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RimWorld => Releases => Mods => Outdated => Topic started by: JuliaEllie on October 31, 2014, 05:45:10 PM

Title: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: JuliaEllie on October 31, 2014, 05:45:10 PM
[
UPDATE BY Neocryptorian!!

Unfortunately I didnt have the time to update this mod and so somebody else took over :D Thank you very much for taking some work off my shoulders. Its amazing to see that people love my stuff enough to improve it.

Good luck and have fun my friends!
LOOK HERE! (https://ludeon.com/forums/index.php?topic=13053.0)
Title: Re: [MOD] [ALPHA7] The Inspection - Floor Spikes (31.10.2014)
Post by: Matthiasagreen on October 31, 2014, 05:46:47 PM
i love it!
Title: Re: [MOD] [ALPHA7] The Inspection - Floor Spikes (31.10.2014)
Post by: MaxtheINFINITE on November 01, 2014, 05:34:53 AM
useless traps that work.
# I LIKE IT !
Title: Re: [MOD] [ALPHA7] The Inspection - Floor Spikes (31.10.2014)
Post by: WorldEdit on November 01, 2014, 07:22:37 AM
Looks great, will try out ASAP.
On an unrelated note, could you possibly link your stream account, and tell me what time you usually stream?
Title: Re: [MOD] [ALPHA7] The Inspection - Floor Spikes (31.10.2014)
Post by: JuliaEllie on November 01, 2014, 07:59:09 AM
Quote from: WorldEdit on November 01, 2014, 07:22:37 AM
Looks great, will try out ASAP.
On an unrelated note, could you possibly link your stream account, and tell me what time you usually stream?

its on twitch.tv/juliaellie but I stream when I like so I dont have a schedule
Title: Re: [MOD] [ALPHA7] The Inspection - Floor Spikes (31.10.2014)
Post by: Devdisigdu on November 05, 2014, 10:54:49 AM
Brilliant mod, Had a lot of fun with this once I added it to my kill box entryway.

Just a small thing though, would it be possible to have them powered off initially? My colonists would build one and then proceed to walk over it to build the next hurting themselves in the process :P
Title: Re: [MOD] [ALPHA7] The Inspection - Floor Spikes (31.10.2014)
Post by: Tsilliev on November 05, 2014, 12:08:42 PM
Quote from: JuliaEllie on October 31, 2014, 05:45:10 PM
(http://i.imgur.com/QWYmyKk.png)

Hey guys,

Another mod I made live on stream :) Those are floor spikes which hurt everybody walking over them as long as the spike traps have power. (protip: turn them off if you dont want your colonists hurt)

Have fun everybody and thanks to everyone who contributed to this one with their ideas and their warm supporting words :)

DOWNLOAD!! (https://www.sendspace.com/file/e6dv3d)

Thanks! https://ludeon.com/forums/index.php?topic=6986.0  ;D
Title: Re: [MOD] [ALPHA8] The Inspection - Floor Spikes 10.12.2014)
Post by: JuliaEllie on December 10, 2014, 02:55:15 PM
Out now for Alpha 8! Praise Lord Tynan.
Title: Re: [MOD] [ALPHA8] The Inspection - Floor Spikes 10.12.2014)
Post by: iame6162013 on December 11, 2014, 06:04:05 AM
OMG I NEED THIS...
Title: Re: [MOD] [ALPHA8] The Inspection - Floor Spikes 10.12.2014)
Post by: superiorx on December 12, 2014, 12:52:14 AM
Quote from: JuliaEllie on December 10, 2014, 02:55:15 PM
Out now for Alpha 8! Praise Lord Tynan.

Thanks for updating all your mods for Alpha 8 so quickly, JuliaEllie :)
Title: Re: [MOD] [ALPHA8] The Inspection - Floor Spikes 10.12.2014)
Post by: JuliaEllie on December 12, 2014, 02:31:56 AM
Quote from: superiorx on December 12, 2014, 12:52:14 AM
Quote from: JuliaEllie on December 10, 2014, 02:55:15 PM
Out now for Alpha 8! Praise Lord Tynan.

Thanks for updating all your mods for Alpha 8 so quickly, JuliaEllie :)

You are welcome :) I love modding and I love my "fans" :)
Title: Re: [MOD] [ALPHA8] The Inspection - Floor Spikes 10.12.2014)
Post by: alildevil on December 15, 2014, 03:04:08 AM
Sweet can't wait to use this...
Title: Re: [MOD] [ALPHA8] The Inspection - Floor Spikes 10.12.2014)
Post by: Oga88 on December 18, 2014, 06:11:41 AM
Nice!!!!
Title: Re: [MOD] [ALPHA8] The Inspection - Floor Spikes 10.12.2014)
Post by: john pretzel on December 18, 2014, 01:09:52 PM
First post on JuliaEllie's mods.  :)

I've downloaded some of your mods and I appreciate you work, thanks for sharing what you've done.

This one is a very simple but fun mod. I usually make some long cues with this, on narrow corridors.

Also, canned food and hobo stove are nice. Have these on my list. Recipenurse, the addon for other mods is also very appreciated. ;D keep up the good work.
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: JuliaEllie on February 19, 2015, 06:36:39 AM
(http://i.imgur.com/aIajqg0.png)

UPDATERINO
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: jabbamonkey on February 19, 2015, 10:57:49 AM
The subject of this post says Alpha 9, but right above the DOWNLOAD link, it still says "Now for Alpha 8". I'm assuming that the download is fine, but the text above it hasn't been updated...
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: JuliaEllie on February 19, 2015, 02:02:00 PM
Quote from: jabbamonkey on February 19, 2015, 10:57:49 AM
The subject of this post says Alpha 9, but right above the DOWNLOAD link, it still says "Now for Alpha 8". I'm assuming that the download is fine, but the text above it hasn't been updated...

You are absolutely right. Thank you.
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: Mussels on February 20, 2015, 05:23:08 AM
how does this behave now that in A9, you send colonists to power things on and off?


edit: now that i've updated, its obvious - a colonist flips a switch that toggles all of them, not individually.
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: Feniks on February 20, 2015, 11:32:57 PM
Do they ware of over time as if you spike a big raid do they talk damage and need repair or unless someone attacks them directly you don't have to worry?
Title: Re: [MOD] [ALPHA7] The Inspection - Floor Spikes (31.10.2014)
Post by: KillerCubePlays on February 25, 2015, 09:59:41 AM
Quote from: Devdisigdu on November 05, 2014, 10:54:49 AM
Brilliant mod, Had a lot of fun with this once I added it to my kill box entryway.

Just a small thing though, would it be possible to have them powered off initially? My colonists would build one and then proceed to walk over it to build the next hurting themselves in the process :P

how to avoid the 'colonists hurting themselves when finished building' problem:
set time skip to normal, pause time when your colonist finished building the trap, turn off the power, and when your colonists are done building them, turn them back on (double-left-click for all simular objects, like those traps)
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: alildevil on April 29, 2015, 12:44:44 AM
Will your mods be upgraded to alpha 10? Such as Floorspikes...
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: Neocryptorian on May 07, 2015, 10:46:46 PM
An open question how big is the interest if I manage to patch / update this mod to Alpha 10f?  ???

And if I even manage to improve it so that the spike trap also damages animals and detect colonists so they don't trigger the traps?
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: harpo99999 on May 08, 2015, 12:09:55 AM
I am interested
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: Match on May 08, 2015, 01:17:46 AM
me too!
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: numen0r on May 08, 2015, 11:52:34 AM
Quote from: Neocryptorian on May 07, 2015, 10:46:46 PM
An open question how big is the interest if I manage to patch / update this mod to Alpha 10f?  ???

And if I even manage to improve it so that the spike trap also damages animals and detect colonists so they don't trigger the traps?

YES PLEASE!
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: zoolsnes on May 08, 2015, 03:04:12 PM
Yes, I would love it soooo much ma'am <3
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: deadlydullahan on May 08, 2015, 03:05:30 PM
Would love to see this updated to alpha 10 with upgrades that detect colonists. It's a fun and great mod that adds the early game defense that's truly needed rather than researching/building turrets. I kinda wish there were more traps like these incorporated, maybe cliche traps that shoot arrows out of walls when you pass by it or something. Gives more thought to ways of defending without having to risk colonists that are terrible at fighting or having to feed power and resources to turret defenses.

EDIT: maybe instead of the traps that use power to work, traps the degrade with each use and need to be repaired. Adds a bit of realism in my opinion when wooden spikes degrade each time an enemy steps on it.

An added suggestion that would make for a cool idea would be spike trap damage (and durability if using the above mentioned idea) varying depending on the type of material used. Wooden floor spikes = little damage, moderate durability. Plasteel floor spikes = Moderate Damage (gotta keep it somewhat fair) and High Durability. Heck maybe add in a varying trigger speed depending on the material used (kind of like doors) Wood= Fast trigger speed. Plasteel= Slow trigger speed.
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: tsungen on May 08, 2015, 08:00:25 PM
I didn't expected that my first post wil be a patch to a mod but it is.

Managed to get this work with Alpha 10 and did some changes to my liking.

Hope you like it :)

Changlog

2015/05/09

Update to Alpha 10
changed Trap trigger only Hostile
removed power consumption
added buildable from Woody and Metallic Stuff / handles maxHP automaticly
added HP decrease on Trigger


Things to work on

make triggered Trap look stuffed
adjust Damage to scale with Stuff


[attachment deleted due to age]
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: Neocryptorian on May 08, 2015, 08:16:24 PM
Well was waiting for a clear sign to post this patch for JuliaEllie to Alpha10f, but here it comes if she don't says otherwise.

Download in attachment

Edit: Updated download with .Net Framework 3.5 dependent version hope that fixes some issues for everyone.

Changes:
- Updated faction detection so it now only triggers on hostile factions that is not of your colony.
- Added so spiketraps now also triggers on animals.
- Bugfixed so spiketraps "really" don't trigger on friendly colonies.
- And yes it's been play tested stable. (if not any bugs crawled in when i wasn't looking...)

Hope you all like the results. ^^

Edit: Degrade able traps like tsungen did is really nice. Personly if im able to I might try doing it as a tier 1 traps, and electric ones as tier 2 research able ones.

[attachment deleted due to age]
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: deadlydullahan on May 08, 2015, 08:45:27 PM
Props and good job to both of you, I wish I personally knew more about mod making cause this is the kinda mod I feel could go incredibly far into a variety of traps and maybe even animal hunting snares.
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: deadlydullahan on May 08, 2015, 08:49:16 PM
Quote from: Neocryptorian on May 08, 2015, 08:16:24 PM

Edit: Degrade able traps like tsungen did is really nice. Personly if im able to I might try doing it as a tier 1 traps, and electric ones as tier 2 research able ones.

This would be a great idea, hope to see how it would turn it  ;D
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: thetj on May 09, 2015, 12:34:44 AM
Awesome mod! Thanks!
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: JuliaEllie on May 09, 2015, 07:35:22 AM
Quote from: Neocryptorian on May 08, 2015, 08:16:24 PM
Well was waiting for a clear sign to post this patch for JuliaEllie to Alpha10f, but here it comes if she don't says otherwise.

Download in attachment

Changes:
- Updated faction detection so it now only triggers on hostile factions that is not of your colony.
- Added so spiketraps now also triggers on animals.
- Bugfixed so spiketraps "really" don't trigger on friendly colonies.
- And yes it's been play tested stable. (if not any bugs crawled in when i wasn't looking...)

Hope you all like the results. ^^

Edit: Degrade able traps like tsungen did is really nice. Personly if im able to I might try doing it as a tier 1 traps, and electric ones as tier 2 research able ones.

Thanks for updating the mod and taking some work from my shoulders. If you like I can put this version in the original post and make the official A10 update for the mod
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: Neocryptorian on May 10, 2015, 01:08:45 PM
Quote from: JuliaEllie on May 09, 2015, 07:35:22 AM
Thanks for updating the mod and taking some work from my shoulders. If you like I can put this version in the original post and make the official A10 update for the mod

Please do that to help people to notice that it's ready for Alpha 10f, and to have something up while I'm working on the overhauled derivative work of your great mod.  ;D


Notice for everyone reading this I am going to continue improving this mod as a derivative work and under a slightly altered name and thread with good wishes from JuliaEllie and has already implemented all suggestions from "deadlydullahan" at Link (https://ludeon.com/forums/index.php?topic=7222.msg130906#msg130906)


Current status:
For the moment I'm at the stage of testing and confirming that everything works flawlessly. Will post the new thread when everything is finalized, currently it is very promising.

current A9 pre-updated version for A10f posted here (https://ludeon.com/forums/index.php?topic=7222.msg130944#msg130944).

Credits:
Want to really credit JuliaEllie here for the ground idea and work behind this mod and also tsungen for being a really nice fellow helping out.
   
Have fun everyone hope to hear from you in the future.  :D
Title: Re: [MOD] [ALPHA9] The Inspection - Floor Spikes - A9Update (19.02.2015)
Post by: deadlydullahan on May 10, 2015, 01:23:48 PM
Quote from: Neocryptorian on May 10, 2015, 01:08:45 PM

Notice for everyone reading this I am going to continue improving this mod as a derivative work and under a new name and thread with good wishes from JuliaEllie and has already implemented all suggestions from "deadlydullahan" at Link (https://ludeon.com/forums/index.php?topic=7222.msg130906#msg130906)


Looking forward to it, and excellent job  ;D
Title: Re: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: Ouan on May 10, 2015, 11:04:37 PM
In the terrible darkness of the future..... we still totally have spike traps! FTW!
Title: Re: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: Dave-In-Texas on May 11, 2015, 08:30:52 AM
awesome, looking forward to trying it out!

edit:  Well that didn't get very far.

Exception loading floorspiker.dll: System.IO.IOException: Sharing violation on path C:\Games\RimWorld785Win\Mods\Floorspikes\Assemblies\floorspiker.dll

  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0

  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)

  at System.IO.File.OpenRead (System.String path) [0x00000] in <filename unknown>:0

  at System.IO.File.ReadAllBytes (System.String path) [0x00000] in <filename unknown>:0

  at Verse.ModAssemblyHandler.ReloadAll () [0x00000] in <filename unknown>:0
Title: Re: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: Neocryptorian on May 12, 2015, 09:57:21 AM
What netframe versions you got installed and anyone else having this error?

And please pm me with versions and mods in use and the games log file when it crash, and i will take a look at it...

Dear regards
Neocryptorian
Title: Re: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: JuliaEllie on May 12, 2015, 10:20:44 AM
Quote from: Neocryptorian on May 12, 2015, 09:57:21 AM
What netframe versions you got installed and anyone else having this error?

And please pm me with versions and mods in use and the games log file when it crash, and i will take a look at it...

Dear regards
Neocryptorian

Oh right: Unity support .NET 3.5 and NOT the new 4.0 so you will have to change your solution settings to .NET 3.5
Title: Re: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: Neocryptorian on May 12, 2015, 11:05:05 AM
Ok my bad im almost 100% certain i used .net 4.0 will make the required changes and update earlier post.
Title: Re: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: Dave-In-Texas on May 12, 2015, 03:14:28 PM
I'm glad Jellie responded because i was unsure what exactly you wanted from me :-)
Title: Re: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: Dave-In-Texas on May 12, 2015, 11:01:35 PM
Thanks for your efforts, but I'm still having no joy.

Windows 8.1 x64  but that shouldn't matter (it never has before)

I've attached my original mods config. I also tried it alone with no other mods, same result.



[attachment deleted due to age]
Title: Re: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: Dave-In-Texas on May 13, 2015, 10:47:44 AM
Quote from: Dave-In-Texas on May 12, 2015, 11:01:35 PM
Thanks for your efforts, but I'm still having no joy.

Windows 8.1 x64  but that shouldn't matter (it never has before)

I've attached my original mods config. I also tried it alone with no other mods, same result.

I've since discovered that however you did what you did before.. it created a 0byte dll (floorspiker.dll) that i have NO permissions to view, edit or delete.. which means the entire directory path is stuck now.
windows keeps giving me errors about not having permissions... and i'm the only administrator.  so no doubt thats part of whats going on.
not really sure why what you wrote is so different from every other addon but.. yeah :)


I rebooted the pc and I guess everything I was doing took effect (no instructions to reboot but when in doubt, right?) since i was able to delete the file.   It took a little work but I determined it was the extraction program I am using (at least as far as making that file 0bytes, which emphatically would not work).   So, now I have a newer (well to me) 7Z extractor and it seems to actually do it right :)

and just confirmed that Rimworld loads perfectly now (no time for a game but thats an excellent sign.

Title: Re: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: Neocryptorian on May 13, 2015, 11:30:11 AM
Quote from: Dave-In-Texas on May 13, 2015, 10:47:44 AM
Quote from: Dave-In-Texas on May 12, 2015, 11:01:35 PM
Thanks for your efforts, but I'm still having no joy.

Windows 8.1 x64  but that shouldn't matter (it never has before)

I've attached my original mods config. I also tried it alone with no other mods, same result.

I've since discovered that however you did what you did before.. it created a 0byte dll (floorspiker.dll) that i have NO permissions to view, edit or delete.. which means the entire directory path is stuck now.
windows keeps giving me errors about not having permissions... and i'm the only administrator.  so no doubt thats part of whats going on.
not really sure why what you wrote is so different from every other addon but.. yeah :)


I rebooted the pc and I guess everything I was doing took effect (no instructions to reboot but when in doubt, right?) since i was able to delete the file.   It took a little work but I determined it was the extraction program I am using (at least as far as making that file 0bytes, which emphatically would not work).   So, now I have a newer (well to me) 7Z extractor and it seems to actually do it right :)

and just confirmed that Rimworld loads perfectly now (no time for a game but thats an excellent sign.

Edit: Happy everything worked out for you was getting a headache trying to figure out where I had made a mistake.  ::)

Hope you don't get any more problems and have fun now  ;D
Title: Re: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: deadlydullahan on May 14, 2015, 05:33:53 PM
How are things going? I saw that traps are being added and worked on in the changelog, should talk to Tynan and see what his opinion on spike traps might be and if he plans on maybe adding them in as a trap.
Title: Re: [MOD] [ALPHA10] The Inspection !DISCONTINUED! A10Update (10.05.2015)
Post by: Neocryptorian on May 14, 2015, 06:03:34 PM
Quite done, so far I'm writing a draft for the first version release thread will try to have it up and available in a hour.  ;D

Edit:
Ok everyone the derivative work that has been made on this mod is now finally up and available as it's first release here:
[Mod][Alpha 10] Better Inspection (2015-05-15) (https://ludeon.com/forums/index.php?topic=13053.0)

Have fun and hope hearing from you soon.  :)