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=3961.0Available on steam here http://steamcommunity.com/id/brunayla/myworkshopfiles?appid=294100
Here in are:
- Embrasures- You know you love walls with holes to shoot through. You can research fire resistant, reinforced and fire resistant reinforced embrasures.
- Mannable Turrets- Now you can man a mounted Uzi, M16, L15 LMG , or with research a Mini gun. (You will need a weapon of the type to make the mounted version)
- Medicine Kit Crafting- No more will your colones have to do without bandages.
- MIRV Artillery- Why shoot one projectile down range when you can shoot three? You will need to research this.
- Weapon Crafting- If you have the time, skill and resources you can build most of the firearms in the game.
- Organ Replacement Production- If you have the time, skill and resources you can grow replacement organs in the game.
- BionicReplacement Production- If you have the time, skill and resources you can build bionic replacements in the game.
- Neurotrainer Production- If you have the time, skill and resources you can build neurotrainer joywire painstopper and AI persona core in the game.
- Armor Production- If you have the time, skill and resources you can build Armor in the game.
- 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.
- Temperature Control- A fan to keep you colonists cool.
- Cyclone Wire- Cyclone wire, razor wire, trenches, and razor wire traps to keep you enemy a bay.
- Agriculture- Soil that you can place that has better fertility them basic soil.
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:
- 1.6.4 adjusted research tab
- 1.6.3 update to 1.0.
- 1.6.2 update to Beta 19.
- 1.6.1 update to Alpha 18.
- 1.5.18 tweek training racks.
- 1.5.17 Alpha 17 Update.
- 1.5.16 fixed time to build.
- 1.5.15 Alpha 16 update.
- 1.5.14 adjusted flammability of cyclone wire and trenches.
- 1.5.13 added tab for stand alone training racks and updated the graphic on Agriculture.
- 1.5.12 made stand alone worktables of training racks mod and updated the graphic
- 1.5.11 add trenches to cyclone wire mod
- 1.5.10 a placeable soil mod
- 1.5.9 added razor wire trap
- 1.5.8 fixed some graphical problems
- 1.5.7 added cyclone wire
- 1.5.6 updated to alpha 15
- 1.5.5 added floor fan and heater to temperature control
- 1.5.4 added new rack to NonDecayingStoragestorage and joywire and painstopper to Neurotrainer Production
- 1.53 Enlarged Manned Turrents at the request of a steam user
- 1.52 Fixed Weapon and Armor Recipes
- 1.51 added Temperature Control
- 1.5 Updated to Alpha 14
- 1.4.9.1 Fixes pointed out by TheGentlmen (GENT)
- 1.4.9.0 added NonDecayingStorage and Training Rack
- 1.4.8.9 added foil Helmet to armor crafting and Artillery shell to Weapon crafting
- 1.4.8.8 added facility support to Armor Crafting (Tool), Bionic Replacement (Tool), Medkit crafting (Tool), Weapon Crafting(Tool), Neurotrainer (MultiAnalizer), and Replacement Organ (MultiAnalizer)
- 1.4.8.7 fixed some coding in Embrasures
- 1.4.8.6 fixed some typos in organ replacement mods
- No update needed for Alpha 12
- 1.4.8.5 Fix for Embrasures
- 1.4.8 Update to Alpha 11
- 1.4.7 Added armor crafting and tweeked manned turrents to have range markers and MIRV to have min range markers
- 1.4.6 Organic and Bionic parts production. Neurotrainer and AI Persona Core production
- 1.4.5 Updated to Alpha 10 all normal weapons can be constructed.
- 1.4 Updated to Alpha 10 most of the weapons can be constructed still working on it.
- 1.3.2 Changes to the recipes to allow construction of weapons
- 1.3.1 Changes to the recipes for the med table
- 1.3 some tweeks
- 1.2 updated to Alpha 8
- 1.1 fixed texture problem with Embrasures (graphicPathFolderAppearances should have been graphicPathSingle for Reinforced, Fire Resistant and Reinforced Fire Resistant Embrasures)
- 1.0 Initial release Alpha 7
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
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.
Got your link draw type wrong?
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
try basic
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
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?
Updated to Alpha 8
The Embrasures are pink for me....
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.
I was basing it on walls in the core. Thank you for your help.
brunayla
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.
I found a strange bug; raiders can equip mortars :
(http://i61.tinypic.com/2vamnt4.jpg)
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
No, they carry it as a weapon and even fire it when they attack lol
<canBeSpawningInventory>false</canBeSpawningInventory>
not being in thingdef I'm guessing is the issue?
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
Anyone able to get the medical pack crafting to work?
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?
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.
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 :)
Awwwww, embrasures, you just saved my world >.<
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
I seem to have that difficulty sometimes...
For help with the Droids, maybe ask the creator of mech defense 2?
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
Same issue as above, weapon stations won't work. Tried redownloading as reccommended, that solved nothing.
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
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.
Is it possible to just insert the medical pack or do you need to use the whole mod?
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?
FYI: I tried downloading and, same issue. Can't build weapon and same errors in the log as above poster.
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
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.
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
I did check and spawned the requirements just to test it.
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
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
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
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.
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
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.
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
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.)
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
hey when exactly do you think andrioids will be working
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?
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
Fixed all but the T-9 launcher
Brunayla
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.
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>
Updated to Alpha 10
Awesome mod. Thanks
A small typo: the research description for weapon crafting says "construct weapons from scrape" should be "scrap"
Thank you
Got all of the normal weapons to build.
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.
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.
Aside from the fact that they're exceptionally powerful, they shouldn't be essentially free (especially the assault rifle).
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.
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
No, only silver/gold/uranium are x20, plasteel is 1:1.
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
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.
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?
Well yeah if you choose to build the ship (I don't bother).
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
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.
Kaballah,
Textiles for a sling strap for the gun. and 5 silver is really 100 silver.
Brunayla
Okey doke, sounds fine to me.
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
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.
Yes except you will not be able to control what one you get (from last time I played with making them)
Brunayla
Well if you do make such a thing you should probably keep it in a separate mod, shrug
Does this work with the Combat Realism mod?
It should work with it Weapon Crafting just lets you build them. The balancing might be off but it should work.
Brunayla
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.
Added Bionic Organic Replacement Parts and Neurotrainer / AI Persona Core
Brunayla
Great, thanks for the update!
Can you tell me the ranges of all the mannable turrets Or at the the same as the improvised ones?
I like the new recipes way better, it's no longer just land -> research weapon crafting -> make the best guns. Good change!
For your new research items, "Replacement Organ Making" appears twice, I guess the 1200 point one should be "Bionic Limb Crafting" or something.
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
Fixes done...please re-download.
brunayla
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.
I will look into the the fire range indicates.
Brunayla
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
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.
Working on the armor. Will have a update later today
Brunayla
Armor crafting is in.
Brunayla
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.
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.
Updated to Alpha 11... I do not think anything is broken
Brunayla
A11 Bitches!
What might be added or changed to this group of mods that would make them better?
Brunayla
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?
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.
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!
These appear to be working without any update required in A11b, fyi
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.
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
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]
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)
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
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)
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
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!
fixed now. thank you for pointing it out
brunayla
Out of curiosity, is a new game needed to add your mod?
Can you add psychic foil helmets to the armor crafting table?
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.
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.
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
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.
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
Added facility support to Armor Crafting (Tool), Bionic Replacement (Tool), Medkit crafting (Tool), Weapon Crafting(Tool), Neurotrainer (MultiAnalizer), and Replacement Organ (MultiAnalizer)
Brunayla
Will you add crafting of personal shields? (sorry if there are already in and I just did not see it)
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.
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
is Embrasures 1.5 good to DL or should i stick to 1.42 then?
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).
added foil Helmet to armor crafting and Artillery shell to Weapon crafting
Brunayla
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?
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 ?
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
OK I download 1.4.8.5 version ad it works fine. Thanks for the answer :)
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 ?
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
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
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>
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.
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]
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>
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?
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
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.
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).
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.
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
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
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
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.
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
This is my reworked version of brunaylas training racks mod.
[attachment deleted due to age]
So does anyone know if a patch has been released for the weapon crafting to be compatible with rimfire weapons?
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
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.
Ah finall found your mods again! I forgot where you made neurotrainers
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?
Why does it take silver to make armor/bionics?
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
I propose some polishing to mods:
- change in workgivers files "<gerund>Crafting</gerund>" to vanilla-like "<gerund>crafting at</gerund>"("Prioritize crafting at WORKBENCH" sounds better then "Prioritize Crafting WORKBENCH")
- Simple prostetics cost more then Bionics :o
- maybe change worktype at weapon/armor crafting bench from "crafting" to "smithing"
- fix amount of silver/gold/uranium gained from "take apart"(need to multiply by 20)
A13? please.
+1
:)
did no update come?
A13 Please
It's Awesome...
This has always been such a great set of mods, :-\
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?
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.
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.
Maybe you didn't do the bill?
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.
Are you playing in a12 or a13? coz this is for a12
I think that might be the problem.. I am running the newest version of Rimworld.. Sorry for the bothering then :P
Updated to Alpha 14 enjoy.
Brunayla
FYI, you made a minor mistake with the link titles
brunayla, I can not see a link to the 1.5 on the OP, is this correct?
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.
Sorry all for the mix up. It is fixed now. The website seems to be getting slammed with traffic.
Brunayla
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 :)
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
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]
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.
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]
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
Can you plz put this on Steams Workshop?
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.
ok no probs. I'll just make my lazy butt check this thread more often.
Now on Steam. I just need to make sure to keep both in sync with updates
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.
Fixed now
Brunayla
Made the manned turrets larger at the request of a steam user.
Brunayla
updated storage and neural trainer mods
Brunayla
1.55 added floor fan and heater to temperature control
Brunayla
1.56 updated to alpha 15
Brunayla
The latest A15 zip only seems to contain the MIRV artillery mod :'(
shirlierox try now. I do now know how that happened. sorry for the let down.
brunayla
added cyclone wire to keep your enemy at bay while they have little too no cover.
Brunayla
1.58 fixed some graphical problems
Brunayla
1.59 added razor wire trap
Brunayla
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
Added
Agriculture- Soil that you can place that has better fertility them basic soil.
Brunayla
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.
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
added trenches to cyclone mod as requested by steam user
brunayla
updated training rack graphics and made separate ones for each skill.
Brunayla
plz update this soon... A16 Baby
Alpha 16 up now.
Brunayla
You should probably change the title of the topic to read A16
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.
hey man if you don't change work to make > work to build everything is built instantly without any time needed.
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]
Updates for Alpha 17
Brunayla
Thank you Brunayla :)
Quote from: Kairo on May 27, 2017, 04:59:48 AM
Thank you Brunayla :)
You are most welcome.
brunayla
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.
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)
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.
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.
Updated to Alpha 18
Would you post the github link instead? i am unable to get the mod from steam
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. :-)
Now Beta 19.
Now updated to 1.0