cought sleeping in your bed during a pirate raid! (a light system is also provided for deaf people).

(http://i.imgur.com/o8IGPRm.png)

Features

1. Laser weapons
(http://i.imgur.com/oawpJIF.png)
Our product range has been designed to satisfy most demand:

  • The standard laser rifle is the base of any defense.

    • High range
    • Medium firing rate
    • Medium damage
  • The prism rifle is generally used by shock troops during pirate nests cleansing.

    • Low range
    • Medium firing rate
    • High damage
  • The gatling laser is here to deal with massive invasion of local fauna:

    • Medium range
    • Low firing rate
    • Low damage
    • 20 shots per burst!
  • The heavy lasgun has been particularly engineered to repel heavily armor targets:

    • Short range
    • Low firing rate
    • High damage
  • The high precision lasgun is the deadliest weapon at long range:

    • Very high range
    • Very low firing rate
    • High damage
    • Once the target is acquired, the shot is assured
(http://i.imgur.com/Xa5xi1q.png)

2. Alert speaker

This device as its name indicates will warn you of a threat. According to the current level of danger, the alert speaker will emit a light and a siren sound:

  • No danger: green light, no sound
  • Low danger: yellow waving light, 2 loud sirens
  • High danger: red flashing light, 4 alert sirens
As every good manager knows, some pression makes always your guys work harder and faster (joking! ;D).
It is the same for your colonist when they have to defend their lives!
=> a low or high level of danger provides your colonists a bonus of speed and aiming time as well as a boost of adrenaline.

Warning! Prolonged exposition to danger tends to tire up your workers!

User manual

Here is the simplified tech tree:

                                                             => Prism rifle/crysteel
                                                             => Laser Gatling
Integrated circuits board => Targeting module => Laser rifle => Heavy lasgun
                                                             => High precision lasgun
                          => Alert speaker

Please find the complete tech tree here (https://www.sendspace.com/file/wzvlbl) (will be updated soon).


How to obtain your own laser weapons:

  • Buy some from weapon trader
OR
(http://i.imgur.com/cHsy4gL.png)
  • Build a security workbench
  • Research requirements (Integrated circuits board) from the Common techtree
  • Research the Weapons techtree to unlock the desired weapon
  • Craft the required ingrdients: energy pack (Electronics workbench) and targeting module and weapon parts (Security workbench)
  • Craft the desired weapon

How to build an alert speaker:

  • Must be built near a wall
  • Must be powered to work

Technical notes

This mod defines custom XML parameters. This section will explain how to use and tweak them.
(Coming soon! But you may still experiment by yourself, little impatients... ;))

Showroom

Heavy lasgun warming up (mind the custom dynamic warmup effect):
(http://i.imgur.com/rEwacbR.png)

Heavy lasgun firing:
(http://i.imgur.com/sOoSuIy.png)

=> Alert speaker in action! <= 8) (http://imgur.com/a/v8Ytu)

(http://i.imgur.com/lMA837I.png)

Technical support

Mining & Co. is continuously trying to improving its product to raise its customers satisfaction.
Please leave us our feedback. Balancing cannot be done without you, loyal customer!

Next steps

  • Replace the security workbench temporary texture.
  • Balance improvements based on your feedbacks!

  • Another item is in study by our engineers => alert speaker.
Limitation: only the standard "laser rifle projectile" is working for turrets.

Changelog


V1.0
* Initial release

V1.1
* Completely reviewed the prices and values.
* Added a proper texture to the security workbench.
* Simplified the dynamic recipe addition.
* Increased laser gatling damage (4 --> 8 = minigun damage)

V1.2
* Correction of the workbench "lost recipe" bug

V1.3
* Added alert speaker.

V1.4
* Added prism rifle and crysteel.
* Correction of various possible exploits (droping malus, ...)
* Standard laser beam is now usable by turrets (laser with custom warmup will not be supported, feel free to code it yourself! ;))

V1.5
* Finally corrected a bug where only the first built alert speaker would give bonus (Shinzy's bug I guess :D).



Compatibility notes

Mining & Co. is trying to make its mods modular. However, you need the Mining & Co. Common (https://ludeon.com/forums/index.php?topic=5930.0) mod.
You need to activate Common mod first, for example:
- Mining & Co. Common
- Mining & Co. Weapons
- Mining & Co. AlertSpeaker


Credits

Laser rifle, laser gatling and high precision lasgun are based on textures provided by Viperlol. Thank you again mate! :)
The laser rifle sound is from Werne (see the corresponding Nexus page (http://www.nexusmods.com/fallout3/mods/16435/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D16435%26preview%3D&pUp=1)).
LowDangerAlarm.wav: see this page (https://www.freesound.org/people/rene___/sounds/56778/).

Modders note

You may be interrested in the following features:

  • Recipes at Security workbenches become available according to researches
  • Custom projectile warmup effects
  • Draw dynamic textures
  • Use of "warmup" pawn stance
  • Mood and (light) apparel management
  • Use of dynamic glowers

License

You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).

Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.


Download

(http://i.imgur.com/dS96a7B.png)

M&Co.: Common V3.2 (https://www.sendspace.com/file/fm38n6)
M&Co.: Common V3.2 source (https://www.sendspace.com/file/aqoz7e)

M&Co.: Security enforcement V1.5 (https://www.sendspace.com/file/yff1dl)
M&Co.: Security enforcement V1.5 source (https://www.sendspace.com/file/b2w48i)
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: WolfgangPolska on October 18, 2014, 02:09:51 AM
It looks great ! :) However, I'll wait untill more "stable" release .
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: Rikiki on October 18, 2014, 02:24:16 AM
Oh, it is stable, :) I just need to rework the first post and the security workbench texture.

It needs surely some balance tweaks however, like any new mod... ;)
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: mrofa on October 18, 2014, 05:56:07 AM
Thats a quite nice codding on beams, its so nice that i didnt understand a thing which is why i think its nice :D
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: Rikiki on October 18, 2014, 07:36:38 AM
 ;D Just ask away!
I will be pleased to help you understand and improve/use it.
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: Rikiki on October 20, 2014, 07:24:34 AM
Hi Canute, thanks for the feedback. :)

About the continuous beam weapon:

  • the small continuous damage with 100% accuracy is possible: just make a mix of the HighPrecisionLasgun (100% acuracy) and LaserGatling (multiple burstshots).
  • however, there are several points to note:

    • I already tried to do this and the graphical result is poor on moving targets. I did not figured how to get the Vector3 position of the target so the beam will "jump" from one cell to another when the pawn is moving.
    • 100% accuracy weapon breaks the game feeling (a crashed civilian is not the best person to handle and aim with a heavy lasgun you know ;D), so this gun would be a little bit OP - or need a huuuuge warmup time.

I will try to work on this again but don't expect a fast result... :-\

About the prices, yeah I know this is not well balanced and that is why your feedback is precious! :D I will look into it for next version.
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: Rikiki on October 21, 2014, 03:24:26 AM
Mmmh, I am not sure about the high precision lasgun range.
I wanted it to be 100% accurate with a very high range to represent the fact laser ray is more precise than a bullet.
This is balanced by the high warmup time and lower damage than M-24 (35 instead of 40) so it cannot insta-kill with a shot in the torso.

I will add a poll to see what want most users. :)

Thanks again for the feedback! ;)
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: Rikiki on October 21, 2014, 08:50:47 AM
Nope, weapons with custom warmup (Heavy and High precision lasguns) do not take into account the pawn firing stat (Trigger happy or Carefull shooter). It is for now a fixed time because it broke the warmup effect.
Buuut, I don't see the point equiping a psychopath with a fine and precise sniper... ;) Better give him a minigun ;D

I will look again to try and correct it tonight. :)

Still no answer to the poll. For now, Lee-enfield has 37 range, M-24 has 45, so why not a High prec lasgun with 50? See it as a superior sniper and mind the price to make it (1100 instead of 370, this is very expensive I believe) :D
I have not yet tested it against a real siege party though. I'm a modder, no time to play you know ;D
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: sanya02 on October 23, 2014, 01:07:59 PM
.
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: eatKenny on October 27, 2014, 12:49:33 PM
hi, i've been trying to implant your laser weapon to my turret mod to creat some over-powered fun turrets, i made a turret-base and add your laser rifle as weapon on the top of it but seems not working properly(might have something to do with custom warm-up?). since i'm not a coder i'd like to ask for your help.

see below: Laser rifle works fine in colonist's hands but dosent work on a turret ???

(http://i61.tinypic.com/2ezjk41.jpg)
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: Rikiki on October 27, 2014, 01:17:42 PM
Oh yeah, I had to make some choices to simplify the code and those kind of projectiles are not supprted for the turrets.
It may change in the future but I am not a fan of the turrets packs so... maybe not... :(

If you are not a coder, sorry but I have no time to implement this for now. :-\ If you can modify C# code, then go into the source and look for all pawn references. You must then test each time if it is a turret building and a pawn before getting the right variable (firingPawn.equipment.Primary...).

Sorry, but I have really too few time and I must concentrate my efforts on things I have in mind for now. Let's hope another "touch-to-everything" modder might want to help you though... :D
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: jonbrant on October 27, 2014, 02:42:01 PM
What's with all the QQ over balance? If you don't like it, don't use it. I'm also having the issue with ED Turrets. 10 units on map and getting 1 frame every few seconds due to all the errors D:

My take on the laser sniper rifle: Increase the cooldown enough for the sniper to close the range gap
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: Weyrling on October 27, 2014, 04:39:41 PM
Excellent set of mods you've made so far, I've been using them for a day or two, the mining system is excellent, and crafting weapons is awfully nifty, but the laser weapons seem a bit awkward in practice.
Note: Potentially science-based intuition ahead.

Regarding laser weapons in general I believe the bottleneck should be cooldown and not aiming/charging(?) duration, lasers within (relatively) short ranges travel nigh instantaneously so they would take less time to aim than a conventional weapon. However they're one of the few weapons that would require a literal cool down period after the lens(es) heat up. Your lasers seem to work the opposite way, they take a long time to fire but have no cool down period (Are the energy packs charging them at the speed of potato?).

I'm not sure what the balance would look like, but the cooldown would probably have to be much longer than the current warmup time, making it great for alpha strikes but bad at prolonged engagements.
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: Rikiki on October 27, 2014, 06:20:20 PM
Thanks for this really interresting feedback! :)
Here are some answers to your remarks/notes:

Quotebut the laser weapons seem a bit awkward in practice.
Precision is determined by
- the weapon accuracy: M&Co. laser weapons are already very high compared to core weapons, I may tweak this in the future based on general feedback,
- pawn shooting stat: I want to keep this important as it is really one of the core game mechanics,
- other factors (light, weather, target size,...)

QuoteI believe the bottleneck should be cooldown and not aiming/charging
You are right but:
- game mechanics offer a nice "aiming pie" warmup animation whereas cooldown only completely block your pawn for no obvious reason,
- to justify the laser weapons high accuracy (especially the high precision lasgun), they all integrate a targeting module which in counter-part needs some time to acquire its target (balance, balance, ... ::) always trying my best).

Quotewould require a literal cool down period after the lens(es) heat up
You can still imagine it is part of the warmup/acquisition time. ;)

QuoteAre the energy packs charging them at the speed of potato?
;D You got me with this! 8)

Quotemaking it great for alpha strikes but bad at prolonged engagements.
You are surely right, batteries would need to be changed often but soldiers could carry some as any other ammunition.
Plus, I don't think this advanced feature would fit well in the current game phase (and it would require a lot of additional work!!! :P)

Thanks again for the comments and see you soon! :D
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V1.1 (28-10-2014)
Post by: Rikiki on October 27, 2014, 07:04:39 PM
Mining & Co. Security enforcement V1.1 is released.
See main post for the changelog. :)
Title: Re: [MOD](Alpha 7) Mining & Co.: Security enforcement V0.9 (18-10-2014)
Post by: eatKenny on October 28, 2014, 05:27:01 AM
Quote from: Rikiki on October 27, 2014, 01:17:42 PM
Oh yeah, I had to make some choices to simplify the code and those kind of projectiles are not supprted for the turrets.
It may change in the future but I am not a fan of the turrets packs so... maybe not... :(

If you are not a coder, sorry but I have no time to implement this for now. :-\ If you can modify C# code, then go into the source and look for all pawn references. You must then test each time if it is a turret building and a pawn before getting the right variable (firingPawn.equipment.Primary...).

Sorry, but I have really too few time and I must concentrate my efforts on things I have in mind for now. Let's hope another "touch-to-everything" modder might want to help you though... :D

initially i was planning making a energy-weapon turret with normal projectiles with some fancy texture(like every other energy weapon), and then i see your damn laser beam and i can't get over with it because it's looks so damn good.

i still hope you can make it if it's not a lot of work, i know nothing about c sharp apart from the name ::), and it seems odd asking others to modify your code. i think i might firstly go back to normal projectile and wait up.

Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: skullywag on October 28, 2014, 06:22:20 AM
The projectile doesmt care if it was fired by a pawn. It just cares about position launched from what it does in the air and what it does on impact. So if you add a "turretgun" and set this as projectile it should work fine. I havent looked at the code though but if OP has followed tue patterns define by the core game I see no reason this wouldnt work.
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Rikiki on October 28, 2014, 06:51:47 AM
The standard laser projectile can be used by turrets (I believe, not tested).
The problem is with the custom warmup laser projectiles which I only designed for pawns. :(

Buuut.... okay, okay I will look into it to adapt it for turrets too when I got some time. ::)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Wex on October 28, 2014, 11:17:16 AM
Ok. A couple of things about using lasers IRL.
Fog messes up with any light projected, so lasers, can't really shoot in fog; unless they are CO2 lasers, which are invisible (good luck in seeing what you're shooting at).
Water (as in rain) deflect laser for the same reason of fog, so reduced range and damage should be taken in account. Shooting into a lake would reduce the range to a couple of meters.
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Rikiki on October 28, 2014, 12:15:53 PM
You are right about IRL lasers but, hey!, this is a "sci-fi western" game, so let's imagine (choose the answer you prefer ;D):
- those lasers are really, really powerfull and can vaporize fog and rain on the way 8)
- we are on a rim world with exotic plants and animals AND exotic atmosphere (:o)
...out of ideas... and getting angry (joking!) >:(
- do you really care about laser weapon efficiency when you crashed on a planet and are fending against tribals and heartless deep-space pirates?!? ::)

On the other (more technical) hand, during a fog/rain event, the weather effect is already taken into account by the core mechanics to compute the overhaul accuracy.

Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Summoned on October 28, 2014, 12:58:10 PM
Quote from: Rikiki on October 17, 2014, 06:46:46 PM
To the last men!
(http://i.imgur.com/jgOmPci.png)

To be honest, I'm not sure it's good advertisement for a weapons dealer to show two of their users dead on the ground and all the enemies still alive. :P
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: eatKenny on October 28, 2014, 05:46:39 PM
Quote from: Rikiki on October 28, 2014, 06:51:47 AM
The standard laser projectile can be used by turrets (I believe, not tested).
The problem is with the custom warmup laser projectiles which I only designed for pawns. :(

Buuut.... okay, okay I will look into it to adapt it for turrets too when I got some time. ::)

oh nice, looking forward to it ::)

PS: i've tested it, the standard laser projectile from "LaserRifle" didn't work on a turret either.
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: eatKenny on October 29, 2014, 08:10:05 AM
test update: when i set <preFiringDuration> and <postFiringDuration> to 0 like below, or delete the whole LaserProjectile parameters section, it works but not drawing the laser beam.

<!-- Projectile_Laser.ThingDef_LaserProjectile parameters -->
    <preFiringInitialIntensity>0</preFiringInitialIntensity>
    <preFiringFinalIntensity>1</preFiringFinalIntensity>
    <postFiringInitialIntensity>1</postFiringInitialIntensity>
    <postFiringFinalIntensity>0</postFiringFinalIntensity>
   
    <preFiringDuration>0</preFiringDuration>
    <postFiringDuration>0</postFiringDuration>
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Rikiki on October 29, 2014, 08:58:40 AM
You must look into the source code if you want to make it work. ;)
Just removing those parameters completely breaks the custom laser mechanics. :( So no warmup and no beam...

I will detail the used mechanics when I have some free time.
Here is the simplified mechanics:


Step 1: warmup projectile (if any):
o from tick = 0 to preFiringDuration =>
   - begins warmup custom animation (depends on the selected projectile thingClass. Heavy lasgun uses Projectile_Laser.Projectile_HeavyLasgun, High precision lasgun uses Projectile_Laser.Projectile_HighPrecisionLasgun)
   - caster pawn is in aim(=wait) stance.
o when tick = preFiringDuration =>
   - ends warmup custom animation

Step 2: ticksBetweenBurstShots:
o from tick = 0 to tick = ticksBetweenBurstShots => just wait

Step 3 : actual projectile:
o from tick = 0 to preFiringDuration =>
   - draw the beam with intensity ramping from preFiringInitialIntensity to preFiringFinalIntensity
o when tick = preFiringDuration => actual shot (apply the damage at destination)
o from tick = preFiringDuration + 1 to postFiringDuration=>
   - draw the beam with intensity ramping from postFiringInitialIntensity to postFiringFinalIntensity


I hope it's clear enough. If not, just wait for some proper graphs and pictures... :D
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: sanya02 on October 29, 2014, 03:18:06 PM
Where are the rest? In the last version it worked!

[attachment deleted by admin: too old]
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Rikiki on October 29, 2014, 06:22:51 PM
Look at the tech tree and you will see you just need some more researches to unlock laser weapons.
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: sanya02 on October 29, 2014, 06:47:01 PM
I have STUDIED ALL!     
in the previous version was all good!
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: sanya02 on October 29, 2014, 07:01:45 PM
All files (Mining & Co.)

[attachment deleted by admin: too old]
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: sanya02 on October 29, 2014, 07:02:24 PM
?

[attachment deleted by admin: too old]
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Rikiki on October 29, 2014, 08:00:49 PM
Again, stop spamming for nothing! >:(
This is a free creation, I don't owe you any fast answer!

Then don't use the "Finish all research" debug tool, it breaks the mod "specialAction" mechanic.
Works fine for me and everyone else if you just follow the tech tree without debug tool.


[attachment deleted by admin: too old]
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: sanya02 on October 30, 2014, 01:53:55 PM
I normally studied tree technology! included only 3 of the fashion!
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Rikiki on October 30, 2014, 04:57:58 PM
- Have you cleaned (so removed) any previous version before unzipping the last update?
- Have you created a new world/started a new colony?
- Have you activated M&Co. Common V3.1 before M&Co.Security?
- Did you read the tech tree?

I always thoroughly test my mods before release. I would have seen this kind of obvious bug.
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: eatKenny on October 30, 2014, 07:13:26 PM
Quote from: Rikiki on October 29, 2014, 08:58:40 AM
You must look into the source code if you want to make it work. ;)
Just removing those parameters completely breaks the custom laser mechanics. :( So no warmup and no beam...

I will detail the used mechanics when I have some free time.
Here is the simplified mechanics:


Step 1: warmup projectile (if any):
o from tick = 0 to preFiringDuration =>
   - begins warmup custom animation (depends on the selected projectile thingClass. Heavy lasgun uses Projectile_Laser.Projectile_HeavyLasgun, High precision lasgun uses Projectile_Laser.Projectile_HighPrecisionLasgun)
   - caster pawn is in aim(=wait) stance.
o when tick = preFiringDuration =>
   - ends warmup custom animation

Step 2: ticksBetweenBurstShots:
o from tick = 0 to tick = ticksBetweenBurstShots => just wait

Step 3 : actual projectile:
o from tick = 0 to preFiringDuration =>
   - draw the beam with intensity ramping from preFiringInitialIntensity to preFiringFinalIntensity
o when tick = preFiringDuration => actual shot (apply the damage at destination)
o from tick = preFiringDuration + 1 to postFiringDuration=>
   - draw the beam with intensity ramping from postFiringInitialIntensity to postFiringFinalIntensity


I hope it's clear enough. If not, just wait for some proper graphs and pictures... :D

i'm really eager to learn C# like a teenager eager to have sex, but because of my stupidity it's just hopeless. with xml moding i can find a lot of examples to compare with but C# is like another world :o

i appreciate your tipps and i do understand the logic but that's it(i did took a peek at the source code and can't understand a thing :-[)

PS: this is my turret mod, i just gave the laser turret a jump start with normal projectile:
https://ludeon.com/forums/index.php?topic=6895.0 (https://ludeon.com/forums/index.php?topic=6895.0)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Rikiki on October 30, 2014, 07:42:59 PM
You're welcome eatKenny! :)
Coding is not so hard. Get a good tutorial and go ride those pesky code lines! Yeeeehaa! ;D

You will however have to be patient for your laser turret as I'm still working on a fun security item.
=Heavy siren sounds= "Colony is under attack! All valid men to the combat posts!"* >:(
*(There is no link with richeygator propaganda speaker)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: sanya02 on October 30, 2014, 07:55:23 PM
1) yes
2) yes
3) yes
4) yes
   
my version of the game 0,7,583 39989!
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: sanya02 on October 30, 2014, 08:51:12 PM
can Skype!? And TeamViewer look?
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Weyrling on October 30, 2014, 09:39:52 PM
Quote from: sanya02 on October 30, 2014, 07:55:23 PM
1) yes
2) yes
3) yes
4) yes
   
my version of the game 0,7,583 39989!
Your problem sounds like a mod incompatibility, are you perhaps using this mod and the version from Tech Tree Minami? Have you tried playing with only these mods?
In many cases any computer issue can be solved by a reset of some kind, worst case you might have the wrong version of Rimworld (I dunno what versions are which), perhaps try redownloading it into a new location, then installing only Mining Co mods.
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: sanya02 on October 31, 2014, 02:46:12 AM
I'm doing everything right! But does not work (

[attachment deleted by admin: too old]
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Rikiki on October 31, 2014, 04:22:48 AM
What are the steps to get this bug?
Is it upon loading a savegame?

Was the workbench built before saving?
I will have another look at it tonight...
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: eatKenny on October 31, 2014, 06:00:52 AM
Quote from: Rikiki on October 30, 2014, 07:42:59 PM
=Heavy siren sounds= "Colony is under attack! All valid men to the combat posts!"* >:(
*(There is no link with richeygator propaganda speaker)
sounds very useful, i hope it's like with one click everyone goes to their own reserved combat position. and with another click all those positions will be saved/updated for next combat ::)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Rikiki on October 31, 2014, 06:09:28 AM
Sorry to disappoint you but no, it is not the idea.
I think Haplo did something like that with a "call to arm" with its strategic/holo map in Miscellaneous.
There was a mod for the "saved combat position" along with other automated tasks in previous alpha but is no longer maintained.
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V1.1 28-10-2014)
Post by: Rikiki on October 31, 2014, 09:27:36 AM
Hi guys. A hotfix is available in the main post concerning the recipes bug when loading a savegame.
This was tested fast, so please report any remaining bug... :P

@sanya02:please next time specify the steps to reproduce the bug, it helps me a lot! :)

For those interrested, the bug was due to the fact that the game only loads the def databases at start-up (and when you change the active mods). So any modification to the database remains valid until the game is shutdown.
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement hotfix (V1.2 31-10-2014)
Post by: sanya02 on October 31, 2014, 02:58:34 PM
Thanks for the correction RIKIKI! Now everything works)) Nice mod!
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement hotfix (V1.2 31-10-2014)
Post by: decomg on November 01, 2014, 09:19:16 AM
I translated the mod to Portuguese, I loved this mod.

M&Co.: Common V3.2 Portuguese
(http://www.mediafire.com/download/wn50tu1j2vgz511/M&Co._Common_V3.2.Pt_Br.rar)

M&Co.: Weapons V1.2 Portuguese (http://www.mediafire.com/download/kqn7gp55xpu8z0q/M&Co._Weapons_V1.2_Pt_Br.rar)
Title: [MOD](Alpha 7) Mining&Co.: Security enforcement (V2 teaser) (V1.2 31-10-2014)2
Post by: Rikiki on November 04, 2014, 03:49:32 AM
Thanks for the Portuguese community! :)

Here is a little teaser of the next update:
Alert speaker! (http://imgur.com/a/v8Ytu) 8)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V2 teaser) (V1.2 31-10-2014)
Post by: mrofa on November 04, 2014, 05:08:54 AM
Maybe some laser fances ?
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V2 teaser) (V1.2 31-10-2014)
Post by: Rikiki on November 04, 2014, 05:25:27 AM
That's doable. :)
But it is mainly drawing an atlas which would be quite painful for me. :P
I note it in my TODO list. :D
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V2 teaser) (V1.2 31-10-2014)
Post by: mrofa on November 04, 2014, 05:30:31 AM
i was thinking more about single tile block that shoot to other same block with a beam :D
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V2 teaser) (V1.2 31-10-2014)
Post by: eatKenny on November 04, 2014, 05:47:09 AM
(http://media.moddb.com/images/mods/1/21/20339/Screenshot2_STW.jpg)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V2 teaser) (V1.2 31-10-2014)
Post by: Rikiki on November 04, 2014, 07:30:08 AM
So this is a sort of laser door?
Like in this corridor? ('|' is a wall, 'H' is a fence block, '=' are laser beams)

| |
H=H
| |

This could be fun but would require some work. I will think about it. :)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V2 teaser) (V1.2 31-10-2014)
Post by: Rikiki on November 04, 2014, 11:27:45 AM
That's all the difficulty! ;)
I think the door should be undestructable BUT I plan it to be a 3x3 "door block" like this ('H' is a wall block, '=' the laser beam and 'C' a small console to represent the fact that colonists need to insert their door pass):

H C
H=H
H C

This way, the "door beam" is undestructible but raider can still break the door!
What do you think about this solution?
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: Rikiki on November 06, 2014, 07:10:37 PM
Added the alert speaker (see main post).
Waiting for your opinion about it... :)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: Iwillbenicetou on November 06, 2014, 07:22:40 PM
So what does it do exactly?
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: Rikiki on November 06, 2014, 08:28:16 PM
Quote from: Iwillbenicetou on November 06, 2014, 07:22:40 PM
So what does it do exactly?
Is it not clear in the main post? :(

So *** alert spoiler ***:

  • No danger: green light, no sound => no effect
  • Low danger: yellow waving light, 2 loud sirens => nearby colonist are granted a small defensive bonus (10% move speed, -5% aiming time, small mood bonus)
  • High danger: red flashing light, 4 alert sirens => nearby colonist are granted a high defensive bonus (20% move speed, -10% aiming time, high mood bonus)
  • Danger for a long period (more than 2 days) => all colonists are granted a small malus (-5% move speed, slight mood malus)

I hope it is clear now! :D
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (V2 teaser) (V1.2 31-10-2014)
Post by: eatKenny on November 07, 2014, 05:46:23 AM
Quote from: Rikiki on November 04, 2014, 11:27:45 AM
That's all the difficulty! ;)
I think the door should be undestructable BUT I plan it to be a 3x3 "door block" like this ('H' is a wall block, '=' the laser beam and 'C' a small console to represent the fact that colonists need to insert their door pass):

H C
H=H
H C

This way, the "door beam" is undestructible but raider can still break the door!
What do you think about this solution?

for the laser door/gate/fense i'm thinking it will run with 2 modes:

mode 1: normal mode, can walk through but deals damage and set fire to the pawn who does, uses little power(still a lot compare to normal things) and has no limited active time

mode 2: full power mode, can't walk through but uses a lot of power and has limited active time(like 15s, afterwards auto switch to normal mode) due to overheating(it's acctually to prevent lock enemies in a killing zone forever which is imba), a long cooldown time for the next full power mode(like 3 min?)

and of cause it can be shot through like embrasures.
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: JuliaEllie on November 07, 2014, 05:51:16 AM
Aw I love the alert speaker - its so simple yet so genius. I assume it goes off automatically when pawns which are not friendly are on the map or in the homezone. I love this kind of well made fluff stuff :)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: Rikiki on November 07, 2014, 06:14:10 AM
@JuliaEllie: Thanks! :)
Mmh, the danger rate is based on the storyteller danger watcher (easiest way without counting every ticks how much enemies are alive), so as long as an enemy pawn is on the map, the danger will at least be set to "yellow = low danger".
The limit of this system is that the alarm will be set on for a very long time when under siege or if there is still one incapacitated enemy pawn (will stop when he is in your jail ;D).
Anyway, I can still improve it based on your feedback. :)

@eatKenny: this version would be quite dangerous as your own colonists could be set on fire...
I still have to brainstorm about it. ::)
I will not go for a complete fence system for now as it would require a looot of work and I want to play too! ;) But the laser door could be quite interresting: a sort of unattackable door while powered but you can shoot through.

Anyway, I have other projects in mind ("Hey! Who said a sniper nest for high precision lasgun >:(?" Could be cool... 8))
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: eatKenny on November 07, 2014, 06:34:25 AM
@Laser gate: of cause the laser gate is normally shut down(otherwise it's a waste of power), it's only powered on in defense situation.

@Laser sniper nest: if you start to develop the turret version of your laser weapons i'm very pleased ;)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: Rikiki on November 07, 2014, 07:05:03 AM
Sorry, I usualy just build 3 turrets per entrance so this is not my priority. :-\ I prefer the colonist-focus defense instead of turret-based defense.
I'm more thinking about those kind of sniper nests :):
this (http://www.google.fr/imgres?imgurl=http%3A%2F%2Fmanzanarcommittee.files.wordpress.com%2F2012%2F08%2Fdsc_0035-guard-tower.jpg&imgrefurl=http%3A%2F%2Fwww.doomsteaddiner.net%2Fforum%2Findex.php%3Ftopic%3D559.1005&h=526&w=658&tbnid=o7XctlNugFetOM%3A&zoom=1&docid=r0t-qPGo4PnBsM&ei=ZbNcVPiqE4fcPY2OgeAF&tbm=isch&iact=rc&uact=3&dur=424&page=2&start=36&ndsp=46&ved=0CPcBEK0DMEY) or this (http://pokeminiatures.blogspot.be/2009/07/sniper-towers.html).
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: shadowstreaker on November 07, 2014, 08:15:11 AM
Could you potentially attach the alert alarm to a network and make it act like a switch? Like it can be used to turn on the power to turrets, doors and shields when an attack occurs, and off again when the danger subsides?
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: Rikiki on November 07, 2014, 08:45:53 AM
As the alert speaker requires power to work, this feature is already embedded! :)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: Shinzy on November 07, 2014, 03:16:44 PM
Not sure if this is supposed to happen but my colonist died with defensive malus on, he dropped it =P

(http://i.imgur.com/Y3pvUpJ.png)

I put it in my kitchen


(And not to sound ungrateful but so far I've only had constant 'blaarp!' noise around my compound along with -3 mood drop during every fight =P I'm not sure on whose side those things are on! But I'm sure I deserve it)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: Rikiki on November 07, 2014, 04:44:43 PM
Mmh, I initially set the destroyOnDrop to true but it throws some warning at start-up as it cannot be carfted either.
I will study this point.

What do you mean by
QuoteI've only had constant 'blaarp!' noise
?
You only get a small debuff when the threat lasts for too long (more than 2 days).
Do you think this duration should be modified? Set it to 3 days or so?
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: Rikiki on November 07, 2014, 04:46:48 PM
I have progressed with the laser turret! :)
Next release will handle simple laser firing turrets (like the laser rifle). 8)
I cannot promise I will support the projectiles with custom warmup as it would demand much more effort... :P
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: Shinzy on November 07, 2014, 05:12:46 PM
Quote from: Rikiki on November 07, 2014, 04:44:43 PM
Mmh, I initially set the destroyOnDrop to true but it throws some warning at start-up as it cannot be carfted either.
I will study this point.

What do you mean by
QuoteI've only had constant 'blaarp!' noise
?
You only get a small debuff when the threat lasts for too long (more than 2 days).
Do you think this duration should be modified? Set it to 3 days or so?

The sirens sounds like that =P 'blaarp!' 'blaaarp!' 'blaaaarrp!' (I love it =P)
Thinking it may just be not working correctly for me (I get the debuff instantly whenever there's anything hostile on the map) haven't seen any of the bonuses at all come think of it
Maybe I'd need a fresh world to start on? - oh no, tried it just now, goes straight for the debuff right away
maybe some mod conflict

I'ma still keep it though =P maybe I'll get some more magical maluses to decor my place with ;D
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: eatKenny on November 07, 2014, 05:23:32 PM
Quote from: Rikiki on November 07, 2014, 04:46:48 PM
I have progressed with the laser turret! :)
Next release will handle simple laser firing turrets (like the laser rifle). 8)
I cannot promise I will support the projectiles with custom warmup as it would demand much more effort... :P

nice ;) actually i don't bother with custom warmup, they seems silly on a turret anyway. if you need any .xml Defs for a quick turret setup check out my mod "turret collection"
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (AlertSpeaker) (V1.3 07-11-2014)
Post by: Rikiki on November 07, 2014, 06:08:06 PM
@eatKenny: I'm not planning at doing turret so next release will contain the dll you need plus a little example of a working turret (really rough, just made it for test purpose).

@Shinzy:quite strange, my version is working well. ??? I doubt there is any conflict with another mod. Noone should modify the way the storyteller danger watcher works...
Anyone having the same issue?
Are you playing in speed 42? ;)
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement Prism Rifle(V1.4 12-11-2014)
Post by: Rikiki on November 12, 2014, 05:10:50 PM
Updated to V1.4:
* added prism rifle! :o
* turrets can now use the standard laser beam (see attached raw example).

[attachment deleted by admin: too old]
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement Prism Rifle(V1.4 12-11-2014)
Post by: eatKenny on November 13, 2014, 03:08:19 PM
Quote from: Rikiki on November 12, 2014, 05:10:50 PM
Updated to V1.4:
* added prism rifle! :o
* turrets can now use the standard laser beam (see attached raw example).

thanks for the code, i just tested it on my turrets, works fine and looks amazing!
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (Prism rifle) (V1.4 12-11-2014)
Post by: eatKenny on November 14, 2014, 10:04:32 AM
Oh and, i made a Spotlight in my mod, which is not really perfect but is the best I can get. If you are still interested in the idea you can work on it, source code is included in the download and use all the texture you want.
Title: Re: [MOD](Alpha 7) Mining&Co.: Security enforcement (Prism rifle) (V1.4 12-11-2014)
Post by: Rikiki on November 14, 2014, 10:44:01 AM
Thanks mate, I may have a look at it later.
Base perimeter defenses is one of my favorite theme...
Title: Re: [MOD] (Alpha 7) Mining&Co.: Security enforcement (V1.5 12-11-2014)
Post by: Rikiki on November 22, 2014, 01:06:53 AM
Hi guys!
A small update that correct a nasty bug with the alert speaker (see changelog for more details).
@Shinzy: I finally found the bug you were experiencing! :D
Title: Re: [MOD] (Alpha 7) Mining&Co.: Security enforcement (V1.5 12-11-2014)
Post by: Kulverstukass on November 22, 2014, 03:02:01 AM
I can has "Custom animation warmup time" somewhere in weapons description?
That "long, long time to acquire target" sort of non-intuitive.
Title: Re: [MOD] (Alpha 7) Mining&Co.: Security enforcement (V1.5 12-11-2014)
Post by: Rikiki on November 22, 2014, 11:44:52 AM
Sorry, this mod sort of "hacks" the targeting warmup system. I cannot modify the weapon description UI. :-\

You can however find those durations in ticks in the XML description: :)

  • laser rifle: 100
  • prism rifle: 100
  • laser gatling: 240
  • heavy lasgun: 220
  • high precision lasgun: 480
Title: Re: [MOD] (Alpha 7) Mining&Co.: Security enforcement (V1.5 12-11-2014)
Post by: Kulverstukass on November 22, 2014, 12:05:57 PM
Quote from: Rikiki on November 22, 2014, 11:44:52 AM
Sorry, this mod sort of "hacks" the targeting warmup system. I cannot modify the weapon description UI. :-\

You can however find those durations in ticks in the XML description: :)

  • laser rifle: 100
  • prism rifle: 100
  • laser gatling: 240
  • heavy lasgun: 220
  • high precision lasgun: 480
Thanks for the info, but i was saying about "text" description, with all that "long to acquire target" and "good precision". Something like (Aiming time: X.Ys) would be informative.
They was sort of hidden, for non-modding me, with all that "preFiringDuration". ::)