Ludeon Forums

RimWorld => Mods => Releases => Topic started by: brunayla on October 29, 2014, 12:30:39 PM

Title: [B19] Brunayla's Security Co (10/23/18)
Post by: brunayla on October 29, 2014, 12:30:39 PM
Brunayla's Security Co
Here in are a collection of small mods that I have made since toying with Embrasures. Original posted here-->https://ludeon.com/forums/index.php?topic=3961.0

Available on steam here http://steamcommunity.com/id/brunayla/myworkshopfiles?appid=294100

Here in are:


Permissions: Anyone may use my mods for their modpacks, youtube series, or anything along those lines.  All I ask of you is that you give me a link to where you are using my mod by pm me.  I also ask that you do so with out a fee (excepting youtube Let's Plays).  I will list the modpacks that use this mod on this forum post unless asked otherwise.

Changlog:
Brunayla Security Co 1.6.4 1.0 from dropbox:
https://www.dropbox.com/s/9ecd7t2t93bvmz8/BrunaylaSecurityCo%201.6.4.zip?dl=0
Brunayla Security Co 1.6.3 1.0 from dropbox:
https://www.dropbox.com/s/5gkryl1kq6u8r4a/BrunaylaSecurityCo%201.6.3.zip?dl=0
Brunayla Security Co 1.6.2 Beta 19 from dropbox:
https://www.dropbox.com/s/6pnbvkfqsnhrsa9/BrunaylaSecurityCo%201.6.2.zip?dl=0
Brunayla Security Co 1.6.1 Beta 18 from dropbox:
https://www.dropbox.com/s/76vp5zheg7xvuif/BrunaylaSecurityCo%201.6.1.zip?dl=0
Brunayla Security Co 1.5.18 Alpha 17 from dropbox:
https://www.dropbox.com/s/gz2hobvc7360i6t/BrunaylaSecurityCo%201.5.18.zip?dl=0
Brunayla Security Co 1.5.17 Alpha 17 from dropbox:
https://www.dropbox.com/s/14mjyhnwubo8z4r/BrunaylaSecurityCo%201.5.17.zip?dl=0
Brunayla Security Co 1.5.16 Alpha 16 from dropbox:
https://www.dropbox.com/s/dtqlh6oalfyfcc1/BrunaylaSecurityCo%201.5.16.zip?dl=0
Brunayla Security Co 1.5.15 Alpha 16 from dropbox:
https://www.dropbox.com/s/cpx4mzw22sturrr/BrunaylaSecurityCo%201.5.15.zip?dl=0
Brunayla Security Co 1.5.14 Alpha 15 from dropbox:
https://www.dropbox.com/s/ds9xgbhu0ecxhe3/BrunaylaSecurityCo%201.5.14.zip?dl=0
Brunayla Security Co 1.5.13 Alpha 15 from dropbox:
https://www.dropbox.com/s/kmukgr67uiptfdm/BrunaylaSecurityCo%201.5.13.zip?dl=0
Brunayla Security Co 1.5.12 Alpha 15 from dropbox:
https://www.dropbox.com/s/uf9mid4qqpoosn8/BrunaylaSecurityCo%201.5.12.zip?dl=0
Brunayla Security Co 1.5.11 Alpha 15 from dropbox:
https://www.dropbox.com/s/wvyez3dxvtqqlq3/BrunaylaSecurityCo%201.5.11.zip?dl=0
Brunayla Security Co 1.5.10 Alpha 15 from dropbox:
https://www.dropbox.com/s/2wr9kzuu2eiimbq/BrunaylaSecurityCo%201.5.10.zip?dl=0
Brunayla Security Co 1.5.9 Alpha 15 from dropbox:
https://www.dropbox.com/s/k0hl1dxpmonheo3/BrunaylaSecurityCo%201.5.9.zip?dl=0
Brunayla Security Co 1.5.8 Alpha 15 from dropbox:
https://www.dropbox.com/s/bn8c35b2impzg2j/BrunaylaSecurityCo%201.5.8.zip?dl=0
Brunayla Security Co 1.5.7 Alpha 15 from dropbox:
https://www.dropbox.com/s/8kllop41j5itgng/BrunaylaSecurityCo%201.57.zip?dl=0
Brunayla Security Co 1.5.6 Alpha 15 from dropbox:
https://www.dropbox.com/s/lagqm8xl263thvd/BrunaylaSecurityCo%201.56.zip?dl=0
Brunayla Security Co 1.5.5 Alpha 14 from dropbox:
https://www.dropbox.com/s/ou18t40hj2asd1a/BrunaylaSecurityCo%201.55.zip?dl=0
Brunayla Security Co 1.5.4 Alpha 14 from dropbox:
https://www.dropbox.com/s/dfo3466t75ch4yl/BrunaylaSecurityCo%201.54.zip?dl=0
Brunayla Security Co 1.53 Alpha 14 from dropbox:
https://www.dropbox.com/s/cfkre0lcnr6sa4k/BrunaylaSecurityCo%201.53.zip?dl=0
Brunayla Security Co 1.5.2 Alpha 14 from dropbox:
https://www.dropbox.com/s/mzlc90osa7nbjem/BrunaylaSecurityCo%201.52.zip?dl=0
Brunayla Security Co 1.5.1 Alpha 14 from dropbox:
https://www.dropbox.com/s/qxzz5i7q1lm7g6h/BrunaylaSecurityCo%201.51.zip?dl=0
Brunayla Security Co 1.5 Alpha 14 from dropbox:
https://www.dropbox.com/s/bopup55ofy5zdn5/BrunaylaSecurityCo%201.5.zip?dl=0
Brunayla Security Co 1.4.9.1 Alpha 11/12 from dropbox:
https://www.dropbox.com/s/ogcfe3gw9zpjo5j/BrunaylaSecurityCo%201.4.9.1.zip?dl=0
Brunayla Security Co 1.4.9.0 Alpha 11/12 from dropbox:
https://www.dropbox.com/s/2lr3lz19tcf3no9/BrunaylaSecurityCo%201.4.9.0.zip?dl=0
Brunayla Security Co 1.4.8.9 Alpha 11/12 from dropbox:
https://www.dropbox.com/s/qu8scgo5ofg4n8j/BrunaylaSecurityCo%201.4.8.9.zip?dl=0
Brunayla Security Co 1.4.8.8 Alpha 11/12 from dropbox:
https://www.dropbox.com/s/8alr6xu5q5h0tgv/BrunaylaSecurityCo%201.4.8.8.zip?dl=0
Brunayla Security Co 1.4.8.7 Alpha 11/12 from dropbox:
https://www.dropbox.com/s/qc7yit3galylmd5/BrunaylaSecurityCo%201.4.8.7.zip?dl=0
Brunayla Security Co 1.4.8.6 Alpha 11/12 from dropbox:
https://www.dropbox.com/s/barirx5ihqz2jce/BrunaylaSecurityCo%201.4.8.6.zip?dl=0
Brunayla Security Co 1.4.8.5 Alpha 11/12 from dropbox:
https://www.dropbox.com/s/79tp5nsbcal59sf/BrunaylaSecurityCo%201.4.8.5.zip?dl=0
Brunayla Security Co 1.4.8 Alpha 11/12 from dropbox:
https://www.dropbox.com/s/l07edcgn2z3rwzt/BrunaylaSecurityCo%201.4.8.zip?dl=0
Brunayla Security Co 1.4.7 Alpha 10from dropbox:
https://www.dropbox.com/s/6gryi22uyyg4bxx/BrunaylaSecurityCo%201.4.7.zip?dl=0
Brunayla Security Co 1.4.6 Alpha 10 from dropbox:
https://www.dropbox.com/s/wi6jmay53ehckgl/BrunaylaSecurityCo%201.4.6.zip?dl=0
Brunayla Security Co 1.4.5 Alpha 10 from dropbox:
https://www.dropbox.com/s/pagr0o64mqi8txb/BrunaylaSecurityCo%201.4.5.zip?dl=0
Brunayla Security Co 1.4 Alpha 10 from dropbox:
https://www.dropbox.com/s/caca4cr1l4q48ii/BrunaylaSecurityCo%201.4.zip?dl=0
Brunayla Security Co 1.3.2 Alpha 8 from dropbox:
https://www.dropbox.com/s/fobl64tzsq7z9xq/BrunaylaSecurityCo%201.3.2.zip?dl=0
Brunayla Security Co 1.3.1 Alpha 8 from dropbox:
https://www.dropbox.com/s/koa8hd8xntx1ggy/BrunaylaSecurityCo%201.3.1.zip?dl=0
Brunayla Security Co 1.3 Alpha 8 from dropbox:
https://www.dropbox.com/s/pkiw4ez45xi32ms/BrunaylaSecurityCo%201.3.zip?dl=0
Brunayla Security Co 1.2 Alpha 8 from dropbox:
https://www.dropbox.com/s/qesz45utxj07xlw/BrunaylaSecurityCo%201.2.zip?dl=0
Brunayla Security Co 1.1 from dropbox:
https://www.dropbox.com/s/1668pr6bz6lmqyi/BrunaylaSecurityCo%201.1.zip?dl=0
Brunayla Security Co 1.0 from dropbox:
https://www.dropbox.com/s/mpncp988q9lyelh/BrunaylaSecurityCo%201.0.zip?dl=0
Title: Re: [MOD] (Alpha 7) Brunayla's Security Co
Post by: Thurak126 on October 29, 2014, 03:01:30 PM
http://i.imgur.com/nFLEXOS.jpg

I take it that the reinforced embrasures are not supposed to look like that? Other than that they are pretty good.
Title: Re: [MOD] (Alpha 7) Brunayla's Security Co
Post by: skullywag on October 29, 2014, 03:04:29 PM
Got your link draw type wrong?
Title: Re: [MOD] (Alpha 7) Brunayla's Security Co
Post by: brunayla on October 29, 2014, 04:43:06 PM
Quote from: skullywag on October 29, 2014, 03:04:29 PM
Got your link draw type wrong?
linkDrawerType is set to CornerFiller. What should it be set to?

Found the problem.  graphicPathFolderAppearances should be graphicPathSingle
Title: Re: [MOD] (Alpha 7) Brunayla's Security Co
Post by: skullywag on October 29, 2014, 05:46:08 PM
try basic
Title: Re: [MOD] (Alpha 7) Brunayla's Security Co
Post by: brunayla on November 03, 2014, 02:01:11 PM
Quote from: skullywag on October 29, 2014, 05:46:08 PM
try basic

basic does not work.  I believe that I fixed the problem.

brunayla
Title: Re: [MOD] (Alpha 7) Brunayla's Security Co
Post by: Iwillbenicetou on November 03, 2014, 02:35:55 PM
Man, some of use are going to have fun with this (Zeta Omega, if that's his name.) Can you post some pictures of the droids?
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 11, 2014, 06:30:55 PM
Updated to Alpha 8
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: mw2mw3rhett on December 11, 2014, 08:01:30 PM
The Embrasures are pink for me....
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: xort on December 11, 2014, 09:01:43 PM
Quote from: mw2mw3rhett on December 11, 2014, 08:01:30 PM
The Embrasures are pink for me....

I found that if I changed the line
<graphicClass>Graphic_Appearances</graphicClass>
to
<graphicClass>Graphic_Single</graphicClass>

The textures worked. The file to make the change is 'Embrasures.xml' in mod/Embrasures 1.3/defs/ThingDefs/

I assume you would need to change it for the other 3 xml files for each type. I have no clue what I'm doing but when I looked over an older mod with walls I saw it was Graphic_Single. I don't know what the difference between appearances and single is, or if it's doing something else. But with the change it works.
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 11, 2014, 09:29:34 PM
I was basing it on walls in the core.  Thank you for your help.

brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: skullywag on December 12, 2014, 02:59:41 AM
Appearance does the plank/smooth/stone pattern on the walls. If you havent defined which one you want in the xml you should...itll then take on that pattern when made from stuff.
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: superiorx on December 12, 2014, 08:01:21 AM
I found a strange bug; raiders can equip mortars :

(http://i61.tinypic.com/2vamnt4.jpg)
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 12, 2014, 11:08:52 AM
Quote from: superiorx on December 12, 2014, 08:01:21 AM
I found a strange bug; raiders can equip mortars :

(http://i61.tinypic.com/2vamnt4.jpg)

I will have to look into that.

I do not see what is causing it unless it is being carried to be set up.

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Gabriel_Braun on December 12, 2014, 12:10:34 PM
No, they carry it as a weapon and even fire it when they attack lol
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Gabriel_Braun on December 12, 2014, 06:46:02 PM
<canBeSpawningInventory>false</canBeSpawningInventory>

not being in thingdef I'm guessing is the issue?
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 12, 2014, 08:24:07 PM
Quote from: Gabriel_Braun on December 12, 2014, 06:46:02 PM
<canBeSpawningInventory>false</canBeSpawningInventory>

not being in thingdef I'm guessing is the issue?

I think you may be right.  Will add it and re-upload.

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: xort on December 12, 2014, 09:34:35 PM
Anyone able to get the medical pack crafting to work?
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: superiorx on December 12, 2014, 11:00:19 PM
Quote from: xort on December 12, 2014, 09:34:35 PM
Anyone able to get the medical pack crafting to work?

I was. Did you research the appropriate technology first, build a medical crafting table second, and then create the bill at the medical crafting table to create medical packs?
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: xort on December 13, 2014, 02:52:29 AM
Quote from: superiorx on December 12, 2014, 11:00:19 PM
I was. Did you research the appropriate technology first, build a medical crafting table second, and then create the bill at the medical crafting table to create medical packs?
Yeah did all that, but nothing. I hadn't touched anything in that mod, but after a redownload it was working.

Seems to work now.
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: superiorx on December 13, 2014, 03:37:16 AM
Quote from: xort on December 13, 2014, 02:52:29 AM
Yeah did all that, but nothing. I hadn't touched anything in that mod, but after a redownload it was working.

Seems to work now.

At least it's working now :)
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Ivia on December 14, 2014, 09:31:43 AM
Awwwww, embrasures, you just saved my world >.<
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Fyreshadow on December 14, 2014, 07:05:01 PM
Hay, none of the new crafting stations are working? Colonist don't go to it and you can't right click on them to prioritize the work either can any one help

P.S. Weapons crafting (both), and medical crafting

thanks

Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Iwillbenicetou on December 14, 2014, 09:46:45 PM
I seem to have that difficulty sometimes...
For help with the Droids, maybe ask the creator of mech defense 2?
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 15, 2014, 10:13:08 AM
Quote from: Fyreshadow on December 14, 2014, 07:05:01 PM
Hay, none of the new crafting stations are working? Colonist don't go to it and you can't right click on them to prioritize the work either can any one help

P.S. Weapons crafting (both), and medical crafting

thanks

Try re-downloading and re installing them.  I did some small tinkering that I did not change the version number for.

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Evelyn on December 16, 2014, 03:30:30 PM
Same issue as above, weapon stations won't work. Tried redownloading as reccommended, that solved nothing.
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 16, 2014, 04:13:19 PM
Quote from: Evelyn on December 16, 2014, 03:30:30 PM
Same issue as above, weapon stations won't work. Tried redownloading as reccommended, that solved nothing.

Have you created a bill in the workstation, like in the butchering and cooking stations.  Do you have the raw materials? Are the colonist set to craft?  I am not able to duplicate the problem is stated by you.

Brunayla

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Evelyn on December 16, 2014, 04:31:45 PM
Yes, I have set a bill up and have well over the amount of raw materials. The colonist is a skill 15 crafter with the labor enabled. I am actually unable to right-click the station at all, meaning I cannot prioritize the task. I will try disabling all other mods except for that one in a debug world and see if that works.




Just tested it by itself with no other mods, still no dice. The only thing that came up in the console was this

(http://i.gyazo.com/7f63c6aca0f6f68ad1bcdf1764a5d56f.png)

But I'm not even sure if your mod was the cause of that.
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: morrosis on December 16, 2014, 07:31:48 PM
Is it possible to just insert the medical pack or do you need to use the whole mod?
Title: Turrets not working
Post by: Battle Al on December 16, 2014, 09:46:47 PM
I can't seem to attach any weapons to the turrets, When I tell one of my colonists to attach a weapon, they just do something else. Is there a reason why this is happening? Is there a specific way I have to do this?
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Ruin on December 17, 2014, 02:26:12 AM
FYI: I tried downloading and, same issue.  Can't build weapon and same errors in the log as above poster.
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 17, 2014, 08:52:28 AM
Quote from: Evelyn on December 16, 2014, 04:31:45 PM
Yes, I have set a bill up and have well over the amount of raw materials. The colonist is a skill 15 crafter with the labor enabled. I am actually unable to right-click the station at all, meaning I cannot prioritize the task. I will try disabling all other mods except for that one in a debug world and see if that works.




Just tested it by itself with no other mods, still no dice. The only thing that came up in the console was this

(http://i.gyazo.com/7f63c6aca0f6f68ad1bcdf1764a5d56f.png)

But I'm not even sure if your mod was the cause of that.

That is code from an old version of MIRV (fixed now).

Quote from: Battle Al on December 16, 2014, 09:46:47 PM
I can't seem to attach any weapons to the turrets, When I tell one of my colonists to attach a weapon, they just do something else. Is there a reason why this is happening? Is there a specific way I have to do this?

You just need the weapon in a stock pile or available ad build it like the imp turret.

Quote from: Ruin on December 17, 2014, 02:26:12 AM
FYI: I tried downloading and, same issue.  Can't build weapon and same errors in the log as above poster.

I will try a fresh install of just Weapons and Med kits and see.

I tried a fresh install and it works for me.

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Ruin on December 17, 2014, 11:29:52 AM
I did a little testing before work in god mode.  I can build a handgun but, not a R4 or Minigun.  Also, I cannot prioritize working at the weapon station.  Very strange.
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 17, 2014, 12:08:18 PM
Quote from: Ruin on December 17, 2014, 11:29:52 AM
I did a little testing before work in god mode.  I can build a handgun but, not a R4 or Minigun.  Also, I cannot prioritize working at the weapon station.  Very strange.

I concur strange indeed.  Oh wait did you check to see what is needed for the R4 and Minigun? R4 needs 120 Steel 5 Plasteel and 2 Uranium (Tho I might need to tweek it do to amount needed) and the Minigun needs 140 Steel 5 Plasteel and 5 Uranium.

Yes I will have to tweek the amount of steel down.

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Ruin on December 17, 2014, 03:29:50 PM
I did check and spawned the requirements just to test it.
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 17, 2014, 03:46:42 PM
Quote from: Ruin on December 17, 2014, 03:29:50 PM
I did check and spawned the requirements just to test it.

The handgun Uzi Lee Enfield and shotgun work but the other do not.  I will continue to work on them.

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 18, 2014, 11:32:33 AM
I can not get the M24, L15 LMG, Minigun, R4 Charge Rifle, M16, or T9 Incendiary Launcher to build.  I can get them to be taken apart.  I am trying to see what is going on in comparison to the recipes that work and I am not finding it.

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 18, 2014, 11:52:16 AM
Here is the section of code that just will not work for some reason that is eluding me.

   <RecipeDef>
      <defName>BuildM24Rifle</defName>
      <label>Build M-24 Rifle</label>
      <description>Build M-24 Rifle for personal defence.</description>
      <jobString>Building M-24 Rifle.</jobString>
      <workAmount>800</workAmount>
      <workSpeedStat>SmeltingSpeed</workSpeedStat>
      <efficiencyStat>SmeltingEfficiency</efficiencyStat>
      <effectWorking>Smelt</effectWorking>
      <soundWorking>Recipe_Smelt</soundWorking>
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>Steel</li>
               </thingDefs>
            </filter>
            <count>60</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Silver</li>
               </thingDefs>
            </filter>
            <count>55</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Uranium</li>
               </thingDefs>
            </filter>
            <count>3</count>
         </li>
      </ingredients>
      <products>
         <Gun_M24Rifle>1</Gun_M24Rifle>
      </products>
      <fixedIngredientFilter>
         <thingDefs>
            <li>Steel</li>
            <li>Silver</li>
            <li>Uranium</li>
         </thingDefs>
      </fixedIngredientFilter>
      <skillRequirements>
         <li>
            <skill>Crafting</skill>
            <minLevel>8</minLevel>
         </li>
      </skillRequirements>
      <skillGains>
         <Crafting>700</Crafting>
      </skillGains>
   </RecipeDef>
 
    <RecipeDef>
      <defName>BuildL15LMG</defName>
      <label>Build L-15 Light Machine Gun</label>
      <description>Build L-15 LMG for personal defence.</description>
      <jobString>Building L-15 LMG.</jobString>
      <workAmount>800</workAmount>
      <workSpeedStat>SmeltingSpeed</workSpeedStat>
      <efficiencyStat>SmeltingEfficiency</efficiencyStat>
      <effectWorking>Smelt</effectWorking>
      <soundWorking>Recipe_Smelt</soundWorking>
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>Steel</li>
               </thingDefs>
            </filter>
            <count>60</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Silver</li>
               </thingDefs>
            </filter>
            <count>60</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Uranium</li>
               </thingDefs>
            </filter>
            <count>7</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>WoodLog</li>
               </thingDefs>
            </filter>
            <count>30</count>
         </li>
      </ingredients>
      <products>
         <Gun_L15LMG>1</Gun_L15LMG>
      </products>
      <fixedIngredientFilter>
         <thingDefs>
            <li>Steel</li>
            <li>Silver</li>
            <li>Uranium</li>
            <li>WoodLog</li>
         </thingDefs>
      </fixedIngredientFilter>
      <skillRequirements>
         <li>
            <skill>Crafting</skill>
            <minLevel>7</minLevel>
         </li>
      </skillRequirements>
      <skillGains>
         <Crafting>700</Crafting>
      </skillGains>
   </RecipeDef>

   <RecipeDef>
      <defName>BuildMinigun</defName>
      <label>Build Minigun</label>
      <description>Build Minigun for personal defence.</description>
      <jobString>Building Minigun Rifle.</jobString>
      <workAmount>800</workAmount>
      <workSpeedStat>SmeltingSpeed</workSpeedStat>
      <efficiencyStat>SmeltingEfficiency</efficiencyStat>
      <effectWorking>Smelt</effectWorking>
      <soundWorking>Recipe_Smelt</soundWorking>
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>Steel</li>
               </thingDefs>
            </filter>
            <count>60</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Silver</li>
               </thingDefs>
            </filter>
            <count>60</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Plasteel</li>
               </thingDefs>
            </filter>
            <count>25</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Uranium</li>
               </thingDefs>
            </filter>
            <count>5</count>
         </li>
      </ingredients>
      <products>
         <Gun_Minigun>1</Gun_Minigun>
      </products>
      <fixedIngredientFilter>
         <thingDefs>
            <li>Steel</li>
            <li>Silver</li>
            <li>Plasteel</li>
            <li>Uranium</li>
         </thingDefs>
      </fixedIngredientFilter>
      <skillRequirements>
         <li>
            <skill>Crafting</skill>
            <minLevel>8</minLevel>
         </li>
      </skillRequirements>
      <skillGains>
         <Crafting>800</Crafting>
      </skillGains>
   </RecipeDef>
 
   <RecipeDef>
      <defName>BuildR4ChargeRifle</defName>
      <label>Build R 4 Charge Rifel</label>
      <description>Build R-4 Charge Rifle for personal defence.</description>
      <jobString>Building R-4 Charge Rifle.</jobString>
      <workAmount>800</workAmount>
      <workSpeedStat>SmeltingSpeed</workSpeedStat>
      <efficiencyStat>SmeltingEfficiency</efficiencyStat>
      <effectWorking>Smelt</effectWorking>
      <soundWorking>Recipe_Smelt</soundWorking>
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>Steel</li>
               </thingDefs>
            </filter>
            <count>60</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Silver</li>
               </thingDefs>
            </filter>
            <count>60</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Plasteel</li>
               </thingDefs>
            </filter>
            <count>5</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Uranium</li>
               </thingDefs>
            </filter>
            <count>2</count>
         </li>
      </ingredients>
      <products>
         <Gun_R4ChargeRifle>1</Gun_R4ChargeRifle>
      </products>
      <fixedIngredientFilter>
         <thingDefs>
            <li>Steel</li>
            <li>Silver</li>
            <li>Plasteel</li>
            <li>Uranium</li>
         </thingDefs>
      </fixedIngredientFilter>
      <skillRequirements>
         <li>
            <skill>Crafting</skill>
            <minLevel>9</minLevel>
         </li>
      </skillRequirements>
      <skillGains>
         <Crafting>900</Crafting>
      </skillGains>
   </RecipeDef>
 
   <RecipeDef>
      <defName>BuildM16Rifle</defName>
      <label>Build M-16 Rifel</label>
      <description>Build M-16 Rifle for personal defence.</description>
      <jobString>Building M-16 Rifle.</jobString>
      <workAmount>800</workAmount>
      <workSpeedStat>SmeltingSpeed</workSpeedStat>
      <efficiencyStat>SmeltingEfficiency</efficiencyStat>
      <effectWorking>Smelt</effectWorking>
      <soundWorking>Recipe_Smelt</soundWorking>
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>Steel</li>
               </thingDefs>
            </filter>
            <count>60</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Silver</li>
               </thingDefs>
            </filter>
            <count>40</count>
         </li>
      </ingredients>
      <products>
         <Gun_M16Rifle>1</Gun_M16Rifle>
      </products>
      <fixedIngredientFilter>
         <thingDefs>
            <li>Steel</li>
         </thingDefs>
      </fixedIngredientFilter>
      <skillRequirements>
         <li>
            <skill>Crafting</skill>
            <minLevel>6</minLevel>
         </li>
      </skillRequirements>
      <skillGains>
         <Crafting>500</Crafting>
      </skillGains>
   </RecipeDef>
 
   <RecipeDef>
      <defName>BuildT9IncendiaryLauncher</defName>
      <label>Build T-9 Incendiary Launcher</label>
      <description>Build T-9 Incendiary Launcher for personal defence.</description>
      <jobString>Building R-4 Charge Rifle.</jobString>
      <workAmount>800</workAmount>
      <workSpeedStat>SmeltingSpeed</workSpeedStat>
      <efficiencyStat>SmeltingEfficiency</efficiencyStat>
      <effectWorking>Smelt</effectWorking>
      <soundWorking>Recipe_Smelt</soundWorking>
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>Steel</li>
               </thingDefs>
            </filter>
            <count>90</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Silver</li>
               </thingDefs>
            </filter>
            <count>15</count>
         </li>
         <li>
            <filter>
               <thingDefs>
                  <li>Uranium</li>
               </thingDefs>
            </filter>
            <count>2</count>
         </li>
      </ingredients>
      <products>
         <Gun_T9IncendiaryLauncher>1</Gun_T9IncendiaryLauncher>
      </products>
      <fixedIngredientFilter>
         <thingDefs>
            <li>Steel</li>
            <li>Plasteel</li>
            <li>Uranium</li>
         </thingDefs>
      </fixedIngredientFilter>
      <skillRequirements>
         <li>
            <skill>Crafting</skill>
            <minLevel>10</minLevel>
         </li>
      </skillRequirements>
      <skillGains>
         <Crafting>900</Crafting>
      </skillGains>
   </RecipeDef>

Does anyone see what I am missing?

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Battle Al on December 19, 2014, 04:41:38 PM
Quote from: brunayla on December 17, 2014, 08:52:28 AM
Quote from: Battle Al on December 16, 2014, 09:46:47 PM
I can't seem to attach any weapons to the turrets, When I tell one of my colonists to attach a weapon, they just do something else. Is there a reason why this is happening? Is there a specific way I have to do this?

You just need the weapon in a stock pile or available ad build it like the imp turret.

I have the weapon in a stockpile, but in all cases I've tried, when I try to order the weapon to be placed on the turret, the colonist will stop what they're doing but then continue what they were doing.
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 19, 2014, 07:34:01 PM
Quote from: Battle Al on December 19, 2014, 04:41:38 PM
Quote from: brunayla on December 17, 2014, 08:52:28 AM
Quote from: Battle Al on December 16, 2014, 09:46:47 PM
I can't seem to attach any weapons to the turrets, When I tell one of my colonists to attach a weapon, they just do something else. Is there a reason why this is happening? Is there a specific way I have to do this?

You just need the weapon in a stock pile or available ad build it like the imp turret.

I have the weapon in a stockpile, but in all cases I've tried, when I try to order the weapon to be placed on the turret, the colonist will stop what they're doing but then continue what they were doing.

What weapon?  I just got me people to build a m16 turret
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: Kilderon on December 20, 2014, 08:45:00 AM
Quote from: brunayla on December 17, 2014, 08:52:28 AM
Quote from: Evelyn on December 16, 2014, 04:31:45 PM
Yes, I have set a bill up and have well over the amount of raw materials. The colonist is a skill 15 crafter with the labor enabled. I am actually unable to right-click the station at all, meaning I cannot prioritize the task. I will try disabling all other mods except for that one in a debug world and see if that works.




Just tested it by itself with no other mods, still no dice. The only thing that came up in the console was this

(http://i.gyazo.com/7f63c6aca0f6f68ad1bcdf1764a5d56f.png)

But I'm not even sure if your mod was the cause of that.

That is code from an old version of MIRV (fixed now).

-snip-

I just came by to report this same error. Saw the post, so I downloaded the mod again, looks like the issue is still there? Sorry to ask, but did you upload the fix? The newest dropbox link is from 8 days ago, or 5 days before the quoted post.

Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on December 21, 2014, 11:48:29 PM
Quote from: Kilderon on December 20, 2014, 08:45:00 AM
Quote from: brunayla on December 17, 2014, 08:52:28 AM
Quote from: Evelyn on December 16, 2014, 04:31:45 PM
Yes, I have set a bill up and have well over the amount of raw materials. The colonist is a skill 15 crafter with the labor enabled. I am actually unable to right-click the station at all, meaning I cannot prioritize the task. I will try disabling all other mods except for that one in a debug world and see if that works.




Just tested it by itself with no other mods, still no dice. The only thing that came up in the console was this

(http://i.gyazo.com/7f63c6aca0f6f68ad1bcdf1764a5d56f.png)

But I'm not even sure if your mod was the cause of that.

That is code from an old version of MIRV (fixed now).

-snip-

I just came by to report this same error. Saw the post, so I downloaded the mod again, looks like the issue is still there? Sorry to ask, but did you upload the fix? The newest dropbox link is from 8 days ago, or 5 days before the quoted post.

Ok try 1.3 it should work with the tweeks.

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: mbos14 on January 03, 2015, 04:32:05 PM
i got 2 possible bugs.

1. the embresure blueprints are like the wall once but with a bit more white instead of the normal background youget with normal walls. is this intended?
2. if the minigun turret gets destroyed you need to make a person pick up the minigun before you can use it again to make a new turret.


also maybe an idea is to make the medecine kits also need the herbal meds to make since they are not only used to bandage poeple but also to cure them from flu's and infections.(and anesthetic when operating on them.)
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co
Post by: brunayla on January 05, 2015, 03:46:06 PM
Quote from: mbos14 on January 03, 2015, 04:32:05 PM
i got 2 possible bugs.

1. the embresure blueprints are like the wall once but with a bit more white instead of the normal background youget with normal walls. is this intended?
2. if the minigun turret gets destroyed you need to make a person pick up the minigun before you can use it again to make a new turret.


also maybe an idea is to make the medecine kits also need the herbal meds to make since they are not only used to bandage poeple but also to cure them from flu's and infections.(and anesthetic when operating on them.)

The blueprints are white (I am not artistic) and the Gatling gun might be due to the game engine.
Funny you should mention the herbs.  I am working on that right now.

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co (1/5/15)
Post by: tresflores on January 12, 2015, 06:07:29 PM
hey when exactly do you think andrioids will be working
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co (1/5/15)
Post by: Dragoon on January 18, 2015, 10:56:21 AM
I can't craft the r-4 charge rifle (i Have all the stuff for it.)

scratch that it said it needs 2 uranium but instead it needs 40! why did it say 2?
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co (1/5/15)
Post by: brunayla on January 20, 2015, 11:21:11 AM
Quote from: Dragoon on January 18, 2015, 10:56:21 AM
I can't craft the r-4 charge rifle (i Have all the stuff for it.)

scratch that it said it needs 2 uranium but instead it needs 40! why did it say 2?

I will have to look into that.  That Might be why things are unbuildable (M-24, Minigun, R-4 and T-9).  I might have to use fractions of a unit instead of full units.  I will toy with that when I get a chance.

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co (1/21/15)
Post by: brunayla on January 21, 2015, 03:57:10 PM
Fixed all but the T-9 launcher

Brunayla
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co (1/21/15)
Post by: elStrages on January 21, 2015, 04:15:49 PM
If you need help pinning down the organ installation problem look at my mod
also not that once you edit the pawn humanoid files your mod become very unusable by anyone who use extended surgeries or my mod cybernetic storm, and possible a few others.
Title: Re: [MOD] (Alpha 8) Brunayla's Security Co (1/21/15)
Post by: numen0r on February 01, 2015, 12:01:21 AM
hey bud there's a bug in the MIRVWeapons_Artillery.xml
instead of <storeCategories><li>Weapons</li></storeCategories>
it should be <thingCategories><li>Weapons</li></thingCategories>


Title: Re: [MOD] (Alpha 8) Brunayla's Security Co (1/21/15)
Post by: brunayla on April 17, 2015, 05:33:04 PM
Updated to Alpha 10
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/17/15)
Post by: Skyshaper123 on April 17, 2015, 08:44:36 PM
Awesome mod. Thanks
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/17/15)
Post by: Kaballah on April 18, 2015, 09:38:25 PM
A small typo: the research description for weapon crafting says "construct weapons from scrape" should be "scrap"
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/17/15)
Post by: brunayla on April 19, 2015, 08:33:05 PM
Thank you
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 20, 2015, 05:47:27 PM
Got all of the normal weapons to build.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 22, 2015, 09:52:01 AM
The weapon crafting table is well done, but you really need to make the recipes a lot more expensive.  All of the more advanced guns should require a fairly large amount of plasteel to make, e.g. the Minigun costs 140 steel, 5 plasteel, 30 silver - should be more like 140 steel 50 plasteel (or even more).  Heavy SMG, Assault rifle, charge rifle and sniper rifle really should cost some plasteel as well.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Dragoon on April 22, 2015, 10:28:38 AM
Quote from: Kaballah on April 22, 2015, 09:52:01 AM
The weapon crafting table is well done, but you really need to make the recipes a lot more expensive.  All of the more advanced guns should require a fairly large amount of plasteel to make, e.g. the Minigun costs 140 steel, 5 plasteel, 30 silver - should be more like 140 steel 50 plasteel (or even more).  Heavy SMG, Assault rifle, charge rifle and sniper rifle really should cost some plasteel as well.

There is no reason for an heavy smg,sniper rifle or an assault rifle to cost plasteel.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 22, 2015, 10:53:37 AM
Aside from the fact that they're exceptionally powerful, they shouldn't be essentially free (especially the assault rifle).
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Dave-In-Texas on April 22, 2015, 11:28:16 AM
Quote from: Kaballah on April 22, 2015, 10:53:37 AM
Aside from the fact that they're exceptionally powerful, they shouldn't be essentially free (especially the assault rifle).

This is true.. but we can edit the def's ourselves if necessary.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Ninefinger on April 22, 2015, 04:37:25 PM
Quote from: Kaballah on April 22, 2015, 09:52:01 AM
The weapon crafting table is well done, but you really need to make the recipes a lot more expensive.  All of the more advanced guns should require a fairly large amount of plasteel to make, e.g. the Minigun costs 140 steel, 5 plasteel, 30 silver - should be more like 140 steel 50 plasteel (or even more).  Heavy SMG, Assault rifle, charge rifle and sniper rifle really should cost some plasteel as well.

Keep on mind the resource for plasteel and silver are x 20
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 22, 2015, 05:46:24 PM
No, only silver/gold/uranium are x20, plasteel is 1:1.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 22, 2015, 11:06:45 PM
Still working on balance.  In an earlier version some recipes required uranium  and more silver.  I at the time did not know the 20 to 1 of silver gold and uranium.  The cost of the weapons that require silver were 10 time more.  I lowered them to get them to work.  I am open to all balance suggestions .

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 23, 2015, 05:32:11 AM
You should probably look at the trade value or what it would cost to buy a finished a finished weapon, vs. the cost of materials to make it.  For example a trader sells you 1 unit of steel for $1.47 (which is 1.47 units of silver), and a finished charge rifle of normal quality for $1,414.00, 1414 units of silver.  Basically the game values a finished, normal quality charge rifle at about 1000 units of steel.  I'm not saying the recipe should require that much, ok the labor required to gather the materials and to craft it has value, and of course 1000 steel is a silly amount of metal to craft one weapon.  I'm suggesting plasteel because what else are you gonna do with it besides make statues or swords (I doubt very many people make a lot of melee weapons) or sell it.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Dragoon on April 23, 2015, 08:33:57 AM
Quote from: Kaballah on April 23, 2015, 05:32:11 AM
You should probably look at the trade value or what it would cost to buy a finished a finished weapon, vs. the cost of materials to make it.  For example a trader sells you 1 unit of steel for $1.47 (which is 1.47 units of silver), and a finished charge rifle of normal quality for $1,414.00, 1414 units of silver.  Basically the game values a finished, normal quality charge rifle at about 1000 units of steel.  I'm not saying the recipe should require that much, ok the labor required to gather the materials and to craft it has value, and of course 1000 steel is a silly amount of metal to craft one weapon.  I'm suggesting plasteel because what else are you gonna do with it besides make statues or swords (I doubt very many people make a lot of melee weapons) or sell it.

don't you need plasteel for ships?
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 23, 2015, 08:54:30 AM
Well yeah if you choose to build the ship (I don't bother).
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 24, 2015, 11:48:52 AM
Balance was asked for and this is my preposition.

Resource costs
Silver 1, Gold 15, Steel 2, Plasteel 27, Wood 1.4, Uranium 5, Cloth 1.5, Herbal Med 5, Medical Kit 25, Glitterworld Medical Kit 100

Note: Silver, Gold, and Uranium are 1 to 20 ratios ie. 1 recipe unit is 20 units

Medical Kit cost 25: textiles 2 was 10 Herbal Med 2 was 10 Steel 2 was 0

Glitterworld Medical Kit cost 100: textiles 2 was 10 Med 2 Steel 8 was 1

Pistol 200 cost: Steel 70 was 30

Survival Rifle 400 cost: Steel 130 Wood 14 was 5

PDW 550 cost: Steel 191 was 60 textiles 2 was 0

Heavy SMG cost 600: Steel 208 was 90 textiles 2 was 0

Pump Shotgun cost 400: Steel 133 was 60 Wood 10 was 5

Sniper Rifle cost 850: Steel 60 Silver 10 was 5 Plasteel 10 was 0 textiles 3 was 0

LMG cost 800: Steel 139 Silver 10 was 5 Plasteel 3 was 0

Minigun cost 2200: Steel 244 was 140 Silver 6 was 3 Gold 1 was 0 Plasteel 16 was 5 Uranium 2 was 0

Charge Rifle cost 1500: Steel 122 Silver 10 was 3 Plasteel 15 was 5 Uranium 2 was 0

Assault Rifle cost 650: Steel 120 was 100 Silver 10 was 0 textiles 10 was 0

Incendiary Launcher cost 630: Steel 70 was 90 Silver 5 Uranium 2 was 0

Let me know what you think about the balancing.  It was done using cost of materials equaling a % of the value with the rest being labor cost.  If I do not get any good arguments on why not to change the costs I will move forward with them.

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 24, 2015, 12:26:31 PM
It's a little strange but I kind of like that minigun's recipe needs all the metals.  Basically 1 tile of gold, 1 tile of silver (essentially free if you trade), 1 tile of uranium, along with the steel, I think that's OK.  It's good to actually have a use for gold/uranium.

I don't understand requiring textiles for PDW or SMG?

For the x20 materials, your recipe requires e.g. 5 silver, it will actually take 100 to construct the item right?  That seems fine.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 24, 2015, 12:32:14 PM
Kaballah,

Textiles for a sling strap for the gun. and 5 silver is really 100 silver.

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 24, 2015, 12:41:29 PM
Okey doke, sounds fine to me.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 24, 2015, 12:51:37 PM
I am thinking about making neurotrainer, AI Persona Core, Heart, Lung, Kidney, Liver, Simple Prosthetic Leg, Simple Prosthetic Arm, Bionic Eye, Bionic Arm, Bionic Leg, Power Claw, and Scyther Blade craftable after research.  It was something that I was working on but lost.  Maybe all Bionic Heart, Lung, Kidney, and Liver.

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 24, 2015, 01:24:53 PM
I recommend against making neurotrainers craftable, even if they're very expensive.  Everything else you can probably make it semi balanced by making the recipe cost a lot but wow neurotrainers on demand would be super broken.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 24, 2015, 02:40:07 PM
Yes except you will not be able to control what one you get (from last time I played with making them)

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 24, 2015, 03:13:35 PM
Well if you do make such a thing you should probably keep it in a separate mod, shrug
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: CaydenMoore on April 24, 2015, 04:37:58 PM
Does this work with the Combat Realism mod?
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 24, 2015, 05:20:05 PM
It should work with it Weapon Crafting just lets you build them.  The balancing might be off but it should work.

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: RoflWaffleGod on April 25, 2015, 06:32:54 AM
Such a minor thing but is there any chance for compatibility with Combat realism and this mod, mainly the MIRV part. Combat realism has really nice mortar explosions but the MIRVs have vanilla explosions. If i remember correctly it did work together in a previous version.

Anyways you make really awesome mods, so ty.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 25, 2015, 04:39:23 PM
Added Bionic Organic Replacement Parts and Neurotrainer / AI Persona Core

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 26, 2015, 12:36:38 AM
Great, thanks for the update!
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Turtle Dude on April 26, 2015, 02:21:08 AM
Can you tell me the ranges of all the mannable turrets Or at the the same as the improvised ones?
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 26, 2015, 03:42:34 AM
I like the new recipes way better, it's no longer just land -> research weapon crafting -> make the best guns.  Good change!
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 26, 2015, 04:34:01 AM
For your new research items, "Replacement Organ Making" appears twice, I guess the 1200 point one should be "Bionic Limb Crafting" or something.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 26, 2015, 01:27:51 PM
Yes will fix the double reseasurch later today.  The new costs are based on the value of the item and the value of the material plus 30% labor. (I might tweak the work time needed)

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 26, 2015, 08:47:25 PM
Fixes done...please re-download.

brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Turtle Dude on April 26, 2015, 09:07:17 PM
brunayla is there anyway to create the firing distance ring around the turrets similar to how placing improved ones do, I want to find out how much of a distance I get with the mannable turrets want to use. If not is there a way to add the distance to the description, that would help at least being able to use the normal turrets as a reference.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 26, 2015, 11:12:39 PM
I will look into the the fire range indicates.

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: brunayla on April 26, 2015, 11:45:42 PM
Firing range indicators are doable I just need to test them a bit more to make sure they are correctly displaying.  I also added min range indicators for the MIRVs.

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Kaballah on April 27, 2015, 09:36:42 AM
Hey if you're looking for more things to add that aren't done by other mods, how about craftable vanilla armors - not necessarily power armor, but maybe that too with a very long research item/expensive recipe.  Really just helmets and vests would be pretty great.  This patch they seem to be much less frequent (could be just the factions I've rolled but I've rolled a few now) and they're always very badly damaged when taken off of enemies.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/24/15)
Post by: brunayla on April 27, 2015, 01:35:22 PM
Working on the armor.  Will have a update later today

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/27/15)
Post by: brunayla on April 27, 2015, 05:39:26 PM
Armor crafting is in.

Brunayla
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/27/15)
Post by: Turtle Dude on April 28, 2015, 12:52:01 AM
It seems your turrets have 2 different set of Fire range indicators, when building you will see one closely similar to that of the improved turrets while the afterwards the Fire range indicator will be almost 2 times it was when constructed.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/27/15)
Post by: Kaballah on April 28, 2015, 08:11:23 PM
Quote from: brunayla on April 27, 2015, 05:39:26 PM
Armor crafting is in.

Brunayla

Oh neat, nice job.

I wanted to say again, you did a good job on the first try with recipe costs, there is a real progression there for the more advanced weapons - you can easily make pistols/survival rifles right after embarking, a little harder to make PDW/heavy SMG, a little harder than that to make assault rifle, etc.  Nice work with that.

By the way you should rename the turret research item to "Manned Turrets" or something, the current name isn't really descriptive of what it unlocks.
Title: Re: [MOD] (Alpha 11) Brunayla's Security Co (6/10/15)
Post by: brunayla on June 10, 2015, 05:37:39 PM
Updated to Alpha 11... I do not think anything is broken

Brunayla
Title: Re: [MOD] (Alpha 11) Brunayla's Security Co (6/10/15)
Post by: wakko151 on June 10, 2015, 09:47:00 PM
A11 Bitches!
Title: Re: [MOD] (Alpha 11) Brunayla's Security Co (6/10/15)
Post by: brunayla on June 11, 2015, 12:58:39 PM
What might be added or changed to this group of mods that would make them better?

Brunayla
Title: Re: [MOD] (Alpha 11) Brunayla's Security Co (6/10/15)
Post by: Katorone on June 11, 2015, 02:02:15 PM
Quote from: brunayla on June 11, 2015, 12:58:39 PM
What might be added or changed to this group of mods that would make them better?

Brunayla

I'd love to see your take on traps.  I'm thinking: walls that squish pawns, hidden short range auto turrets (comparable with the strength of a pistol and very limited shots/squishy)
EMP land mines perhaps?
Basically things that make use of the new rearming mechanism of RimWorld.  Hell, why not low tech catapults for early game sieges, or for tribal factions to use as siege weapons?
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: dystopic on June 17, 2015, 11:46:12 AM
Quote from: Kaballah on April 23, 2015, 05:32:11 AM
You should probably look at the trade value or what it would cost to buy a finished a finished weapon, vs. the cost of materials to make it.  For example a trader sells you 1 unit of steel for $1.47 (which is 1.47 units of silver), and a finished charge rifle of normal quality for $1,414.00, 1414 units of silver.  Basically the game values a finished, normal quality charge rifle at about 1000 units of steel.  I'm not saying the recipe should require that much, ok the labor required to gather the materials and to craft it has value, and of course 1000 steel is a silly amount of metal to craft one weapon.  I'm suggesting plasteel because what else are you gonna do with it besides make statues or swords (I doubt very many people make a lot of melee weapons) or sell it.

no, don't do that. there should not be a 1:1 relationship between cost of raw materials and cost of crafted items. consider clothing as a comparison. you significantly increase the value of your textiles by turning them into clothes. so it should be with weapons.

instead of requiring a lot of (sometimes exotic) materials, the job should require a lot of labor and a relatively high crafting level. if you can also make it more difficult to craft higher-quality items, that would be another good method of balancing, if it's possible.

i have to wonder about a player who calls crafted items "free". setting aside the time and infrastructure to craft anything (especially very big jobs) on a (powered) work bench--that isn't free at all. if you find that process easy, consider playing on a tougher difficulty level, or not using the prepare carefully mod if you do.

oh, and i typically make turrets and exterior doors out of plasteel. i find it's pretty rare stuff until late game.
Title: Re: [MOD] (Alpha 10) Brunayla's Security Co (4/20/15)
Post by: Dragoon on June 17, 2015, 05:12:08 PM
Quote from: dystopic on June 17, 2015, 11:46:12 AM
i have to wonder about a player who calls crafted items "free". setting aside the time and infrastructure to craft anything (especially very big jobs) on a (powered) work bench--that isn't free at all. if you find that process easy, consider playing on a tougher difficulty level, or not using the prepare carefully mod if you do.

+1 Finally someone else who see this!
Title: Re: [A11] Brunayla's Security Co (6/10/15)
Post by: Kaballah on July 05, 2015, 08:10:56 PM
These appear to be working without any update required in A11b, fyi
Title: Re: [A11] Brunayla's Security Co (6/10/15)
Post by: Goldsmyths on July 05, 2015, 10:28:54 PM
ITS A CONSPIRACY!!!
or not :)

Nyway, I finally realized that the embrasures here are just the normal embrasures, even after finishing the upgrade researches. Then I figured that instead of
      <blueprinttexPath>
         <texPath>Things/Building/Embrasure_Blueprint_Atlas<texPath>
      </blueprinttexPath>
I tried changing the xml for the upgraded ones to
      <blueprintGraphicData>
         <texPath>Things/Building/Embrasure_Blueprint_Atlas</texPath>
      </blueprintGraphicData>
just like the one in the Embrasures.xml.
And the upgraded ones finally appeared in my Architech menu.
Title: Re: [A11] Brunayla's Security Co (6/10/15)
Post by: brunayla on July 06, 2015, 03:20:16 PM
That is one of my problems.  I they to do things fast but do not find all of the nitpick stuff.  I will have a fixed version soon. later today 7/6/15.


Brunayla
Title: Re: [A11] Brunayla's Security Co (6/10/15)
Post by: Extront on July 17, 2015, 10:08:48 AM
Quote from: Goldsmyths on July 05, 2015, 10:28:54 PM
ITS A CONSPIRACY!!!
or not :)

Nyway, I finally realized that the embrasures here are just the normal embrasures, even after finishing the upgrade researches. Then I figured that instead of
      <blueprinttexPath>
         <texPath>Things/Building/Embrasure_Blueprint_Atlas<texPath>
      </blueprinttexPath>
I tried changing the xml for the upgraded ones to
      <blueprintGraphicData>
         <texPath>Things/Building/Embrasure_Blueprint_Atlas</texPath>
      </blueprintGraphicData>
just like the one in the Embrasures.xml.
And the upgraded ones finally appeared in my Architech menu.

So after seeing Goldsmiths post i opened my embrasure defs and this is what i saw. the embrasure itself works but none of the upgrades do.

[attachment deleted due to age]
Title: Re: [A11] Brunayla's Security Co (7/6/15)
Post by: kaptain_kavern on July 17, 2015, 12:38:09 PM
Try to open it with a text editor.

There's some link on the wiki on this page (http://rimworldwiki.com/wiki/Modding_Tutorials/Recommended_software#XML_Code_Editors)
Title: Re: [A11] Brunayla's Security Co (7/6/15)
Post by: Kaballah on July 20, 2015, 03:01:25 AM
Popping in to say I really like how this mod has turned out.  I still think the item recipes are balanced pretty well.  Great mod  :D
Title: Re: [A11] Brunayla's Security Co (7/6/15)
Post by: kahlzun on July 21, 2015, 09:14:50 PM
Small bug report: When trying to craft a bionic leg on the table, the pawn says they're making a kidney.
See below:
(http://i.imgur.com/fKEdOfI.png)
Title: Re: [A11] Brunayla's Security Co (7/6/15)
Post by: brunayla on August 22, 2015, 06:50:49 PM
Quote from: kahlzun on July 21, 2015, 09:14:50 PM
Small bug report: When trying to craft a bionic leg on the table, the pawn says they're making a kidney.

I will look into that also they mods seem to work as is for alpha 12

It should be fixed now

Brunayla
Title: Re: [A12] Brunayla's Security Co (8/22/15)
Post by: whoishigh on August 22, 2015, 08:26:54 PM
Small mistype in research - "Replacement Bionic Replacement Making" - not sure you mean to have that redundancy :P I might change "making" to "crafting" as well but that's just me!
Title: Re: [A12] Brunayla's Security Co (8/22/15)
Post by: brunayla on August 22, 2015, 08:43:46 PM
fixed now. thank you for pointing it out

brunayla
Title: Re: [A12] Brunayla's Security Co (8/22/15)
Post by: Match on August 22, 2015, 08:48:10 PM
Out of curiosity, is a new game needed to add your mod?
Title: Re: [A12] Brunayla's Security Co (8/22/15)
Post by: Nerve on August 22, 2015, 08:49:31 PM
Can you add psychic foil helmets to the armor crafting table?
Title: Re: [A12] Brunayla's Security Co (8/22/15)
Post by: Girlinhat on August 22, 2015, 08:54:10 PM
Quote from: Match on August 22, 2015, 08:48:10 PM
Out of curiosity, is a new game needed to add your mod?
There's no changes to world generation, factions, traders, or existing items so it should load into an existing world easily.
Title: Re: [A12] Brunayla's Security Co (8/22/15)
Post by: brunayla on August 22, 2015, 09:03:03 PM
most if not all of my mods just adds a way to build already existing items (except the mirv) so a new game world should not be needed.
Title: Re: [A12] Brunayla's Security Co (8/22/15)
Post by: brunayla on August 22, 2015, 09:04:08 PM
Quote from: Nerve on August 22, 2015, 08:49:31 PM
Can you add psychic foil helmets to the armor crafting table?
I will have to look in to it and plug it into my build cost spreadsheet.

It looks to me that I would set it a 200 silver 10 steel and 10 cloth.

Brunayla
Title: Re: [A12] Brunayla's Security Co (8/22/15)
Post by: Pandora on August 22, 2015, 09:40:23 PM
Some minor coding needed to remove errors; just added a / to some texPaths. Also, having </blueprinttexData> brings up an error, changing it to <blueprintGraphicData> (which I saw you did in one .xml) solves it.
Title: Re: [A12] Brunayla's Security Co (8/22/15)
Post by: brunayla on August 23, 2015, 07:39:26 PM
Quote from: Pandora on August 22, 2015, 09:40:23 PM
Some minor coding needed to remove errors; just added a / to some texPaths. Also, having </blueprinttexData> brings up an error, changing it to <blueprintGraphicData> (which I saw you did in one .xml) solves it.

Thank you.  It is fixed now and will be uploading the fixed file soon.

Brunayla
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: brunayla on August 27, 2015, 03:35:21 PM
Added facility support to Armor Crafting (Tool), Bionic Replacement (Tool), Medkit crafting (Tool), Weapon Crafting(Tool), Neurotrainer (MultiAnalizer), and Replacement Organ (MultiAnalizer)

Brunayla
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: Dragoon on August 27, 2015, 10:41:34 PM
Will you add crafting of personal shields? (sorry if there are already in and I just did not see it)
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: Kairo on August 28, 2015, 05:25:39 AM
Hi there and thank u Brunayla for your mods  :).

it may be me but i think there is a problem with Embrasures 1.5. I can do the researchs but i cannot see it in my structures menu nor build it.
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: brunayla on August 28, 2015, 12:26:11 PM
Quote from: Kairo on August 28, 2015, 05:25:39 AM
Hi there and thank u Brunayla for your mods  :).

it may be me but i think there is a problem with Embrasures 1.5. I can do the researchs but i cannot see it in my structures menu nor build it.

Rolled back to a prior version

Brunayla
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: bazalisk on August 28, 2015, 01:43:48 PM
is Embrasures 1.5 good to DL or should i stick to 1.42 then?
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: Kairo on August 28, 2015, 08:09:01 PM
Quote from: bazalisk on August 28, 2015, 01:43:48 PM
is Embrasures 1.5 good to DL or should i stick to 1.42 then?

Yes, u can redownload Embrasures 1.5 via BSCo 1.4.8.8. It works for me now (recently tested with a new colony and new world).

Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: brunayla on August 30, 2015, 05:18:07 PM
added foil Helmet to armor crafting and Artillery shell to Weapon crafting

Brunayla
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: DirtySiwy12 on September 03, 2015, 04:33:15 PM
I have a problem. I downloaded latest version of your mod and when I finished building bionic replacements crafting table it dissapear like it was never build. Same thing happens with primitive weapons crafting table and I didn't check other tables with your mod. Vanilla benches works fine. I play on Alpha 11b It's possible that I have wrong version of your mod?
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: Kairo on September 03, 2015, 05:11:16 PM
Quote from: DirtySiwy12 on September 03, 2015, 04:33:15 PM
I have a problem. I downloaded latest version of your mod and when I finished building bionic replacements crafting table it dissapear like it was never build. Same thing happens with primitive weapons crafting table and I didn't check other tables with your mod. Vanilla benches works fine. I play on Alpha 11b It's possible that I have wrong version of your mod?

Hi,

BS Co 1.4.8.9 is for A12C/D.

Did u try BS Co 1.4.8.5 ?
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: DirtySiwy12 on September 03, 2015, 05:53:09 PM
Quote from: Kairo on September 03, 2015, 05:11:16 PM
Quote from: DirtySiwy12 on September 03, 2015, 04:33:15 PM
I have a problem. I downloaded latest version of your mod and when I finished building bionic replacements crafting table it dissapear like it was never build. Same thing happens with primitive weapons crafting table and I didn't check other tables with your mod. Vanilla benches works fine. I play on Alpha 11b It's possible that I have wrong version of your mod?

Hi,

BS Co 1.4.8.9 is for A12C/D.

Did u try BS Co 1.4.8.5 ?


I've got this one: Brunayla Security Co 1.4.8.9. I didn't try 1.4.8.5
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: DirtySiwy12 on September 03, 2015, 06:23:54 PM
OK I download 1.4.8.5 version ad it works fine. Thanks for the answer :)
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: Kairo on September 06, 2015, 11:48:46 AM
Quote from: sparklingmagma on September 05, 2015, 11:29:17 PM
I like using the embrasures in this mod pack but how come i can't shoot through the embrasures with the default rimworld guns? It works with other modded guns but when I started a new world and a new colony, i use a mod where i could build the default rimworld guns in the smithing bench and when i send my colonist inside the embrasures they dont shoot and let the raiders ruin everything. I hope you can fix this bug

Hi,

A solution for you could be to use Brunayla's weapons crafting mod (in the BS Co mod pack) :
you can craft vanilla weapons at new workbenches (melee and ranged) with balanced requirements in my opinion.

Are you using Ykara weapons crafting mod A12 ?
Title: Re: [A12c] Brunayla's Security Co (8/27/15)
Post by: sparklingmagma on September 06, 2015, 01:48:08 PM
nvm I figured out what the problem was, but thanks for replying  ;D

I just cant let the colonist stand too close to the embrasures or else they wont shoot xD

Edit: Yes i am using Ykara's weapon crafting mod
Title: Re: [A12c] Brunayla's Security Co (9/10/15)
Post by: brunayla on September 10, 2015, 04:34:21 PM
Added
NonDecayingStorage- Do you dislike how untidy your stockpiles are?  Now you can add shelving (preconfigured).
Training Rack- They say knowledge is power, but how do you get that knowledge?  With the training rack thats how.  Use scrap material to learn how to do thing or better yourself.

Brunayla
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: TheGentlmen on October 04, 2015, 07:26:37 PM
Err, found a bug/problem in the embrasures mod... it gives a warning,

Embrasures.xml has:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas</texPath>
</blueprintGraphicData>

While the rest have:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas<texPath>
</blueprintGraphicData>
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: TheGentlmen on October 04, 2015, 07:52:30 PM
Found a bug/problem in trainingracks:
TrainingRack is made out of stuff, it also has a constructEffect.
the stuff its made out of will always override the constructEffect.
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: TheGentlmen on October 04, 2015, 10:49:09 PM
Hello, here is a MAJOR error:

Medicine Kit Crafting has a copy of the neurotrainer tex
Both textures are rotated
Both texures are the wrong aspect ration

What to do to fix:
Delete copy from med crafting mod
Replace the other texture with dis:
(https://ludeon.com/forums/index.php?action=dlattach;topic=7179.0;attach=10316)

[attachment deleted due to age]
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: brunayla on October 05, 2015, 10:44:33 AM
Quote from: TheGentlmen (GENT) on October 04, 2015, 07:26:37 PM
Err, found a bug/problem in the embrasures mod... it gives a warning,

Embrasures.xml has:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas</texPath>
</blueprintGraphicData>

While the rest have:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas<texPath>
</blueprintGraphicData>
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: TheGentlmen on October 05, 2015, 06:48:51 PM
Quote from: brunayla on October 05, 2015, 10:44:33 AM
Quote from: TheGentlmen (GENT) on October 04, 2015, 07:26:37 PM
Err, found a bug/problem in the embrasures mod... it gives a warning,

Embrasures.xml has:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas</texPath>
</blueprintGraphicData>

While the rest have:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas<texPath>
</blueprintGraphicData>
Didn't write any thing?
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: brunayla on October 06, 2015, 09:54:28 AM
Sorry Gent,

I did type something but it apparently disappeared before I sent send.  I do not see the tesPath problem that you point out in my copy.  To be sure I repacked and fixed what you have pointed out.  The neurotrainer was going to be in medkits at first.

Brunayla
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: starburst98 on October 22, 2015, 09:58:29 PM
weird one for me. set crafting bill on training rack. only people with doctor skill enabled will use it, even when crafting skill is disabled. this is a huge problem because my crafter has burning passion but doctoring disabled, so they can't train.
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: shiroe on October 24, 2015, 12:19:33 PM
When I try to make power armor or bionic eyes the game keeps telling me that I don't have the materials. I have more than enough to make the items. This seems to be an problem when trying 'recipes' with 5 or more ingredients (possibly starting from 4).
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: starburst98 on October 24, 2015, 05:19:16 PM
i thought i had that one too, double check your stocks. uranium is a small items so you need 20x more then the number says.
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: shiroe on October 24, 2015, 06:57:19 PM
Quote from: starburst98 on October 24, 2015, 05:19:16 PM
i thought i had that one too, double check your stocks. uranium is a small items so you need 20x more then the number says.
Damn it must be the uranium then... I'll check once I get some more uranium
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: brunayla on October 27, 2015, 09:14:01 PM
Quote from: shiroe on October 24, 2015, 12:19:33 PM
When I try to make power armor or bionic eyes the game keeps telling me that I don't have the materials. I have more than enough to make the items. This seems to be an problem when trying 'recipes' with 5 or more ingredients (possibly starting from 4).
That drove me nuts when I was testing it as well because I would forget what was small.

Brunayla
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: brunayla on October 27, 2015, 09:28:31 PM
Quote from: starburst98 on October 22, 2015, 09:58:29 PM
weird one for me. set crafting bill on training rack. only people with doctor skill enabled will use it, even when crafting skill is disabled. this is a huge problem because my crafter has burning passion but doctoring disabled, so they can't train.
Try forcing him to fill the bill when you have a corps or use https://ludeon.com/forums/index.php?topic=10623.msg105056#msg105056
at this time there is no way that I know of to set max skill levels in bills.

Brunayla
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: starburst98 on October 27, 2015, 11:53:50 PM
ah, no, think you got it backwards.

my crafting guy can't do "train crafting skill". 'train medicine skill' works perfectly fine since i want doctors to train medical skill. but i can't train do 'train crafting skill' with someone that can't be a doctor.

as in, ONLY doctors are allowed to use the training rack, so someone incapable of doctor can never train anything.
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Slimeyo on November 05, 2015, 08:41:24 AM
Yes, and that´s because doctor is labelled as a required work class in the workgiver def fil. Either duplicate it so every workers can use it, or change the work class to a more common one (patient?).

I reworked the mod so it consist of multiple training racks, divided in skills/work categories. Now every worker can train the skills they need for their most common work areas. Shooting/melee training is however limited to hunters in my version.
I won´t however share it until I get permission from brunleya
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Slimeyo on November 27, 2015, 05:42:20 AM
This is my reworked version of brunaylas training racks mod.

[attachment deleted due to age]
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Ungrateful on December 02, 2015, 03:54:13 PM
So does anyone know if a patch has been released for the weapon crafting to be compatible with rimfire weapons?
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Riamu on January 05, 2016, 02:14:17 PM
Potentially fatal and dumb question I'm about to ask here but I assume this is not compatible with Expanded Prosthetic and Organ Engineering mod?

Thought I would swing by and check this mod out thanks to Blitz :p
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Kaballah on January 05, 2016, 06:28:54 PM
Each of the parts of this collection of mods is packed separately, and they include their own workbench rather than adding their recipes to the vanilla workbenches, so you can mix it with some other prosthetic type mod and it shouldn't cause problems.
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: filippe999 on February 13, 2016, 11:18:11 AM
Ah finall found your mods again! I forgot where you made neurotrainers
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: timeandtherani on February 28, 2016, 12:49:00 PM
What materials do you need to craft armor?  I have a bill for armor chest plates, but nobody goes there, and when I right click to prioritize someone it says I need materials.  I've got plenty of steel and leather, which is what I'd presume makes armor.  What else do I need?
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Dragoon on March 03, 2016, 11:58:26 AM
Why does it take silver to make armor/bionics?
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: ButteryButters on March 04, 2016, 11:51:41 AM
Hey there. I had an issue when I first opened the research tab on a new world it was completely blank and I couldn't select anything. After eventually reloading the game all my research options are there again but I say this in the debug menu

(http://i1375.photobucket.com/albums/ag460/Buttery_Butters/bandicam%202016-03-04%2011-46-32-947_zpsgkxw7djn.jpg)

I don't know where it conflicts but the only mods I have that add research paths are GlitterTech, Mechanical Defense (Without Drones), Industrialization, Temperature Control, EPOE, and Miscellaneous+MAI. I am no expert so I can't even guess where the conflict is but I am guessing it is something with a research path and those are the mods I have that add some   
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Angelix on March 12, 2016, 06:01:07 AM
I propose some polishing to mods:
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Justas love on April 11, 2016, 04:05:38 PM
A13? please.
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: rdz1122 on April 21, 2016, 09:11:59 PM
+1

:)
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Cabraca on April 29, 2016, 05:26:08 PM
did no update come?
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: fuloskop on May 01, 2016, 05:03:04 PM
A13 Please
It's Awesome...
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Kaballah on May 01, 2016, 07:49:24 PM
This has always been such a great set of mods,  :-\
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Neros on May 04, 2016, 04:18:01 AM
Just tried this mod out on a colony for hours yesterday (generated a new world as the game demanded), and so far; I haven't seen any of the things that it should include. Is there a specific way to get them, like do you have to research them first?
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Justas love on May 04, 2016, 01:48:55 PM
Once you downloaded the mod, u should click the folder and go inside of it, and then drag the 4-6 mods into your rimworld.
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Neros on May 05, 2016, 09:11:39 AM
Aaaah, there we go.. Thanks for the info :D

But it doesn't seem like the training rack works. It mentions that it needs a corpse, but even when there is a corpse available, no one seems to go an train at the rack and I can't seem to right click and command them to use it.
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Justas love on May 05, 2016, 12:30:04 PM
Maybe you didn't do the bill?
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Neros on May 05, 2016, 02:27:50 PM
Well, I'ved added a good deal of bills, but none of the colonists goes to work on it..

Tried adding a Primitive Armor Crafting bench as well, and it to doesn't seem to attract the colonists attention either. Can't right-click and force them to work on it as well.. Tool Cabines doesn't seem to work on them as well.
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Justas love on May 06, 2016, 08:06:51 AM
Are you playing in a12 or a13? coz this is for a12
Title: Re: [A12d] Brunayla's Security Co (9/10/15)
Post by: Neros on May 07, 2016, 05:52:14 AM
I think that might be the problem.. I am running the newest version of Rimworld.. Sorry for the bothering then :P
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: brunayla on July 16, 2016, 12:10:48 AM
Updated to Alpha 14 enjoy.

Brunayla
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: gofastskatkat on July 16, 2016, 01:25:37 AM
FYI, you made a minor mistake with the link titles
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: harpo99999 on July 16, 2016, 03:44:36 AM
brunayla, I can not see a link to the 1.5 on the OP, is this correct?
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: shirlierox on July 16, 2016, 04:34:25 AM
Looks like the hyperlink is correct it's just the actual text. If you click on the top link you get taken to the 1.5 dropbox link.
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: brunayla on July 16, 2016, 12:33:15 PM
Sorry all for the mix up.  It is fixed now.  The website seems to be getting slammed with traffic.

Brunayla
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: moumix on July 19, 2016, 05:47:26 PM
Hello,

I got this error with your "Replacement Organ Crafting" mod:
(http://puu.sh/q7oWO/eacb935cf5.png)

After looking into it, here is the snippet of code at lines 10 to 12:

<fixedBillGiverDefs>
<li>ReplacementOrganTable</lik>
</fixedBillGiverDefs>


The "</lik>" should be "</li>".

This is in the file "BaseWorkGivers.xml" in the "ReplacementOrganCrafting 1.3\Defs\WorkGiverDefs" directory. :)

Hope this helps :)
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: brunayla on July 20, 2016, 12:29:27 AM
Quote from: moumix on July 19, 2016, 05:47:26 PM
Hello,

I got this error with your "Replacement Organ Crafting" mod:
(http://puu.sh/q7oWO/eacb935cf5.png)

After looking into it, here is the snippet of code at lines 10 to 12:

<fixedBillGiverDefs>
<li>ReplacementOrganTable</lik>
</fixedBillGiverDefs>


The "</lik>" should be "</li>".

This is in the file "BaseWorkGivers.xml" in the "ReplacementOrganCrafting 1.3\Defs\WorkGiverDefs" directory. :)

Hope this helps :)

Thank you it is fixed now.  I did not change the version number.

Brunayla
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: eberkain on July 28, 2016, 06:36:11 PM
Anyone else getting this problem with the Embrasures being very dark, I've been trying to debug and fix this for about an hour and I think I give up.  Screenshot is a steel embrasure with a steel wall, plus the icons are really dark, but I can live with that. 

[attachment deleted by admin - too old]
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: qurffe on July 29, 2016, 01:40:01 AM
Quote from: eberkain on July 28, 2016, 06:36:11 PM
Anyone else getting this problem with the Embrasures being very dark, I've been trying to debug and fix this for about an hour and I think I give up.  Screenshot is a steel embrasure with a steel wall, plus the icons are really dark, but I can live with that.

I dont think that is bug, but the actual way they look.
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: eberkain on July 29, 2016, 07:40:39 AM
Quote from: qurffe on July 29, 2016, 01:40:01 AM
Quote from: eberkain on July 28, 2016, 06:36:11 PM
Anyone else getting this problem with the Embrasures being very dark, I've been trying to debug and fix this for about an hour and I think I give up.  Screenshot is a steel embrasure with a steel wall, plus the icons are really dark, but I can live with that.

I dont think that is bug, but the actual way they look.

If you look at the texture files included with the mod they are a spot on match for the walls normal colors, but in game they are really dark and the construction ghost shows up as pure white.  I figured out it was a texture issue and I fixed my local copy and made up a quick blueprint atlas that works correctly. 

[attachment deleted by admin - too old]
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: brunayla on July 31, 2016, 10:39:42 PM
Added Temperature Control with a fan to cool you colonists.  Works like the heater.

Also check Embrasures I think I fixed the the too dark problem.

Brunayla
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: biship on August 01, 2016, 09:36:54 AM
Can you plz put this on Steams Workshop?
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: brunayla on August 01, 2016, 06:16:33 PM
Quote from: biship on August 01, 2016, 09:36:54 AM
Can you plz put this on Steams Workshop?

I would love to but run into problems when uploading parts of the mod pack.
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: biship on August 01, 2016, 07:27:17 PM
ok no probs. I'll just make my lazy butt check this thread more often.
Title: Re: [A14] Brunayla's Security Co (7/15/16)
Post by: brunayla on August 01, 2016, 07:49:02 PM
Now on Steam.  I just need to make sure to keep both in sync with updates
Title: Re: [A14] Brunayla's Security Co (8/1/16)
Post by: Yoso on August 02, 2016, 02:30:32 PM
When <Silver>10</Silver> is an ingredient the recipe requires 200 silver. When <Silver>10</Silver> is a product the game makes 10 silver. The silver, gold, and uranium products from taking apart weapons and armor need to be multiplied by 20.
Title: Re: [A14] Brunayla's Security Co (8/1/16)
Post by: brunayla on August 02, 2016, 06:35:43 PM
Fixed now

Brunayla
Title: Re: [A14] Brunayla's Security Co (8/3/16)
Post by: brunayla on August 12, 2016, 05:36:03 PM
Made the manned turrets larger at the request of a steam user.

Brunayla
Title: Re: [A14] Brunayla's Security Co (8/3/16)
Post by: brunayla on August 17, 2016, 02:39:34 PM
updated storage and neural trainer mods

Brunayla
Title: Re: [A14] Brunayla's Security Co (8/3/16)
Post by: brunayla on August 20, 2016, 07:40:04 PM
1.55 added floor fan and heater to temperature control

Brunayla
Title: Re: [A15] Brunayla's Security Co (8/29/16)
Post by: brunayla on August 28, 2016, 06:21:47 PM
1.56 updated to alpha 15

Brunayla
Title: Re: [A15] Brunayla's Security Co (8/29/16)
Post by: shirlierox on August 28, 2016, 06:44:40 PM
The latest A15 zip only seems to contain the MIRV artillery mod  :'(
Title: Re: [A15] Brunayla's Security Co (8/29/16)
Post by: brunayla on August 29, 2016, 04:14:35 PM
shirlierox  try now.  I do now know how that happened.  sorry for the let down.

brunayla
Title: Re: [A15] Brunayla's Security Co (9/5/16)
Post by: brunayla on September 05, 2016, 06:38:21 PM
added cyclone wire to keep your enemy at bay while they have little too no cover.

Brunayla
Title: Re: [A15] Brunayla's Security Co (9/6/16)
Post by: brunayla on September 07, 2016, 07:17:56 PM
1.58 fixed some graphical problems

Brunayla
Title: Re: [A15] Brunayla's Security Co (9/9/16)
Post by: brunayla on September 09, 2016, 07:20:17 PM
1.59 added razor wire trap

Brunayla
Title: Re: [A15] Brunayla's Security Co (9/9/16)
Post by: 14m1337 on September 12, 2016, 05:45:16 PM
hey there ! I really like the idea of Training Rack, but I'm encountering a massive problem with it: one of my pawns (at least he's the one where I noticed this behaviour), Bonzo, is training his artistic skills, although he would have many other things to do. The priorities for him are set to mining=3, foresting=2, artistic=4. As I'm running a deep mining colony and there are still many holes to dig, he's got work to do for the next 2 years. Now, as already mentioned, I'm wondering why he's training... As soon as I suspend the training job, he starts mining.

Dropbox links:
savegame where he is already selected: https://www.dropbox.com/s/g78wb4jyfjmm7i1/Caveworld.rar?dl=0
modlist: https://www.dropbox.com/s/zff5itlk3zzb4rq/mods1.png?dl=0 & https://www.dropbox.com/s/lsnq7sa1ljqtyjg/mods2.png?dl=0
Title: Re: [A15] Brunayla's Security Co (9/18/16)
Post by: brunayla on September 18, 2016, 03:31:21 PM
Added
Agriculture- Soil that you can place that has better fertility them basic soil.

Brunayla
Title: Re: [A15] Brunayla's Security Co (9/18/16)
Post by: 14m1337 on September 19, 2016, 12:31:29 AM
Hello Brunayla,

I looked a bit deeper into the behavior that I described above, and found out that the colonists need to have "flicking" enabled in order to be able to use the training racks. If I set a skill limitation, it's taken into account correctly.
This also explains, why Bonzo prioritized training before doing his work: I usually set flicking to priority "2"

This even happens on a new started colony, with no other active mod besides "Training Racks".

Does anybody else have this problem ?
Is this behavior intended ?


//Edit:
I've looked up the XML code in the last hour, and I can understand the problems now, and why you chose flicking. best way to solve this seems to split up the one training rack to one for each training-necessary action.
Title: Re: [A15] Brunayla's Security Co (9/18/16)
Post by: brunayla on September 20, 2016, 05:31:31 PM
Quote from: 14m1337 on September 19, 2016, 12:31:29 AM
Hello Brunayla,

I looked a bit deeper into the behavior that I described above, and found out that the colonists need to have "flicking" enabled in order to be able to use the training racks. If I set a skill limitation, it's taken into account correctly.
This also explains, why Bonzo prioritized training before doing his work: I usually set flicking to priority "2"

This even happens on a new started colony, with no other active mod besides "Training Racks".

Does anybody else have this problem ?
Is this behavior intended ?


//Edit:
I've looked up the XML code in the last hour, and I can understand the problems now, and why you chose flicking. best way to solve this seems to split up the one training rack to one for each training-necessary action.

I would have to copy and paste on for each skill.  The ability to do it is in the code with a little decoding. This is what it looks like on the workgiverdef side
<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>

   <WorkGiverDef>
      <defName>TrainingRack</defName>
      <label>training</label>
      <giverClass>WorkGiver_DoBill</giverClass>
      <workType>
         <li>Flicker</li>
         <!--<li>Art</li>
         <li>Cleaning</li>
         <li>Construction</li>
         <li>Cooking</li>
         <li>Crafting</li>
         <li>Doctor</li>
         <li>Firefighter</li>
         <li>Growing</li>
         <li>Handling</li>
         <li>Hauling</li>
         <li>Hunting</li>
         <li>Mining</li>
         <li>PlantCutting</li>
         <li>Research</li>
         <li>Repair</li>
         <li>Smithing</li>
         <li>Tailoring</li>
         <li>Warden</li>-->
      </workType>
      <verb>train</verb>
      <gerund>training</gerund>
      <requiredCapacities>
         <li>Consciousness</li>
         <li>Manipulation</li>
         <li>Sight</li>
      </requiredCapacities>
      <fixedBillGiverDefs>
         <li>TrainingRack</li>
      </fixedBillGiverDefs>
      <prioritizeSustains>true</prioritizeSustains>
   </WorkGiverDef>
 
</WorkGivers>

I chose flicker because people were complaining about is being set to doctor originally (I think).

I would also have to copy paste and change the code to the training rack to the specials.

  <ThingDef ParentName="BuildingBase">
      <DefName>TrainingRack</DefName>
      <label>Training rack</label>
      <ThingClass>Building_WorkTable</ThingClass>
      <Description>Training rack with books to learn skills.</Description>
      <graphicData>
         <texPath>Things/Building/Furniture/NonDecayingStorage</texPath>
         <graphicClass>Graphic_Single</graphicClass>
         <drawSize>(3,2)</drawSize>
      </graphicData>
      <AltitudeLayer>Building</AltitudeLayer>
      <passability>PassThroughOnly</passability>
      <fillPercent>0.4</fillPercent>
      <stuffCategories>
         <li>Metallic</li>
         <li>Woody</li>
         <li>Stony</li>
      </stuffCategories>
      <costStuffCount>50</costStuffCount>
      <!--<constructEffect>ConstructWood</constructEffect>-->
      <castEdgeShadows>true</castEdgeShadows>
      <useHitPoints>True</useHitPoints>
      <statBases>
         <WorkToMake>500</WorkToMake>
         <MaxHitPoints>350</MaxHitPoints>
         <Flammability>1.0</Flammability>
      </statBases>
      <Size>(2,1)</Size>
      <DesignationCategory>Production</DesignationCategory>
      <hasInteractionCell>True</hasInteractionCell>
      <interactionCellOffset>(0,0,1)</interactionCellOffset>
      <surfaceType>Item</surfaceType>
      <inspectorTabs>
         <li>ITab_Bills</li>
      </inspectorTabs>
  </ThingDef>

Tho if I did it might justify having a better workSkillLearnFactor on the single skill racks.  It is something to think about.

Brunayla
Title: Re: [A15] Brunayla's Security Co (9/20/16)
Post by: brunayla on September 20, 2016, 05:32:44 PM
added trenches to cyclone mod as requested by steam user

brunayla
Title: Re: [A15] Brunayla's Security Co (9/21/16)
Post by: brunayla on September 21, 2016, 03:49:37 PM
updated training rack graphics and made separate ones for each skill.

Brunayla
Title: Re: [A15] Brunayla's Security Co (9/26/16)
Post by: Addhatic on December 24, 2016, 01:16:49 AM
plz update this soon... A16 Baby
Title: Re: [A15] Brunayla's Security Co (12/28/16)
Post by: brunayla on December 28, 2016, 02:16:27 AM
Alpha 16 up now.

Brunayla
Title: Re: [A15] Brunayla's Security Co (12/28/16)
Post by: Love on December 30, 2016, 11:36:37 AM
You should probably change the title of the topic to read A16
Title: Re: [A15] Brunayla's Security Co (12/28/16)
Post by: Pepy12 on December 30, 2016, 11:59:45 AM
Thanks for the update!

And i have a question, would something possible that you can add to your temperatur control mod like the floorheater, but more powerhungry and more powerfull?, maybe an extra experimental heater that can heatup a room over 500-1000° quickly? like the quantum cooler can cool down a room very quickly to -270? :D, playing on a iceland map, and its very very difficult to balance -70°c :D, so this heater in your mods would be very nice.

Title: Re: [A15] Brunayla's Security Co (12/28/16)
Post by: zmadz on January 13, 2017, 06:40:53 AM
hey man if you don't change work to make > work to build everything is built instantly without any time needed.
Title: Re: [A15] Brunayla's Security Co (12/28/16)
Post by: Commissar on January 16, 2017, 01:56:39 AM
todays update broke literally everything. nothing loads anymore. has to be this mod, iot all broke after i restarted the game, right after your update, and your mod is the only one that updated in the timeframe. worked before the update.... (Bionic Replacements Crafting)

[attachment deleted by admin due to age]
Title: Re: [A17] Brunayla's Security Co (5/25/17)
Post by: brunayla on May 25, 2017, 02:48:29 PM
Updates for Alpha 17

Brunayla
Title: Re: [A17] Brunayla's Security Co (5/25/17)
Post by: Kairo on May 27, 2017, 04:59:48 AM
Thank you Brunayla  :)
Title: Re: [A17] Brunayla's Security Co (5/25/17)
Post by: brunayla on May 28, 2017, 05:36:48 PM
Quote from: Kairo on May 27, 2017, 04:59:48 AM
Thank you Brunayla  :)

You are most welcome.

brunayla
Title: Re: [A17] Brunayla's Security Co (5/25/17)
Post by: snagglefox on May 29, 2017, 06:59:42 PM
Are the embrasure textures supposed to look like this?

http://i.imgur.com/SaZLUTD.jpg

I've used your mod before and I don't remember them looking like that. They're definitely different from the pictures on the workshop as well.
Title: Re: [A17] Brunayla's Security Co (5/25/17)
Post by: dodviper on May 30, 2017, 08:54:03 AM
Hi!
It seems that they don't obey the training priority, they start training even if other things are more important and have to be done. For example my miner should haul things becouse there is nothing to mine and hauling is the second most important for him, but instead he goes to train mining.

Can you confirm that this is a bug, or am I doing something wrong? Now i always have to make X times training, instead of do forever (which would be better if they'd follow the training priority)
Title: Re: [A17] Brunayla's Security Co (5/25/17)
Post by: Mkok on June 01, 2017, 05:47:49 AM
Quote from: snagglefox on May 29, 2017, 06:59:42 PM
Are the embrasure textures supposed to look like this?

http://i.imgur.com/SaZLUTD.jpg

I've used your mod before and I don't remember them looking like that. They're definitely different from the pictures on the workshop as well.

Yeah, they look kinda ugly. I copied the embrasure textures from the medieval mod and it looks better.
Title: Re: [A17] Brunayla's Security Co (5/25/17)
Post by: snagglefox on June 01, 2017, 11:16:07 AM
Quote from: Mkok on June 01, 2017, 05:47:49 AM
Quote from: snagglefox on May 29, 2017, 06:59:42 PM
Are the embrasure textures supposed to look like this?

http://i.imgur.com/SaZLUTD.jpg

I've used your mod before and I don't remember them looking like that. They're definitely different from the pictures on the workshop as well.

Yeah, they look kinda ugly. I copied the embrasure textures from the medieval mod and it looks better.

Would you mind explaining how you did that?

Edit: Nevermind, kind of figured it out on my own.
Title: Re: [A17] Brunayla's Security Co (11/19/17)
Post by: brunayla on November 19, 2017, 09:59:04 PM
Updated to Alpha 18
Title: Re: [A18] Brunayla's Security Co (11/19/17)
Post by: filippe999 on April 30, 2018, 10:31:04 AM
Would you post the github link instead? i am unable to get the mod from steam
Title: Re: [A18] Brunayla's Security Co (11/19/17)
Post by: Canute on April 30, 2018, 11:31:31 AM
filippe999,
if you check the changelog you notice 1.6.1 is the Alpha 18 version, brunayla just mistyped as Alpha 17.
This mean you can download it from dropbox.


brunayla,
btw. there is no Alpha 18 version anymore, it is called Beta 18. :-)

Title: Re: [B19] Brunayla's Security Co (9/15/18)
Post by: brunayla on September 15, 2018, 10:58:57 PM
Now Beta 19.
Title: Re: [B19] Brunayla's Security Co (10/23/18)
Post by: brunayla on October 23, 2018, 11:08:06 AM
Now updated to 1.0